real businesses are becoming involved with virtual gaming programs, such as Second Life. This provides examples of such partnerships. it seems like there is a fine line between reality and these virtual worlds...it seems kind of scary to me
This link has been bookmarked by 124 people . It was first bookmarked on 07 Jun 2006, by Erik Stattin.
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Keegan LampCompanies use second life for experimental training
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Shayna PalinkasDescription of an avatar/user using SL for business purposes.
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Second Life is one of the many so-called massively multiplayer online games that are booming in popularity these days
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at least 10 million people pay $15 and up a month to play these games, and maybe 20 million more log in once in a while
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it's a stretch to call it a game because the residents, as players prefer to be called, create everything
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Second Life's technology lets people create objects like clothes or storefronts from scratch, LEGO-style, rather than simply pluck avatar outfits or ready-made buildings from a menu
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pools of wax
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notary services
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candles that burn down
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candles
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Angry Ant, a nightclub holding a "Naked Hour
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virtual doctor's office
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IGE Ltd., an independent online gaming services firm, estimates that players spent about $1 billion in real money last year on virtual goods and services at all these games combined, and predicts that could rise to $1.5 billion this year.
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Metaverse Stock Exchange i
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virtual golf courses
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21 Sep 10
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Add Sticky Note
A lot of other real-world businesses are paying attention. That's because virtual worlds could transform the way they operate by providing a new template for getting work done, from training and collaboration to product design and marketing. The British branding firm Rivers Run Red is working with real-world fashion firms and media companies inside Second Life, where they're creating designs that can be viewed in all their 3D glory by colleagues anywhere in the world. A consortium of corporate training folks from Wal-Mart Stores (WMT ), American Express (AXP ), Intel (INTC ), and more than 200 other companies, organized by learning and technology think tank The MASIE Center in Saratoga Springs, N.Y., is experimenting inside Second Life with ways for companies to foster more collaborative learning methods. Says Intel Corp. learning consultant Brent T. Schlenker: "We're trying to get in on the front end of this new workforce that will be coming. -
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Second
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Add Sticky NoteClick: I land at the Angry Ant, a nightclub holding a "Naked Hour" where avatars are in various stages of undress, dancing lasciviously. Is it getting warm in here?
Click: I stumble upon someone teaching a class on how to buy and sell virtual land to a motley crew of avatars sitting attentively on chairs watching PowerPoint slides. Do we get a toaster when we're done?
Click: Suddenly, I'm underwater at Cave Rua, watching a school of fish swim by. Cool, but what do I do here?
Click: Here's a virtual doctor's office, where a researcher runs a simulation of what it's like to be a hallucinatory schizophrenic. A menacing British voice from a TV urges: "Shoot yourself. Shoot them all. Get the gun out of the holster and shoot yourself, you !@#&!" Yikes, where's that teleport button?-
here are some examples of the various worlds available through Second Life. its pretty interesting.
the last one seems like it potentially be a very bad thing
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I'm also feeling neglectful leaving my avatar homeless every time I log out. It's time to buy some land, which will give me a place to put my purchases, like a cool spinning globe that one merchant offered cheap.
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My avatar, which so far has acted much like me, hanging back from crowds and minding his punctuation in text chats, suddenly is taking on a life of his own. Who will my alter ego turn out to be? I don't know yet. And maybe that's the best thing about virtual worlds. Unlike in the corporeal world, we can make of our second lives whatever we choose.
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28 Feb 10
Brittany Bishopa business type article on second life as it's used in the buiness world
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08 Feb 10
David WarlickAnshe Chung has become the first online personality to achieve a net worth exceeding one million US dollars from profits entirely earned inside a virtual world.
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11 Oct 09
Parker SurbrookA journey into a place in cyberspace where thousands of people have imaginary lives. Some even make a good living. Big advertisers are taking notice
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MAY 1, 2006
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The avatar named Anshe Chung may be a computerized chimera, but the company she represents is far from imaginary. Second Life participants pay "Linden dollars," the game's currency, to rent or buy virtual homesteads from Chung so they have a place to build and show off their creations. But players can convert that play money into U.S. dollars, at about 300 to the real dollar, by using their credit card at online currency exchanges. Chung's firm now has virtual land and currency holdings worth about $250,000 in real U.S. greenbacks.
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19 Sep 08
Kat KreugarMy Virtual Life A journey into a place in cyberspace where thousands of people have imaginary lives. Some even make a good living. Big advertisers are taking notice
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12 Sep 08
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Steorling *An article from a first timer with all the usual comments by non-users and veterans.
virtualworlds technology secondlife popcullture digitallife web2.0 DelImp
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Tony HirstA journey into a place in cyberspace where thousands of people have imaginary lives. Some even make a good living. Big advertisers are taking notice
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Yann LerouxMy Virtual Life A journey into a place in cyberspace where thousands of people have imaginary lives. Some even make a good living. Big advertisers are taking notice
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IGE Ltd., an independent online gaming services firm, estimates that players spent about $1 billion in real money last year on virtual goods and services at all these games combined, and predicts that could rise to $1.5 billion this year.
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In January inside Second Life alone, people spent nearly $5 million i
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what are the societal implications of spending so many hours playing, or even working, inside imaginary worlds? Nobody really has good answers yet.
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Residents spend a quarter of the time they're logged in, a total of nearly 23,000 hours a day, creating things that become part of the world, available to everyone else. I
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would take a paid 4,100-person software team to do all that, says Linden Lab. Assuming those programmers make about $100,000 a year, that would be $410 million worth of free work over a year. Think of it: The company charges customers anywhere from $6 to thousands of dollars a month for the privilege of doing most of the work.
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Why not use gaming's psychology, incentive systems, and social appeal to get real jobs done better and faster?
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virtual worlds offer a way of testing new ideas like this more freely than ever. "We can and should view synthetic worlds as essentially unregulated playgrounds for economic organization,
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Jay DuggerA journey into Second Life, a place in cyberspace where thousands of people have imaginary lives. Some even make a good living. Big advertisers are taking notice. Business Week cover story.
secondlife business news chronofile for-tscully idea for:pgptag
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And doesn't this all look like a great way for crooks or terrorists to launder money?
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d doesn't this all look like a great way for crooks or terrorists to launder money? >
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People are willing to do tedious, complex tasks within games
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Tuija AaltoBusinessweekin toimittaja kokeilee Second Life peliä
sulapinta talous liiketoiminta ansaintalogiikka games ajankäyttö ajanviete eskapismi harrastus identiteetti mediakulttuuri yhteistyö yhteisöllisyys community
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Adam CroweA journey into a place in cyberspace where thousands of people have imaginary lives. Some even make a good living.
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joshua foutsbusiness week article about SL, anshe chung, etc.
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18 May 06
Wayne PethrickSome 3,100 residents each earn a net profit on an average of $20,000 in annual revenues, and that's in real U.S. dollars.
secondlife community gaming business virtual virtualworlds web2.0
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13 May 06
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A journey into a place in cyberspace where thousands of people have imaginary lives. Some even make a good living. Big advertisers are taking notice
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08 May 06
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07 May 06
Michel Bauwensbusiness aspects of virtual worlds such as Second Life
P2P-Gaming P2P-Economics P2P-Business Open-Source-Commercialization P2P
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01 May 06
Howard SilvermanA journey into a place in cyberspace where thousands of people
have imaginary lives. Some even make a good living. Big advertisers are
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Ratcatcher"For one, people such as Chung's owner start to take changes to their world very seriously. She recently threatened to create her own currency inside Second Life after the Linden dollar's value fell."
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30 Apr 06
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maarten cannaertsvirtual worlds
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My Virtual Life A journey into a place in cyberspace where thousands of people have imaginary lives. Some even make a good living. Big advertisers are taking notice
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My Virtual Life A journey into a place in cyberspace where thousands of people have imaginary lives. Some even make a good living. Big advertisers are taking notice
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m cassimatis[cover story] via rw: BizWk puts (hawt) 2ndLife avatar on cover (jpg w/link via 3.d)
Public Stiky Notes
the last one seems like it potentially be a very bad thing
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