<![CDATA[Gawker: valleywag, virtual economies]]> http://tags.gawker.com/assets/base/img/thumbs140x140/gawker.com.png <![CDATA[Gawker: valleywag, virtual economies]]> http://gawker.com/tag/valleywag/virtualeconomies http://gawker.com/tag/valleywag/virtualeconomies <![CDATA["Second Life is slowing down and taking investors...]]> "Second Life is slowing down and taking investors with it." — Blogger Adrian Crook during his "Free to Play" panel at the Game Developer's Conference. He says businesses in the virtual world are being forced to shut down because there isn't the population to support them.

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<![CDATA[Acebucks, the developers of a virtual currency...]]> Acebucks, the developers of a virtual currency for social network Facebook, has raised real cash — $1.5 million — from a group of uberinvestors — Wallstrip's Howard Lindzon, Facebook board member Peter Thiel, Tribe.net founder Mark Pincus, among others. Why? Because virtual currencies like Flooz, Beenz, and several other Web currencies proved so successful, we're sure. [All Facebook]

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<![CDATA[Google Earth to take on Second Life]]> Here we go again. Google is, apparently, terraforming Google Earth, its 3-D flythrough of the planet, into a virtual world. Rumored for more than a year, particularly since the acquisition of 3-D modeler Sketchup, confirmation of Google's new "My World" comes in the form of a beta-testing questionnaire circulated among Arizona State University students asking, on behalf of a major Internet company, whether they were into games and social networking, and already had an avatar and a Gmail account. If anyone can pull off a virtual world that's actually interesting, it's Google. But this is like prospecting in the old West. Everyone from Sony to Linden Lab on down is attempting to cash in on the hot new "virtual world" frontier. Eventually, they'll figure out that it's dry, dusty, and mined out. It's just a question of how long that will take.

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<![CDATA[Look! A cute kid with $6.5 million!]]> And a child will lead them — down the garden path. PlaySpan is garnering buzz because its cofounder, 12-year-old Arjun Mehta, hauled in $6.5 million in venture capital (although it's suspected that his father and CEO Karl Mehta is using Arjun as a mere promotional tool). Talk about a startup in need of adult supervision. Arjun makes teenage entrepreneurs like Jessica Mah and Comcate founder Ben Casnocha look like pikers. The founder's age, however, is distracting reporters from the real question: Why did this company snag so much cash?

PlaySpan's executives say it's a "publisher-sponsored in-game commerce network." Whatever that means. In-game item sales are the hot new trend in massively multiplayer online games. Since these virtual items — say a shiny coat of dragon-scale armor — can be made at virtually no cost to the publisher, they're extraordinarily high in margin. Some developers are, in fact, now offering their games for free, making ends meet by shilling fashion accessories. Since open-market trading of these items on, say, eBay is often deemed "illegal" by the developers, it makes sense to create a sanctioned forum for sales — similar to Sparter, LiveGamer and a bunch of other external marketplaces.

PlaySpan isn't forthcoming about how its commerce network will actually work, but the very idea is plagued by problems. For one, replicating PlaySpan's software tools isn't exactly difficult when looked at in the wider context of game development. Also, PlaySpan encourages users to chat on third-party servers about a wide variety of games — hardly a boost to the developers' goal of winning players' exclusive loyalties. It's like a company that comes in and offers to set up kiosks in a mall's parking lot, diverting shoppers before they even set foot inside. All the big multiplayer games, like World of Warcraft, have their own proprietary commerce systems. In-game traffic is too valuable to hand over to a third party.

Why get into gory details, though, when you have a story about a cute kid who's got a startup while he's still in elementary school? PlaySpan has made garnering publicity look like child's play.

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<![CDATA[Second Life land bubble]]> For all of Second Life's apparent freedoms, it certainly mimics the first. Linden Lab's virtual world is experiencing a bit of a land crisis — there's far too much readily available. In August, Linden Lab announced it was limiting new land creation due to falling prices. Now Linden is halting production while it implements a new auction system in the hopes that the recess will clear out caches. Second Lifers are none too happy. With the ban on gambling and flooded land market devaluing holdings, the economy is taking a nose dive. It looks like Lindens have realized they're buying little more than Florida swamp land.

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<![CDATA[First Meta gives Second Life some credit]]> MetaCard GoldNot content to let bank runs and and stock exchange breaches be the only financial crises to hit Second Life, financial service First Meta is introducing a virtual credit card. Offered in gold and standard varieties, the MetaCard will be integrated directly into Second Life's interface, allowing gold cardholders to charge up to 10,000 Lindens a month — a whopping $37. There are only 76 stores currently accepting the MetaCard, but if you can't charge it, you can always take out a cash advance. It's only a matter of time until someone sets up a Linden debt-consolidation shop.

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<![CDATA[Regulating Second Life]]> The recent run on Second Life's Ginko bank, one of the virtual world's financial institutions, has prompted many residents to ponder whether their magical playland might not need some regulations after all. Their fears aren't fueled by lewd acts or incessant griefer attacks. Rather, they're about the one thing that truly matters: money. CFO magazine recently looked into the bank's failure as evidence that some form of outside oversight is needed to guard against fraud, money laundering, tax evasion, and incidents like Ginko and the recent theft from the World Stock Exchange. An excellent suggestion. But the article fails to deliver on its promise.

CFO fails to actually answer the question it poses, which is how to regulate Second Life. Sure, there are a few comments from Second Life creator Linden Lab; a spokesman says the company has no desire to police Second Life. An SEC spokesman makes some noncommittal remarks. Before concluding that Second Life regulation is up to Linden Lab, the CFO article briefly touches on the formation of the Second Life Exchange Commission, a supposedly grassroots movement charged by some observers with conflicts of interest.

Whatever the outcome, the kerfluffle over regulation exposes the reality of Second Life: It's all about the money. And once corporations wake up to the reality that there's no real money to be made, these arguments about regulation will be moot. As will Second Life itself.

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<![CDATA[CCP Games, the Icelandic developer of the...]]> CCP Games, the Icelandic developer of the multiplayer game Eve Online, has hired a central banker, economist Eyjolfur Gudmundsson, to track the world's virtual economy. [CIO Insight]

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<![CDATA[The Economist calls Second Life a land of...]]> The Economist calls Second Life a land of irrational exuberance in its look at the virtual world's first bank run and financial future. Well, we could have told you that. [Virtual Worlds News]

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<![CDATA[Cyberbandits steal 3.2 million Linden dollars...]]> Cyberbandits steal 3.2 million Linden dollars from an ATM network in Second Life. Just what the Internet's red-light district needs: virtual bank robberies. [Reuters]

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