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Jan 08, 10 06:40 pm
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"This is a stunning investment opportunity, and I have complete faith I will recover what I spent relatively quickly,"

Crazy

Sucker born every minute - if he thinks he is going to make his money back. I suppose it is one thing - if you have all the money is the world to fritter away on silly things - but this is a virtual object and not even real. The good thing is that it only takes up hard drive space and not a big junk of real estate in your backyard that the real thing would do.


 
Jan 08, 10 09:53 pm
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Reply to Big_T:

Hah, i agree it is going to be hard for him to make his $ i would think.. But more so because i cant say i have ever heard of this game even, i cant imagine it having a huge player base.. It could though i suppose..

Anyway, T i thought you might find this interesting

"Second Life has an internal currency, the Linden dollar (L$). L$ can be used to buy, sell, rent or trade land or goods and services with other users. Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, and works of art. Services include "camping", wage labor, business management, entertainment and custom content creation (which can be broken up into the following 6 categories: building, texturing, scripting, animating, art direction, and the position of producer/project funder). L$ can be purchased using US Dollars and other currencies on the LindeX exchange provided by Linden Lab, independent brokers (such as DXExchange VirWoX[20] and ACE Exchange) or other resident users. Money obtained from currency sales is most commonly used to pay Second Life's own subscription and tier fees; only a relatively small number of users earn large amounts of money from the world. According to figures published by Linden Lab, about 64,000 users made a profit in Second Life in February 2009, of whom 38524 made less than US$10, while 233 made more than US$5000 [21]. Profits are derived from selling virtual goods, renting land, and a broad range of services. In March 2009, it has become known that there exist a few Second Life entrepreneurs, whose profits exceed 1 million US$ per year[22].

Some companies generate US dollar earnings from services provided in Second Life. Examples are Languagelife.com,[23] Rivers Run Red[24], BNT Holdings, and Beta Technologies.[25] This opportunity is extending to normal residents and non-Second Life users via affiliate programs.[26] The total value of these transactions has not been calculated but in 2008 consultancy firms Rivers Run Red and Electric Sheep have reported annual revenues of $6 million."

I actually know a few people who make a living creating for games like this one.. Not to many but a few have pulled it off, ofcourse nothing like 1 million a year, but several thousand easy!



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