financial

Business in the Age of the Avatar

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Two back-to-back workshops today at the Virtual Worlds Fall 2007 Convention in San Jose illustrated the potential for business in two different kinds of worlds: those with closed economies, with no or minimal or potential user-made content, and those with open economies with extensive freedoms for user-made content. The panelists at "Virtual Goods: the Next Big Business Model" (Craig Sherman, CEO of Gaia Online; Timo Soininen, CEO, Habbo; David Fleck, CEO, GoPets, Kyra E. Reppen, Senior VP and General Manager of NeoPets and Susan Wu, Charles River Ventures, moderator) gave us the main key for success: sell pets even for the pets, and make halos scarce (one reportedly sold for US $6,000 on E-bay). The closed economies can not only ensure uniformity of content and safety for this child and teen market; they make it possible for complete game-god control to preserve value (the E-bay sale took place without Gaia's knowledge and in violation of the TOS).

More realistically, the percentage of revenue for these companies selling virtual goods ranges from 65-85 percent; the question is whether they will open up enough as they scale to enable more user-created and developer studio designed content to enable the industry to grow. GoPets envisions the offering of a Worldbuilders Kit in 2008 to provide opportunities for entrepreneurs; the far-seeing CEO Eric Bethke of GoPets is drafting a kind of Bill of Rights for customers to give them rights to their intellectual property. Advertisers are able to work with these game companies to do product placement, and they seemed keenly aware of the sensitivities of their customers to over-advertising -- the "TIVO effect" that is driving so many people to ignore TV advertising, even as they begin to move away from television all together to the web. With tens of millions of young people joining these games, the audiences begin to look substantial, although possibly skittish about branding; yet to sustain the continued development and maintenance of them, advertisers' support is needed -- as even users concede, sometimes looking for branding as a kind of imprimatur of "cool"..

At the panel "Virtual Currency/Virtual Business = Big Business (Guntram Graef, Co-Founder, Anshe Chung Studios, Ltd., John Bates, Evangelist, Entropia Universe, John Zdanowski, CFO, Linden Lab, Peter Phillips, Technical Director, Millions of US, and Edward Castronova, Associate Professor, Indiana University, moderator), it was clear that the subscription numbers of these user-generated virtual worlds are far less, but the volume of transactions in the world not only for the world-makers but the various businesses operating inworld are in real dollars. Still, the economies *are* synthentic and strict controls exist. Restraints on the Linden currency, for example, include a determined policy of Linden Lab to keep printing five percent or so of the money supply to ensure the stabilization of the rate at about L$270 per US dollar. When the economy suffers a profound shock, like the sudden banning of casino gambling this summer, driven largely by credit card processors who put pressure on LL to shut down gambling in compliance with new legislation banning of Internet gambling in the US, 40 percent of the volume of user-to-user transactions were lost in a single day. Yet the exchange rate only dropped a point, and the Lindens simply stopped printing and selling Lindens, and within 3 weeks they absorbed the overhang and were able to make it up due to continuing growth.

Asked about inflation and depression of wages with this dictator-like money-printing policy, which wouldn't be fiscally sound in healthy real-life economies, John Zdanowski said that in the long run, a stable currency was better for everyone and made doing business more predictable; deflation was not good for anyone. The ability to adjust rates of emission when crises occured was something Guntram Graef of ACS said was particularly welcome. When an audience member asked Graef if his assets reported by Business Week at a million $US were all trapped inworld and not able to be expatriated to real life, Graef confidently pointed out that ACS' some 500 islands were a fraction of the more than 12,000 now open on the SL grid, and that in the very unlikely event that ACS were forced to sell their holdings, the Lindens could stabilize the land market by simply rolling out less sims on the auction for a few weeks and sop up the excess without incident.

I queried Zdanowski (Zee Linden) if he would have to conceive of closing the LindEx when Linden Lab open-sources the server code within the next year, as a possible surge of many third-party servers would lead some other companies to make their own currencies or merely charge costs in real-life currencies (a possibility contemplated on the wiki for the Open Grid Architecture). He said a plan to make some kind of "SSL Token" that would be "limited, valued, and secured" was being considered, and that history showed the countries tended to cooperate to make common currencies. He sees his job as mainly how to make the LindEx and the virtual economy sustained and able to survive in a complex regulatory environment, as the Linden dollar that enables microtransactions is a very important part of the Second Life experience. Zee conceded that probably the next wave of regulatory activity could be related to banks and stock exchanges in SL, although LL has no intention of becoming involved in regulation. He said he has hired an attorney familiar with the prosecuting of Internet crimes to in a sense play the role of "Eliot Spitzer" [http://en.wikipedia.org/wiki/Eliot_Spitzer]. Quite a few Europeans peppered Zee with questions about the VAT tax; which he explained LL had absorbed for its customers but now could no longer justify, although an additional month's grace period for enforcement was being added, along with new account features to provide detailed invoices in PDF form required for VAT reporting.

Edward Castronova commented that in this Metaverse, "We already have to worry about government and virtual world relations," which he felt was a common theme running through the conference. "Those who went ahead are doing the mine-sweeping," he said. While some companies might want to make a safe bet on a safe pet, depending on their profile and their brand, others will be attracted to the high-stakes game of Second Life and other worlds with compelling user-to-user real-money-trade economy that helps integrate virtuality with reality for an increasing number of VW inhabitants.

Just how much are the companies represented at Virtual Worlds Fall 2007 willing to gamble now on virtual worlds? At the first VW 2007 conference in the spring, the volume of deals was estimated at $5 million -- later this was revised to $7.5 million with more contracts following as a result of connections made at the meeting. Now the figure estimated conservatively for VW Fall was $20 million, a mixture of investment directly in worlds themselves, in metaversal development agencies, and tools to make the worlds. Part of the reason is that in this "Age of the Avatar," as Reuben Steiger of MOU dubbed it, when asked from the podium by by Chris Sherman, Executive Director of Virtual Worlds Management/Show Initiative, LLC (the convention organizer), nearly every one of the some 800 people in the hall for the keynote speech said they had an avatar, even though roughly half were coming to seriously look at the virtual world industry for the first time.

Upcoming: U.S. Congressman Dan Miller Looks at the Metaverse

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This Monday the Metanomics series is pleased to present Dan Miller, Senior Economist at the Joint Economic Committee of the U.S. Congress. His latest study, Costs and Consequences of the Federal Estate Tax, investigates one of the more controversial debates in taxation today. He'll be talking about the legislative outlook on virtual worlds, from taxation to the Department of Homeland Security. Though Dan is speaking as an individual, not for or on behalf of Congress, it's nevertheless a significant milestone for the Metaverse, and the Metanomics series.

Around this time last year he indicated that many economists were struggling with issues of virtual taxation: “I found that talking about this issue with some of the other economists on the committee, they are not really familiar with what a virtual economy is. The idea of Second Life or World of Warcraft or some of these other synthetic universes, they have trouble wrapping their head around it. So there’s an educational hurdle to overcome here,” he said.

This didn't mean that taxes weren't going to come to virtual worlds. "Given growth rates of 10 to 15 percent a month, the question is when, not if, Congress and IRS start paying attention to these issues," he told CNet last December. In August he met with Mindark, creators of Entropia Universe, in what by all accounts was a very productive meeting on the topics of tax evasion, money laundering, and terrorism.

As usual there are many ways for you to participate. Join us in Second Life on Monday at Metaversed Island, or watch the live feed on the web at SLCN.tv. You can also ask questions ahead of time at the Metanomics website.

When Is A $Billion Not A $Billion?

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Virtual Worlds Management released a report stating that $1 Billion has been invested in virtual world companies over the past year. However, as Joseph Weisenthal astutely points out on paidContent.org, there are some serious problems with taking this number at face value.

The first big pitfall we run into is the Disney deal. They purchased Club Penguin earlier this year for $350 Million, plus another $350 Million based on certain performance metrics. That accounts for $700 Million, or 70% of the total figure.

Next we have Intel's purchase of Havok, which isn't a virtual world at all. It's physics software that could possibly form a component of a virtual world when combined with several other, equally complex pieces. That's another $110 Million, or 11% of the total figure that we can't count.

What's left is $197 Million in investments spread across 33 companies, a few of which could only be considered glancingly related to virtual worlds (see Weblo). Still, it does show some tangible activity and interest on the part of venture capital firms, and the $197 Million figure could prove to be a metric worth keeping in mind when compared to next year's figure.

The Threat in Insider Dealing in Virtual Worlds

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A peculiar blog entry about AreaNet (via WarCry) has many wondering if the publishers of Guild Wars are guilty of a little foul play. The game itself is free to play after the initial purchase, and the only way users might spend more is on expansions or if your account gets banned for something like, for instance, purchasing virtual assets through a third party broker.

According to the blog entry, however, AreaNet has been working closely with the larger gold farming services for some time. This would imply that they're profiting from the brokerage of items they say aren't supposed to be for sale, and doing so in a rather underhanded way.

While the blog may be a complete fraud, it does bring up an interesting point about security when it comes to administration of a virtual world. If you are building a world, or selling virtual goods in someone else's, knowing that the transactions in the system are secure is critical. With a little help from inside the company users could duplicate items without permission, or even print their own virtual currency, and unbalance the entire virtual economy.

Steven Davis, security expert of PlayNoEvil.com fame, pointed out some interesting avenues of exploitation that should be kept in mind:

  1. Companies whose model involves profit from sign-ups could possibly benefit by mass-banning users for gold farming related offenses.
  2. Employees at any level may collude with gold farming companies. (It's happened before.) Securing access privileges, auditing, and staff management are critical.
  3. Larger gold farming companies could target smaller ones for banning with a little help from game company employees to eliminate competition.
  4. A game company could give a "head's up" to preferred gold farming companies about upcoming mass bannings. The farmers can switch accounts and lay low for a bit and stay in business while the game company looks great in public.
  5. Employees know the technical vulnerabilities of the system better than anyone, and can advise select individuals of how to best exploit the system. (The blog entry details an item duplication exploit.) Again, auditing and access control would help here.

Know of any he missed?

Second Life's Financial Exchanges Hand Over Data for Analysis

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Two of Second Life's virtual stock exchanges are to provide data to Metaversed author, and Cornell business professor Robert Bloomfield according to his blog post this morning: "I am pleased to announce that I have established data disclosure agreements with Arbitrage Wise of SL Capital Exchange (also covering data from their previous incarnation as AVIX) and Cocky Dagger of International Stock Exchange. (I have discussed the possibility with LukeConnell Vandeverre of World Stock Exchange, but we have yet to come to an agreement."

Where are WSE?

It's no shocker that the smaller exchanges are willing to play ball first, and that WSE, Second Lifes largest stock exchange, and the center of a recent firestorm of accusation over charges of fraud and theft would drag their heels. We'd hope that they will also come on board however, as the potential to learn from this data, to the benefit of all involved in virtual stocks is great.

Breaking: Second Life's WSE Hacked, Loses $L3.2M -- Unconfirmed

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This is just coming in as I write, so the details have to be viewed as unconfirmed until our man on the ground, Beyers Sellers, digs a little deeper and pulls a few facts out of rumor mill that's already cranking into overdrive, but it appears as if the WSE has been hacked, and lost a boatload of Lindens as a result:

A few short days ago, it had come to the attention of LukeConnell that the WSE had been hacked and lost over 3.2mil/L.

I come into this story, well, because it was the Chairman of Board @ MDS who has allegedly hacked the WSE.

On Saturday I received an e-mail from Patsy Linden stating that my account was placed on Hold due to an Administrative Review.

~Mystik Boucher

More when we have it...

Metaversed Geek Meet: Panel Discussion on Second Life Stock Exchanges This Friday

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This Friday, I will be moderating a panel discussion in Second Life (as my alter-ego Beyers Sellers). The goal of the panel is to allow the panelists to describe the current state of the markets, and what they would like and expect to see in the future (particularly regarding regulatory and non-regulatory ways to strengthen investor confidence).

Panelists

The following panelists have kindly agreed to take part in the discussion.

  • Maelstrom Baphomet, COO of AVIX (or Investor Allen, CEO of AVIX)
  • LukeConnell Vandeverre/Sinatra , CEO of WSE
  • Arbitrage Wise, CEO of SL Capital Exchange (a proposed exchange)
  • Mystik Boucher, CEO of Mystik Designs, listed on WSE
  • TraderJohn Susa, Chairman of SL Exchange Commission
  • OliveEue Sholokhov, CEO, SL Business Bureau
  • Me, Beyers Sellers, Cornell University Professor (moderator)

Details

This will be a Metaversed Geek Meet
Co-sponsored by Dr. Dobbs Journal, Information Week and Cornell University

Dr Dobbs Island, Noon SLT, Friday, July 13th.

If you have questions, please feel free to IM me, or send email to rjb9@cornell.edu. Keep in mind that the panel is not the venue to name names of people you believe are untrustworthy, nor to ask why you lost 3000 Lindens in ABC Company on May 12th, etc. Instead, this is a forward-looking discussion about what could be done better in the future, and what progress will require from exchanges, possible regulatory bodies inside and outside Second Life, and whether/should Linden Lab take any active role.

I hope to see you there!

Rob

Note to Press and Bloggers

These meetings get packed out really fast. If you're interested in attending and are a member of the press or blogging community please IM 57 Miles, or email nick@metaversed.com and I'll do everything I can to make sure you get in, and help arrange interview opportunities and provide any other information you might need. ~Nick

Korea To Tax Virtual to Real Cash Transfers?

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According to the english translation of a Korean newspaper, the National Tax Service is going to begin taxing some RMT (Real-Money Trading) beginning this July. Trading virtual currencies in for real money is very common in Korea and, as a result, the new tax laws may affect a large number of people.

This "Value-Added Tax" (VAT) will apply itself only to certain ranges of trades. Sellers who do between 6 and 12 million won (around US$6500 to US$13000) every six months in business will have VAT auto applied by transaction's middle-man. Sellers who do more than 12 million won every six months will need a business license and will pay the tax by themselves.

What's interesting about this is that, according to the National Tax Service, it still doesn't officially legalize RMT. An official from NTS, Mr Choi said, "This is not about defining RMT legal/illegal; we don’t see any contradictory facts to Amendment for Game Industry Promoting Law -we are not about to judge if RMT is legal or not".

According to the Terms of Service of most of the games involved, the game producers own all of the virtual currency being traded here and they want RMT to become officially illegal. RMT companies have been a powerful lobby group for some time, and this new tax likely comes by way of compromise after they agreed to share information with the governement on the identities of major currency traders.

Expect this to further escalate as the game producers use this event to gain legal leverage, and the RMT companies do the same.

New Service Tracks Virtual Currencies Across Markets

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MMOmoney.com has just launched in beta and is offering a service similar to BizRate, but for virtual currencies. They list various places around the 'net for purchasing virtual currencies of various kinds, and rate them by Response, Security, Ease, and Wait time. If you just want to compare how much each currency is selling for, the MMO Prices button at the top brings that up quickly as well. We're catching them right at launch here, but this has the potential to become a very popular venue for currency traders looking to take advantage of price disparities.

Linden Lab's Gene Yoon Sounds Off on Virtual Currencies

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In a podcast for the Digital Money Forum, Gene Yoon, VP Of Business Affairs At Linden Lab, speaks about virtual currencies and the future of virtual economies. This is a special insight into the mindset of the creators of Second Life, and you get a great overview of the function of its economy.

Of course, it doesn't stop at an overview. We get reflections on RMT (Real Money Trading), government regulation, entrepreneurship, and the ultimate future of the virtual world. We also learn that, oddly enough, the biggest market in Second Life is in avatar beautification.

At around 18 minutes long it felt like it cut a little short, but that only speaks to how enjoyable the podcast is for us virtual world geeks. Here's a direct link to the podcast, but do remember to check out the rest of the Digital Money Forum for a really great read.

Hard Numbers On Virtual Goods

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As we previously reported, the Virtual Goods Summit kicks off this week. One of the organizers, Susan Wu, offered up some interesting statistics about the current state of affairs:

  • Neopets users have created over 206 million virtual pets
  • Tencent has over 250 million active users in China and generated $100+ million in Q1 2007, 65% of their revenue comes from virtual goods and services
  • Nexon generated $230 million in 2005, 85% of which came from virtual item sales
  • Habbo Hotel has over 75 million registered avatars in 29 countries, 90% of their $60 million+ yearly revenue comes from virtual goods
  • Gaia Online does over 50,000 person to person auctions a day - making them the 3rd largest auction site on the Internet. Their average user consumes 1200 page views a month.

Both Rand Leeb-du Toit of Yoick and Marc Wallace of 3pointD will be covering the Virtual Goods Summit, and we'll be sure to pass on any shining beacons of wisdom from them here on Metaversed.

Virtual Venture Competition Heats Up

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The Virtual Venture Competition, run by McKinsey & Company, that we wrote about last month, is starting to see some action. The islands are finished, free jetskis are being handed out, and learning centers are now available for starting your virtual world business.

While the end prize seems a little lame ($20,00 in training), the main attraction is the funding qualified candidates receive. If you can impress the judges with your idea, they'll fund your business for you. Since they want to keep the competition fair, they are actually requiring that nobody inject personal capitol at all.

If you have a hot idea but never had the cash to fund it, this might be your big opportunity.

Sparter Launches Virtual Currency Tradehouse

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While tradehouses for virtual currencies are nothing new, one recently opened up that applies a unique twist. Gamer2Gamer (owned and operated by Sparter) is an eBay style currency trading space that is similar to what we've seen in Asia with the QQ Coin. Individuals, as opposed to full time gold farmers, can trade various amounts of currency on a one-on-one basis.

The true brilliance of the system is that, in addition to being able to quickly sort by world and cost, you can see how much of a discount you might receive by buying in bulk in the upper-left corner of the screen. This provides a quick reference for serious currency traders, but also helps to give prospective sellers an idea of what a reasonable price might be at various volumes. They even provide an escrow service if you're nervous about a first-time transaction.

Unfortunately this is a games-only system at the moment, but expect it to incorporate virtual worlds like There and Second Life by the time it comes out of beta.

Skype Founders Invest In Virtual World

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Ambient Sound Investments has announced a major investment in the virtual world Frenzoo, which is currently in closed beta. Frenzoo will be a social networking site for teens within a virtual world with customizable avatars. Players will be offered a variety of branded clothes, footwear, accessories, furniture and lifestyle items.

The target audience is teen fashionisas.

"Traditional web advertising is a push model focused on browser. In contrast, a pull model, with 3D branded products which are a natural part of the user experience, can greatly increase user engagement and the effectiveness of marketing campaigns" said Eda Chow, Director – Marketing & Business Development of Frenzoo.

Ambient Sound Investments was originally established by four founding engineers at Skype Technologies to manage a minority stake in Skype, which they then sold to eBay. Ever since then they have been investing in a variety of communications and web technology endeavors.

Anshe Chung Taps Entropia Residents for Banking Feedback

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Virtual worlds entrepreneur Anshe Chung, who famously became a real world millionaire through her operations in  Second Life last November, and who recently won one of four banking licenses in futuristic virtual world Entropia Universe, has asked Entropia residents to help her design the virtual bank.

After originally making her fortune in virtual real estate, Anshe Chung has been making significant steps in finance and banking recently with plans to open up inter-world trading. She says that they have plans for the Entropian bank, but would like to hear players views on what would make the perfect system, including:

  • Services
  • Operation details
  • Differentiation
  • New business
  • Location

She also mentions that over a third of the shares in the bank have been sold in it's IPO over the last few days.

First Meta Introduce Full Banking Services to Second Life

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First Meta of Singapore will offer full banking services in the virtual world of Second Life. While not all details have been released yet, CEO Douglas Abrams has revealed that they will be offering loan and credit card services using Second Life's virtual currency, the "Linden Dollar".

They aren't planning on stopping with just Second Life either. "Our vision is to be the most successful financial service provider across all virtual worlds," says Abrams. Remote financial servers to encrypt their clients information are being built now. A full launch on a new in-world island is expected in the third quarter of 2007, with credit card services available immediately. More services will be rolled out in the months that follow.

Watch Metaversed for upcoming details.

(via ZDnetAsia)

Virtual Venture Competition About to Kick Off

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Although not officially launched yet, McKinsey, a large management consultancy, have opened a competition aimed at young virtual entrepreneurs in the 3D world of Second Life this week. The prize is in the form of training and career councelling, which I can't say rings my bell, but then I'm too old anyway, you have to be under 32yrs...

The news comes from German Second Life blogger Sebastian Kupers who was kind enough to email Metaversed earlier today. You can read about the build in German at Sebastians blog linked above.

Mark Wallace of 3pointD says "I actually think this sounds like a great project; it should attract young people who aren’t necessarily SL residents already, and it’s a nice vote of confidence that SL is a place with real lessons to be learned." and I'd have to agree in general, though I think only a truckload of cabbage would make a less sexy prize for young entrepreneurs...

The Money Programme Grapples With Second Life

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The BBC will be streaming an episode of The Money Programme into Second Life, as it looks at the economics of the virtual world. It promises to deliver an overview of the climate, covering the concept of selling virtual items and discussing the continued, skyrocketing growth in MMORPGs. It begs the question: why are they streaming this into Second Life though? Won't they be preaching to the choir?

One segment will cover the continuing conflict between the games industry and those who would sell virtual goods that violate "Terms of Service" agreements. They've put this under the heading of "virtual crime". Of course, "virtual crime" covers more important things than simple ToS agreement breaches, so again this feels a bit superficial.

For those new to virtual worlds who want a report by someone just as new, it will be available at Rivers Run Red Cinema on June 1st.

(via j.c.u)

New Financial Exchange Opens in Second Life

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investor allenSecond Life got its second major inworld financial exchange today with the opening of The Allenvest Exchange [SLUrl]. The idea of trading in stocks of native Second Life companies will most likely seem very strange to many, but for Allenvest CEO Investor Allen it's serious business and one that he's confident will outgrow, and out perform rival financial houses in the virtual world.

Allen, who in real life is a self employed asset manager, tells me that at the website, AllenvestFinancial.com, they will shortly be making tools for client management, as well as investor to investor communications available to all, and that the two big differentiating factors between the fledgling financial market and Second Life rival, World Stock Exchange are investor services in the shape of assistance when questions are asked by individuals, and reliability of the software behind both the inworld tools and those integrated with the website.

Is it a risk free investment? No. Though Allen assures me that companies are thoroughly vetted before being allowd to make ain Initial Public Offering on the exchange, it is still the responsibility of investors to research individual firms before parting with even small amounts of Linden dollars. For Second Life entrepreneurs, it could even provide the financial break needed to take a great idea to production.

Anshe Chung to Move on Inter World Finance

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ACSAnshe Chung, Second Life's famous first millionaire, is to take yet another step toward what appears to be her ultimate goal: Placing herself at the center of  multiverse. After recent news of her partnership with Entropia Universe Mogul NeverDie to form the Virtual World Awards, it seems Anshe is now out to create an inter-world financial trading market which will allow residents in multiple worlds to invest their hard earned currency across virtual borders.

Mark Wallace of the excellent 3pointD blog says "It remains to be seen whether there’s much of a market for such inter-world investment" and goes on to note that it could just be a little to early for such a venture. Anshe herself is somewhat more bullish, as you'd imagine: "“At ACS we are convinced that once capital is flowing freely, people, goods and services will follow and eventually we will see incentive and pressure for the emergence of open tools and standards. It is our vision that one day even traveling across virtual worlds and taking your belongings with you should become as easy as a mouseclick.”

That's all well and good, but lets not lose site of the fact that Anshe is a very serious player in virtual worlds, and that her ultimate goal is money. Not necessarily a bad thing, but worth bearing in mind. One question that immediately springs to mind, is one of regulation. Who exactly would regulate such transactions? Theoretically, there could be an enormous flow of funds going through such a system, and a UK watchdog has already called for regulation of virtual world finance.

Certainly there are many questions left unanswered, but then like the Virtual World Awards, it's all so much virtual hot air at the moment. I guess we'll have to wait and see what happens. The project is due to release early next month.

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