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I think M is contradicting himself when he says this, “it has its own economy and an enormous amount of user generates virtual items (2 billion, Kingdon said)”. On the one hand he is trying to develop enterprise use far away from the wild mainland, behind firewalls, 20,000 leagues under the sea. On the other hand, he’s touting the 2 billion objects mainly made by amateurs, and mainly consisting of RL versimilitude in SL, like skins, poseballs, furniture, prefabs, vehicles — and then he’s touting the inworld economy — neither of which are ostensibly of interest to these hidden, firewalled enterprisers far from poseballs, bling and spaceships, sitting in their rows of plastic office chairs in their business suits. The economy especially doesn’t appear relevant — unless, of course, the vision is broader, and he and groups like RRR can lure the frightened biz peeps out of their reinforced lairs to come and shop on the mainland.
The music industry is pushing the pace of this convergence seemingly faster than any other industry …
The Virtual Worlds Technology map uses SRIC-BI’s Explorer methodology of a structured series … Who are the key players and what is the structure of the industry. …