
Second Life (SL) is a disruptive technology because it replaces the need for face-to-face (f2f) role playing with a virtual reality world that can be accessed anywhere in the world with internet access. A disruptive technology is defined by Thornburg as “new technology with the same function as an existing technology but it functions more efficiently and then obsoletes that technology (2009).
What SL has done is change the course of cooperative learning
where individual reservations may inhibit a person from fully participating and allow them to create a virtual self free from specific identity. The need for classrooms and teacher prepared roles to support this type of learning (which is touted as a preferred method of expressing understanding of the subject matter) has diminished to the point of virtual extinction. The specific disruption is the technology investment to brick-and-mortar classrooms, including the myriad of electronic technology for f2f support. With SL and similar programs, the school’s electronic support is minimized as the instructor and students typically provide their own computers and internet access with the school providing a portal to work in (even this can be established outside of the school’s resources).
SL may continue for many years but it will likely change forms as technology improves the capability and quality of its digital processing. If they do not change rapidly enough, then another technology could replace it such as one with a three dimensional, holographic ability. I would guess that these changes are between five and ten years away.
What SL has done is change the course of cooperative learning
where individual reservations may inhibit a person from fully participating and allow them to create a virtual self free from specific identity. The need for classrooms and teacher prepared roles to support this type of learning (which is touted as a preferred method of expressing understanding of the subject matter) has diminished to the point of virtual extinction. The specific disruption is the technology investment to brick-and-mortar classrooms, including the myriad of electronic technology for f2f support. With SL and similar programs, the school’s electronic support is minimized as the instructor and students typically provide their own computers and internet access with the school providing a portal to work in (even this can be established outside of the school’s resources).
SL may continue for many years but it will likely change forms as technology improves the capability and quality of its digital processing. If they do not change rapidly enough, then another technology could replace it such as one with a three dimensional, holographic ability. I would guess that these changes are between five and ten years away.

Web Resources:
Examples of some disruptive technologies: http://moneyterms.co.uk/disruptive-technology/
Article discussing Second Life as a disruptive technology: http://www.universityworldnews.com/article.php?story=20080117162121373
Reference:
Thornburg, D. (2009). Disruptive technology. (Vodcast). Emerging and Future Technology DVD produced by Laureate Education, Inc. Baltimore.