Information AboutL |
| CATEGORIES ABOUT ECONOMY OF SECOND LIFE | |
| second life | |
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This economy is independent of the Pricing, where users pay Linden Lab. A Virtual Economy Analyst at the Metastat statistics bureau in Second Life estimated Second Life's 2007 GDP will be between $ 500 million and $ 600 million, about nine times that of 2006. This data is of 23 February , 2007. BASIS OF THE ECONOMY The basis of this economy is that ., custom content creation, and other personal services. Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, and works of art. To make money in Second Life, one must find customers who are willing to pay for the services or products that one can supply, just like in real life. Because of the existence of ''virtual land'', there is an active ''virtual Real Estate'' market. Originally all land comes from Linden Lab (which is part of the pricing and a revenue stream for them), but after that it is bought and sold much like real-life real estate. Mainstream media has reported on SL residents who earn large incomes from the SL real estate market.2 In addition to the main economy, some residents receive a small weekly stipend, depending on the kind of account they have, and when they joined Second Life. There are also the virtual equivalent of minimum wage jobs and charitable organizations that try to introduce new residents to the consumer economy. LINDEX CURRENCY EXCHANGE Residents may purchase L$ directly through the client, or convert between Linden currency and U.S. currency through either Linden Lab's currency brokerage, the LindeX Currency Exchange , or other third-party currency exchanges. The ratio of USD to L$ Fluctuates daily as Residents set the buy and sell price of L$ offered on the exchange, with average rates between L$260/USD and L$320/USD between October 2005 and September 2006 .3 ECONOMIC ISSUES A Pyramid Scheme |
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