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Virtual Economy

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  1. SOPA, PIPA On Hold, But a New Threat on Horizon

    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...

  2. Tis the Season to be Shopping: How Virtual Goods Are Impacting Holiday Shopping Culture

    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...

  3. The Revenue Stream: or, "You gonna pay for that porn, boy?"

    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...

  4. Gods and Monsters: The Technology Gap and The Service Triangle in Second Life

    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...

  5. The Second Life Tinfoil Hat Theory Part 5: A Skylight Suddenly Appears (But Search is Still Broken.)

    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.

  6. 9 Reasons Why it Might Be Time For Marketers to Value Virtual Goods

    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...