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Non-gamePlans to link the internal markets of Second Life and Entropia Universe announcedAnshe Chung, proclaimed "the virtual Rockefeller" by Business 2.0, has published plans to launch an inter-virtual world financial market, linking the internal markets of Second Life (SL), Entropia Universe (EU) and IMVU. The public launch of the service is set at early June. As I understant, the service makes it possible for e.g. users of SL to use their Linden Dollars for purchasing shares of portfolios consisting of EU assets. The press release states that RMT is not involved. A possibly related piece of old news: Chung got one of the EU banking licenses a while back. Second Life moves to China, becomes family friendly?Shanda, one of the leading MMORPG companies in the world, plans to create a new service similar Second Life. This was reported today by Financial Times, quoting Shanda's founder and chairman Chen Tianqiao. According to Chen, the Nasdaq listed company wants to diversify away from fantasy worlds, but he wouldn't say anything about release dates. Earlier this year, another "Chinese Second Life" called HiPiHi attracted attention in the blogosphere. HiPiHi is already in the beta stage, but lacks the resources of China's biggest MMORPG company. The graphics look somewhat dated by today's standards, although so do Second Life's. The Q Coin secondary market in practice – with screenshots
In this posting, I describe how Q Coin secondary market trading (or one facet of it) works in practice, and illustrate the process with some screenshots. I also provide some figures from a trading site. Many people have seen the news articles about QQ, but for most non-Chinese speakers, this is probably the first glimpse of the actual Q Coin market. By Jiaping Xu at 2007/04/27 - 15:41 | Case description | Currency | Non-game | China | read more | login or register to post comments
How big is the RMT market anyway?
By Tuukka Lehtiniemi at 2007/03/02 - 12:50 | Concepts and methods | Games | Non-game | read more | 15 comments
Sweden to set up embassy in Second Life
In reality though, the facility will not deal with passports or visa applications like a normal embassy, but rather acts as a marketing outpost for Sweden designed to reach the digital generation. The idea is being developed at Swedish Institute instead of the Ministry of foreign affairs. Significant increases to Second Life land prices
In an interview by CNET News.com, Linden Lab's new CFO John Zdanowski states that the purpose of the price hike is to make renting out land profitable to the company. According to Zdanowski, seven-year-old Linden Lab has yet to turn in a profit. But due to negative feedback from users, the hike is now delayed until November 15th. Virtual business ecosystem in legal trouble? China's Tencent QQ
Users can buy QQ coins for a fixed price of one RMB per coin from Tencent. The coins can be used to pay for premium features, such as decorations for a chat avatar. Coins can also be transferred to other users. In addition to the official premium content offered by Tencent, third parties have begun accepting QQ coins as a method of payment for their services. By Vili Lehdonvirta at 2006/11/02 - 21:22 | Business | Case description | Legal/moral/policy issues | Non-game | China | read more | login or register to post comments
Virtual trinkets and advertising combine in IRC-GalleriaYesterday's seminar was a great success, thanks to all who participated. A video recording of the presentations is now available through here.
We also heard some fascinating stuff about demand for virtual items in a service that is nothing like a virtual world, but a "flat" community site, similar to MySpace. By Vili Lehdonvirta at 2006/09/27 - 15:24 | Announcements | Business | Games | Non-game | Finland | Korea | read more | login or register to post comments
Aviators, Moguls, Fashionistas and Barons: Economics and Ownership in Second LifeYear2004 Publication informationUnpublished manuscript URLhttp://ssrn.com/abstract=614663 Virtual World Business Brands: Entrepreneurship and Identity in Massively Multiplayer Online Gaming EnvironmentsYear2005 Publication informationUnpublished manuscript URL |
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