the only system for the digital distribution of music that will be viable in the long-term against piracy is a subscription-based system supporting file sharing and free of digital rights management.
rather than being seen as a good to be purchased from an online vendor, music is treated as a service by the industry, with firms based on the model serving as intermediaries between the music industry and its consumers.
Social virtual worlds, such as Second Life, are multi-user virtual environments (MUVE) in which participants, represented by motionable avatars co-present in a 3D graphical world, interact in real time.
 Second Life is a platform for (paradigmatically) synchronous computer-mediated communication (CMC), and under this view properly falls within the class of technologies enabling synchronous communication such as internet relay chat, instant messaging, internet chat rooms, and videoconferencing.
 In light of the fact that Second Life supports synchronous communication between multiple users, it is potentially a powerful medium for real-time collaboration; and in common with other such MUVEs has proven itself an effective medium for computer-supported cooperative work (CSCW) and computer support for collaborative learning (CSCL).
 Purposeful communication and effective collaboration in the real world is often largely dependent upon (i) the co-presence of collaborators, and (ii) shared artefacts, environmental objects, spatial deixis, tools and props. Some forms of CMC offer poor support for object-rich and media-rich communication; multi-user virtual environments such as Second Life, through their ability to graphically replicate real-world operable objects and scenarios, offer far better support..
In other words, Second Life is more usefully understood as a medium for communication and collaboration, a 'digital prosthetic' supporting real-life activities, rather than as a 'game' dislocated from the real world.