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Anshe Chung is an avatar (online personality) of Ailin Graef in the online game 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.
Second Life also has its own virtual currency, the Linden Dollar (L$), which is exchangeable with real world currency. [14] [15] Second Life is intended for people ages 16 and over, with the exception of 13–15-year-old users, who are restricted to the Second Life region of a sponsoring institution (e.g., a school). [16] [17]
Linden Lab reported that the Second Life economy generated US$3,596,674 in economic activity during the month of September 2005, [2] and in September 2006 Second Life was reported to have a GDP of US$64,000,000. [3] In 2009, the total size of the Second Life economy grew 65% to US$567 million, about 25% of the entire U.S. virtual goods market ...
The game opened on 5 March 2007 and first appeared in the virtual world of Second Life. [1] Transactions occurred outside of Second Life on the WSE website. [ 2 ] The game initially used the Linden Dollar currency from Second Life and in July 2007 integrated a new virtual currency called the World Internet Currency (WIC, WICS, W$).
Anshe Chung is the main avatar (online personality) of Ailin Graef in the online world Second Life.Referred to as the "Rockefeller of Second Life" [8] by a CNN journalist, she has built an online business that engages in development, brokerage, and arbitrage of virtual land, items, and currencies, and has been featured in a number of prominent magazines such as Business Week, [9] Fortune [10 ...
The Nokia 1100 (shown here) and 1110 are the best-selling handsets. [1] [2] The iPhone 6 and 6 Plus are the best-selling smartphones.[3] [2]This is a list of best-selling mobile phones.
Training and Collaboration with Virtual Worlds [1] lists multiple examples of enterprise collaboration projects in Second Life by Cisco, Intel and Microsoft. First meetings and conferences in Second Life closely resembled similar events in real life. Organizers put a lot of effort into creation of exact replicas of their university or corporate ...
[1] 15 Second Life contestants from three time zones were chosen to participate. The contest to become a contestant began on December 1, 2006. Contestants had to spend at least eight hours a day in the transparent virtual Big Brother house for a total of one month, [2] and completed various tasks such as building replicas of famous buildings ...