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A virtual step, your next business step ?

Second Life Economics

Second Life's economy is based off a unit of currency called the Linden Dollar. Linden Dollars are virtual money, but that doesn't mean they're worthless. Residents can go to a currency exchange service to convert U.S. dollars into Linden currency, and vice versa. The official exchange service is called LindeX. The exchange rate fluctuates, just like real currencies. In October 2007, the exchange rate was about 267 Linden Dollars for every U.S. dollar. Most transactions within the game world use Linden Dollars. Millions of Linden Dollars change hands every month for the goods and services Residents create and provide.
Second Life's economic model is one of the main reasons Second Life gets a lot of attention. Some people find it strange that someone would spend real money for a virtual house or shirt. It's even more difficult to believe that some people are making a living off of buying and selling items in Second Life.
Resident Ailin Graef not only makes a living off of Second Life but also became the first person to become a real millionaire through transactions in Second Life. Graef made her fortune by dealing in real estate, becoming what some residents call a land baron. She bought land in Second Life from Linden Lab, developed it using creative and stylish themes, then rented or sold the land back to other residents.



If one thing has become clear about the virtual world "Second Life" it's that it is providing lucrative business opportunities to a large, and growing, number of entrepreneurs. The fact that you can earn money is naturally claiming a lot of attention.
However for the moment that isn't the most interesting for business users; these new virtual worlds are great platforms for new contacts, applications in training, collaboration, prototyping, marketing, co-creation, technology development and as "third places" (gathering spaces away from home or work). It might be virtual, but it feels real; making people much more involved than for example telephone conferences. Second Life is ultimately a social networking tool that takes online interaction and collaboration to unprecedented levels, breaks down hierarchies, and eliminates geographic boundaries.

Some companies create a space in Second Life with no clear strategy on what to do with it, which usually backfires -- no one wants to go to a location that's just a big advertisement. Other companies try to avoid that mistake. Coca-Cola, for example, held a competition in which residents submitted designs for a virtual vending machine. The winner of the competition will star in a video about designing a Second Life object. By creating interactive content, Coke avoided the pitfall of jumping into Second Life without contributing to the world's content. Reebok let users design shoes for their avatars, then order a custom-made copy of the shoes for them selves to wear in real life.


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All rights reserved. No infringement is intended