Economy (2007). One you might have heard from is the statement “According to the Institute for Policy Innovation, more than $58 billion is lost to the U.S.economy annually due to content theft. The theft of America’s intellectual property costs the...
But in the past several years, as the economy has gone more and more sour, the monthly price of virtual land in Second Life has not dropped. These people are a significant part of the SL economy. The sale may have also damaged the businesses of...
A virtual world economy using real money is for all intents and purposes a real economy. This is a grave error on their part, as content creators are an integral part of the Second Life economy. The number of times I've had a discussion revolving...
The howling from the merchant community in specific and the SL resident community in general was incessant and (afaiac) completely justified, as the Lab used search like a tinkertoy, and every time they messed with it, the immediate costs were...
In Second Life, because of the two way economy (and since there's been a crackdown on camping for cash) this particular spin on the money trade scam isn't generally seen. Second Life has a functioning economy, where people can both lose money and...
In fact this feature has the potential to add an entirely new, previously non-existing market to the SL economy. More on Fashion & Physics In Virtual Worlds Now would be one of those times. However, I'm being serious when I say that in the new...
Second Life is an economy, in many ways, first and foremost. By not allowing participation in that economy via the viewer itself is a radical shift in direction, and one that is not going to please business owners in any way, shape or form.
To chuck it would destroy an entire segment of the economy in one fell swoop. I have long said that there is no magic bullet solution for viewers in a virtual environment as vast as Second Life. Things!
Let's face it, the economy isn't stellar and many people can't afford to take a vacation. Virtual pets succeeded, not because they were visually advanced, but because they were interactive. While it may seem like the virtual goods market has popped...
As with all sudden and sweeping changes made to the Second Life platform, residents with a vested interest in this issue got very upset very quickly, as they pointed out (and rightly so) that whatever 'adult' may be, whatever that is provides a...
Though people's income (in a decent economy- let's pretend a second, shall we? However when things are hard wired into a system, such as the case with a virtual environment like Second Life, you start to have problems and need creative solutions to...
People are still dubious about virtual worlds, despite the hard numbers of the virtual world economy. What also seems important to the Lab is to set itself up as a leader in the booming virtual goods market.
A constant influx of new users (who are not at the point in which they can create and sell content themselves in SL) will eventually become consumers in the economy. New users (who stay, anyway) generally eventually buy Linden dollars ($L), which...
Second Life, whilst often perceived to be a place for the weird rather than edgy, has a huge in-world gaming economy and at the end of 2009 SL residents traded $100.8 million in virtual goods. Second life contributes $0.6 billion to the general...
Social Gold platform stores these events and processes them to give you deep insights into your virtualeconomy. The platform gets high praise - they have a quote from John Zdanowski, ex-CFO, Linden Labs stating "If I were to build the Second Life...
Where SL differs from other platforms and games (I don't think of SL as a game, which is a long-standing philosophical debate that has been covered innumerable times, even within LL itself) is that it has a real, functional, two-way economy by...
Due to the way the SL economy works, those designers can cash out those lindens into real world money and spend it just the same. For the next two weeks, SL Virtuatect and RL designer, Avril Korman, will continue sharing her thoughts on Second Life...
The virtualeconomy as a whole is valued at $10 billion this year. U.S.consumers' spending on in-game mobile virtual goods this year is set to exceed $168 million, according to a joint study by research firm Magid Associates and software developer...
The anxiety attached to the still-healing economy encourages marketers to bet more on 'sure things'--and the ability to measure Internet ads, especially search, makes them more sure than most traditional ad spending," said David Hallerman...
Secondly, the virtualeconomy is valued at $10 billion in 2010, a figure that leaves ample scope for development if you're an advertiser. Social games' virtual currencies - and yes, inevitably, Zynga.