Over in Second Life, trade remains robust. The value of transactions between residents in the second quarter of this year was $144 million, a year-on-year increase of 94 per cent. With its users swapping virtual goods and services worth around $600 million per year, Second Life has the largest economy of any virtual world
and a new problem:
The easier it is to implement and replicate somebody-else's idea, the important IP protection becomes. Also, production processes for virtual goods in Second Life are still primitive, therefore it is difficult to have trade secrets.
tags: niche construction, 4q diagram, problem, greatest, virtual, economy, market, growth,