2007/01/15

The Real Economy of a Virtual World

"It's not just a game anymore," said online artisan Kimberly Rufer-Bach. "There are businesses, nonprofits and universities" taking advantage of the online world. With users now numbering over 130,000, game-maker Linden Lab estimates that nearly $5 million dollars, or about $38 per person, was exchanged between players in January 2006 alone. Working in Second Life is "the same as working in London and sending money home to pay the rent for your spouse," said company CEO Philip Rosedale. Full Story @ Wired.

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