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  2. Economy of Second Life - Wikipedia

    en.wikipedia.org/wiki/Economy_of_Second_Life

    In 2009, the total size of the Second Life economy grew 65% to US$567 million, about 25% of the entire U.S. virtual goods market. Gross Resident Earnings are $55 million US Dollars in 2009 – 11% growth over 2008. [4]

  3. Virtual currency - Wikipedia

    en.wikipedia.org/wiki/Virtual_currency

    Virtual currency. Virtual currency, or virtual money, is a digital currency that is largely unregulated, issued and usually controlled by its developers, and used and accepted electronically among the members of a specific virtual community. [1] In 2014, the European Banking Authority defined virtual currency as "a digital representation of ...

  4. PlayerAuctions - Wikipedia

    en.wikipedia.org/wiki/Playerauctions

    History. PlayerAuctions started in November 1999 as an auction hosting platform for MMORPG players interested in digital asset trading. The buying and selling of in-game assets such as virtual currency is also a practice known as "real money trading" or RMT. On 1 April 2004, the site was purchased by IGE. In July 2007, PlayerAuctions was taken ...

  5. Virtual economy - Wikipedia

    en.wikipedia.org/wiki/Virtual_economy

    A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual ...

  6. Decentraland - Wikipedia

    en.wikipedia.org/wiki/Decentraland

    Decentraland. Decentraland is a 3D virtual world browser-based platform. [5] Users may buy virtual plots of land in the platform as NFTs via the MANA cryptocurrency, which uses the Ethereum blockchain. [6] Designers can create and sell clothes and accessories for the avatars to be used in the virtual world. [7]

  7. Virtual goods - Wikipedia

    en.wikipedia.org/wiki/Virtual_goods

    While many companies have embraced exchanging cash for virtual goods, the practice is forbidden in most blockbuster games, which derive income from subscription fees. This doesn't deter all players from saving playing time by illicitly buying in-game currency with real-world cash from an alternate source– violating their agreement with the game's operator in the process.

  8. BitLicense - Wikipedia

    en.wikipedia.org/wiki/BitLicense

    BitLicense. A BitLicense is the common term used for a business license for virtual currency activities, issued by the New York State Department of Financial Services (NYSDFS) under regulations designed for companies. [1] [2] [3] The regulations are limited to activities involving the state of New York or a New York resident.

  9. Anshe Chung - Wikipedia

    en.wikipedia.org/wiki/Anshe_Chung

    Anshe Chung is an avatar (online personality) of Ailin Graef in the online world Second Life. Referred to as the "Rockefeller of Second Life" by CNN, [1] Graef has built an online business that engages in development, brokerage, and arbitrage of virtual land, items, and currencies. Her work has been discussed in Business Week, [2] Fortune [3 ...