Ten years ago Second Life emerged as a 3D interactive massive online platform that allowed people from all over the world to create their own online spaces, learning centers, businesses, and even governmental offices. This technology appeared to be what Clayton Christenson (2000) calls a disruptive technology – one which causes a major change in the way technology is used. It’s population increased, and the technology improved; however recently it’s popularity has waned and people have been leaving the service (Howell, 2013). The technology was a disruptor; however, the competitors are beginning to gain power.
This could be because there are now many other specialized 3D virtual worlds available. The disruptor broke new ground, but competitors quickly filled the spaces left wanting by the pioneer. This space is quickly being take up by Minecraft, a vastly popular game engine that is more accessible to children and adults and is much easier to build upon (Stefan, 2013).
Christensen, C.(2000). The Innovators Dilemma. Cambridge, MA:Harvard University Press.
Howell, J. (June 21, 2013). Whatever happened to SecondLife?. Retrieved from: http://www.bbc.com/news/business-23000809
Stefan.(October, 2013). Why Minecraft is succeeding where SecondLife failed. Retrieved from: http://soderhavet.com/bl/2013/10/15/two-reasons-why-minecraft-is-succeeding-where-second-life-failed/#.U13N_Mf0Opg