View Full Version : CNN:The rise of virtual business

11 November 2005, 07:06 PM
"The clothes Nafus sells aren't physical either -- they merely cover the virtual bodies people make for themselves in Second Life. But that doesn't mean the store, called Pixel Dolls, is not a real business. This is Nafus' full-time job.
"It's not something I'll get fabulously wealthy from, but it's a living wage," said the 27-year-old Seattle resident. She didn't specify her income.

An estimated 20 million people around the world are spending time in so-called "massively multiplayer online roleplaying games," or MMORPGs. These online spaces are adding not only users, but are also growing economies that interact with the real world.

Second Life, for instance, has its own currency that is convertible to U.S. dollars at a fluctuating exchange rate. Users can buy the virtual currency using their credit cards, or sell it and get real dollars via checks or PayPal transfers."

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