1) Second Life has an internal economy where users can create content and generate real-world profits, unlike most online games. It allows property ownership and selling of virtual goods.
2) Early systems of taxes and stipends caused problems, so land ownership was implemented, with land auctioned and requiring maintenance fees. Purchasing more land allows larger-scale creation.
3) The economy has grown significantly since these changes, with monthly transactions over $1 million. Entrepreneurs have opened stores, clubs, and developed new content like animations and vehicles.
The document discusses the sharing economy and its benefits and challenges. It defines the sharing economy as an economic model based on sharing underutilized assets like spaces, skills, and items for monetary or non-monetary benefits through peer-to-peer marketplaces. Examples like Airbnb and Uber are given. Benefits include activating idle resources, dividing ownership, and shifting trust through online platforms and ratings systems. However, challenges include a lack of consistent regulations and fully integrated trust and rating systems across sharing economy platforms.
This document discusses the sharing economy and its key aspects. It notes that the sharing economy involves democratizing the economy by allowing people to both consume and produce goods and services, and to share physical and human assets. It highlights how new technologies and the internet have enabled greater connectivity and trust between individuals, allowing the shared access and use of goods. The sharing economy represents a shift away from traditional capitalism and ownership models toward a collaborative economy focused on access over ownership.
Game Ecosystems - Business Model Innovation in the Digital Entertainment Sect...Vili Lehdonvirta
Slides of the presentation I gave at the World Bank/infoDev Training Program on Innovation Policy for ICT @ Aalto University 7 June 2012
Thanks to KooPee Hiltunen and Neogames for the figures!
OTOinsights "Serious Games for Marketing"One to One
http://www.onetooneinteractive.com
Second Life is a 3D immersive virtual world built primarily with user-generated content and a thriving in-world economy where this content, from virtual houses to exotic virtual fashions, is bought and sold. In recent years, corporate developers have created branded locations within Second Life. In this study, we compared the content of 20 of Second Life’s top builds—10 corporate and 10 user-created—to discover how the next generation of builds can be improved.
CENTURY 21 Mobile Ad Campaign Wins AwardMatt Gentile
The campaign -- along with about 700 other print, Web and video winners -- was awarded a Hermes Creative Award platinum honor, the contest's highest. The annual contest, which recognizes successful and innovative work, is run by the Association of Marketing and Communication Professionals and had 4,700 entries this year.
A Dollar of Groupon Takes a Dollar Off Your Property Valueedlang
A Dollar of Groupon Takes a Dollar Off Your Property Value (and off a Dozen Neighbors Too). How Discount Deal Sites Depress City Economies. Easy Ways to Encourage Local Competition.
When it comes to sunglasses quality DOES matter, particularly for pilots. Recently the FAA (Federal Aviation Administration) updated their Safety Brochure titled “Sunglasses – Beyond the Image”.
We have created an informative Powerpoint slideshow for you so that you can learn more about sunglasses and what a quality pair of sunglasses should be.
Aviator sunglasses are essential for protecting your eyes from the harmful effects of ultraviolet radiation (UV Rays), but there are even more considerations to think about. Lens technology and materials, frame construction, polarization and lens tints will impact the effectiveness and usefulness of the sunglasses you choose to protect your most important sensory asset – your eyes!
The document discusses the sharing economy and its benefits and challenges. It defines the sharing economy as an economic model based on sharing underutilized assets like spaces, skills, and items for monetary or non-monetary benefits through peer-to-peer marketplaces. Examples like Airbnb and Uber are given. Benefits include activating idle resources, dividing ownership, and shifting trust through online platforms and ratings systems. However, challenges include a lack of consistent regulations and fully integrated trust and rating systems across sharing economy platforms.
This document discusses the sharing economy and its key aspects. It notes that the sharing economy involves democratizing the economy by allowing people to both consume and produce goods and services, and to share physical and human assets. It highlights how new technologies and the internet have enabled greater connectivity and trust between individuals, allowing the shared access and use of goods. The sharing economy represents a shift away from traditional capitalism and ownership models toward a collaborative economy focused on access over ownership.
Game Ecosystems - Business Model Innovation in the Digital Entertainment Sect...Vili Lehdonvirta
Slides of the presentation I gave at the World Bank/infoDev Training Program on Innovation Policy for ICT @ Aalto University 7 June 2012
Thanks to KooPee Hiltunen and Neogames for the figures!
OTOinsights "Serious Games for Marketing"One to One
http://www.onetooneinteractive.com
Second Life is a 3D immersive virtual world built primarily with user-generated content and a thriving in-world economy where this content, from virtual houses to exotic virtual fashions, is bought and sold. In recent years, corporate developers have created branded locations within Second Life. In this study, we compared the content of 20 of Second Life’s top builds—10 corporate and 10 user-created—to discover how the next generation of builds can be improved.
CENTURY 21 Mobile Ad Campaign Wins AwardMatt Gentile
The campaign -- along with about 700 other print, Web and video winners -- was awarded a Hermes Creative Award platinum honor, the contest's highest. The annual contest, which recognizes successful and innovative work, is run by the Association of Marketing and Communication Professionals and had 4,700 entries this year.
A Dollar of Groupon Takes a Dollar Off Your Property Valueedlang
A Dollar of Groupon Takes a Dollar Off Your Property Value (and off a Dozen Neighbors Too). How Discount Deal Sites Depress City Economies. Easy Ways to Encourage Local Competition.
When it comes to sunglasses quality DOES matter, particularly for pilots. Recently the FAA (Federal Aviation Administration) updated their Safety Brochure titled “Sunglasses – Beyond the Image”.
We have created an informative Powerpoint slideshow for you so that you can learn more about sunglasses and what a quality pair of sunglasses should be.
Aviator sunglasses are essential for protecting your eyes from the harmful effects of ultraviolet radiation (UV Rays), but there are even more considerations to think about. Lens technology and materials, frame construction, polarization and lens tints will impact the effectiveness and usefulness of the sunglasses you choose to protect your most important sensory asset – your eyes!
During World War 1 from 1914 to 1918, legendary aviators like Manfred von Richthofen, Eddie Rickenbacker, and Mick Mannock flew early biplane aircraft with top speeds around 100 MPH over the trenches in battles between Germany, Britain, France and the United States. These pilots fought and gained fame in fragile wooden planes with simple names like Fokker, Nieuport and Sopwith Camel, and were idolized as heroes despite having no parachutes and being at constant risk of dying in flames if their planes were shot down.
Amelia Earhart was an American aviator who was the first woman to fly solo across the Atlantic Ocean. Some of her major accomplishments included being the first woman to fly across the Atlantic in 1928, the first person to fly solo from Hawaii to California in 1935, and the first woman to fly solo across the continental United States and back in 1928. However, she went missing in 1937 during an attempt to fly around the world at the equator and was declared dead in absentia in 1939.
This document provides biographical information on several influential women:
Amelia Earhart was the first woman to fly solo across the Atlantic Ocean. She went missing in 1937 on a flight around the world.
Billie Holiday was one of the most famous jazz singers of her time. She overcame racism and poverty through her music, singing about the experiences of black Americans.
Sandra Day O'Connor was the first woman on the Supreme Court. She graduated third in her law school class but was only offered a job as a legal secretary due to gender bias.
Jacqueline Kennedy restored the White House and brought fashion and style as First Lady. She came from a politically influential family.
Future aviators military accelerated aviation learning camp at JBLMdionnemonique
Future Aviators is A Sy-S.T.E.M. of Positive Life Skills Training Through Aviation and Aerospace. Future Aviators Association (F.A.A.) is designed to inspire 3rd through 9th grade students and to mentor and coach Middle School and High School students to reach their desire to pursue a career in the aviation, engineering, and manufacturing fields.
Serious Games for Marketing: Learnings from Corporate and Amateur Efforts in ...Tyler Pace
Second Life is a 3D immersive virtual world built primarily with user-generated content and a thriving in-world economy where this content, from virtual houses to exotic virtual fashions, is bought and sold. In recent years, corporate developers have created branded locations within Second Life. In this study, we compared the content of 20 of Second Life’s top builds—10 corporate and 10 user-created—to discover how the next generation
of builds can be improved.
The document discusses marketing strategies for brands in Second Life, a popular virtual world. It notes that over 8 million people actively participate in Second Life, spending over $1.7 million daily on virtual goods and services. The document outlines how various brands like Reuters, Calvin Klein, and Toyota have established a presence in Second Life. It emphasizes that brands must tailor their strategies to the unique culture of Second Life to be successful, such as by creating interactive environments and opportunities for user engagement and customization. Proper marketing in Second Life can provide benefits like customer feedback, market research, and relationship building.
Virtual worlds like Second Life and World of Warcraft have grown hugely popular, with millions of active users each month. These worlds allow users to create avatars and interact in virtual environments. Some brands have experimented with marketing in these worlds, with varying degrees of success. Researchers have also used virtual worlds to study real-world problems like epidemic spread. While still in their infancy, virtual worlds could eventually become a mainstream form of digital communication, so some marketers recommend experimenting respectfully to understand user behaviors.
The future of cryptocurrency—some challenges
As we gaze into our crypto ball, let’s see what the future of cryptocurrency has in store for traders. With many experts estimating that the 2020 COVID-19 pandemic has hastened the decline of cash by almost five years, few are asking whether digital currencies will actually succeed (they have already). Instead, it’s a matter of when they’ll go mainstream. Nevertheless, there are some challenges ahead.
Perceptions
A significant generational divide exists when it comes to adoption rates of cryptocurrencies. Older generations are typically more sceptical of crypto’s long-term viability, expressing fears about volatile financial bubbles as well as uncertainty over how cryptocurrencies actually work.
The presentation discussed virtual worlds like Second Life, their applications in areas like commerce, education and research, and some of the key legal issues around these virtual environments including ownership of virtual assets, intellectual property concerns, and how real world laws apply to activities within virtual worlds given challenges around jurisdiction and anonymity.
Metanomics is a weekly talk show that explores the serious uses of virtual worlds. Entering its third year of broadcasting, the season will open with a special mixed reality event that combines a live feed from the Engage Expo in San Jose California with guests attending from the virtual world Second Life.
For more information visit http://metanomics.net
Metanomics Launches Third Season Exploring Serious Uses of Virtual WorldsDoug Thompson
Metanomics is a weekly talk show that explores the serious uses of virtual worlds. Entering its third year of broadcasting, the season will open with a special mixed reality event that combines a live feed from the Engage Expo in San Jose California with guests attending from the virtual world Second Life.
For more information visit http://metanomics.net
- The document describes plans to convert the vacant former Detroit Free Press building into 200 market-rate apartments, retail space, and hospitality areas.
- The building is in downtown Detroit and is on the National Historic Registry. The developer plans to add parking, retail, and apartments while preserving the historic aspects.
- The vision is to create an exclusive "residential club" that offers high-end amenities like a gym, grocery store, parking, and social events not available elsewhere in the city.
- Target tenants include young professionals, couples, empty nesters, and others drawn to the historic building and ease of urban living in downtown Detroit.
Grayscale Metaverse Report November 2021IQbal KHan
The document discusses the emerging concept of the Metaverse and crypto cloud economies. Some key points:
1) The Metaverse is a set of interconnected virtual worlds where people can socialize and interact in real-time, spanning both the digital and physical worlds.
2) Virtual worlds and gaming are converging to create large virtual goods economies worth potentially $400 billion by 2025.
3) Web3 metaverses allow users to truly own digital assets through NFTs and interact across worlds, in contrast to closed Web2 platforms. This enables new concepts like "play to earn".
This document discusses business model innovation in the digital games industry and implications for policy. It examines how the Finnish games industry has grown through digital distribution platforms, virtual economies that allow user-generated content and microwork, and crowdfunding. However, these new models face regulatory hurdles around digital markets, virtual currencies, micro-employment, and crowdfunding. The author argues that policies are needed to support seamless digital markets, clarify rules on virtual currencies and microwork, and promote frictionless donations and micro-investments. The success of the Finnish games industry is also attributed to its strong game culture ecosystem of developers, universities, events, investors and gamers.
This document discusses business model innovation in the digital games industry and implications for policy. It examines how the Finnish games industry has grown through digital distribution platforms, virtual economies that allow user-generated content and microwork, and crowdfunding. However, these new models face regulatory hurdles around digital markets, virtual currencies, micro-employment, and crowdfunding. The author argues that policies are needed to support seamless digital markets, clarify rules on virtual currencies and microwork, and promote frictionless donations and micro-investments, as well as grassroots digital culture and gaming ecosystems.
20 Best Essay Writing Services In 2020 - FarhanTechTina Marie
The document provides instructions for requesting essay writing help from HelpWriting.net. It outlines a 5-step process: 1) Create an account with valid email and password. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and select one based on qualifications. 4) Review the completed paper and authorize payment if satisfied. 5) Request revisions until fully satisfied, with a refund option for plagiarized content.
Globalization refers to the increasing integration of economies around the world through trade and financial flows. It involves both the globalization of markets, where previously distinct markets are merging into one huge global marketplace, as well as the globalization of production through international sourcing. Key factors driving globalization have been declining trade barriers and technological advances in transportation and communication.
The document discusses a proposed decentralized real estate platform called DecentRE PX that aims to disrupt the traditional multiple listing service (MLS) model. It notes that the MLS system is centralized and controlled by gatekeepers, leading to higher costs and inefficiencies for buyers and sellers. DecentRE PX would create an open, transparent and permissionless real estate marketplace built on blockchain technology. This would allow any homeowner to list properties and anyone to search and bid on listings. All offers would be recorded on-chain for full transparency. The goal is to bring more efficiency, fairness and innovation to the real estate industry through decentralization.
During World War 1 from 1914 to 1918, legendary aviators like Manfred von Richthofen, Eddie Rickenbacker, and Mick Mannock flew early biplane aircraft with top speeds around 100 MPH over the trenches in battles between Germany, Britain, France and the United States. These pilots fought and gained fame in fragile wooden planes with simple names like Fokker, Nieuport and Sopwith Camel, and were idolized as heroes despite having no parachutes and being at constant risk of dying in flames if their planes were shot down.
Amelia Earhart was an American aviator who was the first woman to fly solo across the Atlantic Ocean. Some of her major accomplishments included being the first woman to fly across the Atlantic in 1928, the first person to fly solo from Hawaii to California in 1935, and the first woman to fly solo across the continental United States and back in 1928. However, she went missing in 1937 during an attempt to fly around the world at the equator and was declared dead in absentia in 1939.
This document provides biographical information on several influential women:
Amelia Earhart was the first woman to fly solo across the Atlantic Ocean. She went missing in 1937 on a flight around the world.
Billie Holiday was one of the most famous jazz singers of her time. She overcame racism and poverty through her music, singing about the experiences of black Americans.
Sandra Day O'Connor was the first woman on the Supreme Court. She graduated third in her law school class but was only offered a job as a legal secretary due to gender bias.
Jacqueline Kennedy restored the White House and brought fashion and style as First Lady. She came from a politically influential family.
Future aviators military accelerated aviation learning camp at JBLMdionnemonique
Future Aviators is A Sy-S.T.E.M. of Positive Life Skills Training Through Aviation and Aerospace. Future Aviators Association (F.A.A.) is designed to inspire 3rd through 9th grade students and to mentor and coach Middle School and High School students to reach their desire to pursue a career in the aviation, engineering, and manufacturing fields.
Serious Games for Marketing: Learnings from Corporate and Amateur Efforts in ...Tyler Pace
Second Life is a 3D immersive virtual world built primarily with user-generated content and a thriving in-world economy where this content, from virtual houses to exotic virtual fashions, is bought and sold. In recent years, corporate developers have created branded locations within Second Life. In this study, we compared the content of 20 of Second Life’s top builds—10 corporate and 10 user-created—to discover how the next generation
of builds can be improved.
The document discusses marketing strategies for brands in Second Life, a popular virtual world. It notes that over 8 million people actively participate in Second Life, spending over $1.7 million daily on virtual goods and services. The document outlines how various brands like Reuters, Calvin Klein, and Toyota have established a presence in Second Life. It emphasizes that brands must tailor their strategies to the unique culture of Second Life to be successful, such as by creating interactive environments and opportunities for user engagement and customization. Proper marketing in Second Life can provide benefits like customer feedback, market research, and relationship building.
Virtual worlds like Second Life and World of Warcraft have grown hugely popular, with millions of active users each month. These worlds allow users to create avatars and interact in virtual environments. Some brands have experimented with marketing in these worlds, with varying degrees of success. Researchers have also used virtual worlds to study real-world problems like epidemic spread. While still in their infancy, virtual worlds could eventually become a mainstream form of digital communication, so some marketers recommend experimenting respectfully to understand user behaviors.
The future of cryptocurrency—some challenges
As we gaze into our crypto ball, let’s see what the future of cryptocurrency has in store for traders. With many experts estimating that the 2020 COVID-19 pandemic has hastened the decline of cash by almost five years, few are asking whether digital currencies will actually succeed (they have already). Instead, it’s a matter of when they’ll go mainstream. Nevertheless, there are some challenges ahead.
Perceptions
A significant generational divide exists when it comes to adoption rates of cryptocurrencies. Older generations are typically more sceptical of crypto’s long-term viability, expressing fears about volatile financial bubbles as well as uncertainty over how cryptocurrencies actually work.
The presentation discussed virtual worlds like Second Life, their applications in areas like commerce, education and research, and some of the key legal issues around these virtual environments including ownership of virtual assets, intellectual property concerns, and how real world laws apply to activities within virtual worlds given challenges around jurisdiction and anonymity.
Metanomics is a weekly talk show that explores the serious uses of virtual worlds. Entering its third year of broadcasting, the season will open with a special mixed reality event that combines a live feed from the Engage Expo in San Jose California with guests attending from the virtual world Second Life.
For more information visit http://metanomics.net
Metanomics Launches Third Season Exploring Serious Uses of Virtual WorldsDoug Thompson
Metanomics is a weekly talk show that explores the serious uses of virtual worlds. Entering its third year of broadcasting, the season will open with a special mixed reality event that combines a live feed from the Engage Expo in San Jose California with guests attending from the virtual world Second Life.
For more information visit http://metanomics.net
- The document describes plans to convert the vacant former Detroit Free Press building into 200 market-rate apartments, retail space, and hospitality areas.
- The building is in downtown Detroit and is on the National Historic Registry. The developer plans to add parking, retail, and apartments while preserving the historic aspects.
- The vision is to create an exclusive "residential club" that offers high-end amenities like a gym, grocery store, parking, and social events not available elsewhere in the city.
- Target tenants include young professionals, couples, empty nesters, and others drawn to the historic building and ease of urban living in downtown Detroit.
Grayscale Metaverse Report November 2021IQbal KHan
The document discusses the emerging concept of the Metaverse and crypto cloud economies. Some key points:
1) The Metaverse is a set of interconnected virtual worlds where people can socialize and interact in real-time, spanning both the digital and physical worlds.
2) Virtual worlds and gaming are converging to create large virtual goods economies worth potentially $400 billion by 2025.
3) Web3 metaverses allow users to truly own digital assets through NFTs and interact across worlds, in contrast to closed Web2 platforms. This enables new concepts like "play to earn".
This document discusses business model innovation in the digital games industry and implications for policy. It examines how the Finnish games industry has grown through digital distribution platforms, virtual economies that allow user-generated content and microwork, and crowdfunding. However, these new models face regulatory hurdles around digital markets, virtual currencies, micro-employment, and crowdfunding. The author argues that policies are needed to support seamless digital markets, clarify rules on virtual currencies and microwork, and promote frictionless donations and micro-investments. The success of the Finnish games industry is also attributed to its strong game culture ecosystem of developers, universities, events, investors and gamers.
This document discusses business model innovation in the digital games industry and implications for policy. It examines how the Finnish games industry has grown through digital distribution platforms, virtual economies that allow user-generated content and microwork, and crowdfunding. However, these new models face regulatory hurdles around digital markets, virtual currencies, micro-employment, and crowdfunding. The author argues that policies are needed to support seamless digital markets, clarify rules on virtual currencies and microwork, and promote frictionless donations and micro-investments, as well as grassroots digital culture and gaming ecosystems.
20 Best Essay Writing Services In 2020 - FarhanTechTina Marie
The document provides instructions for requesting essay writing help from HelpWriting.net. It outlines a 5-step process: 1) Create an account with valid email and password. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and select one based on qualifications. 4) Review the completed paper and authorize payment if satisfied. 5) Request revisions until fully satisfied, with a refund option for plagiarized content.
Globalization refers to the increasing integration of economies around the world through trade and financial flows. It involves both the globalization of markets, where previously distinct markets are merging into one huge global marketplace, as well as the globalization of production through international sourcing. Key factors driving globalization have been declining trade barriers and technological advances in transportation and communication.
The document discusses a proposed decentralized real estate platform called DecentRE PX that aims to disrupt the traditional multiple listing service (MLS) model. It notes that the MLS system is centralized and controlled by gatekeepers, leading to higher costs and inefficiencies for buyers and sellers. DecentRE PX would create an open, transparent and permissionless real estate marketplace built on blockchain technology. This would allow any homeowner to list properties and anyone to search and bid on listings. All offers would be recorded on-chain for full transparency. The goal is to bring more efficiency, fairness and innovation to the real estate industry through decentralization.
Each Kindness Exemplar Essay Writi. Online assignment writing service.Claudia Brown
- West Nile virus is transmitted by mosquitoes and was first detected in the United States in 1999 in New York City. It has since spread to 48 states.
- Over 15,000 people in the U.S. have tested positive for West Nile virus infection since 1999, resulting in over 500 deaths.
- The virus is maintained in a transmission cycle between mosquitoes and birds. Mosquitoes become infected by biting infected birds and then transmit the virus to humans and other animals when taking blood meals.
The document discusses how the real estate industry has changed over the past decade and is expected to change in the future. It summarizes that in the past decade, real estate became a global asset class but the industry faced challenges from the 2008 recession. However, an even bigger change was recognizing real estate's role in addressing challenges like climate change and urbanization. This led to a focus on developing sustainable, "liveable" cities that improve quality of life through integrated transportation, infrastructure, business and community spaces. The industry is now focused on developing mixed-use, human-scale communities rather than just maximizing profits.
The document provides information on a business canvass for revitalizing abandoned urban spaces. It lists key partners as private abandoned property owners, local government, cultural performance associations, and event organizers. Key activities include red tape management, technical assessments, insurance compliance, and community engagement. The value proposition is providing unique, large spaces for events. Key customers are listed as local government, private owners, event organizers, and community members. Revenue streams include pay per show fees, annual subscriptions, and sponsorships. The business aims to identify value-added government properties for revitalization and organize financing and execution of renovations.
This document provides an overview of Bitcoin, including:
- Bitcoin is a cryptocurrency based on peer-to-peer networks that allows for anonymous and low-cost cross-border transactions.
- Regulators face unique challenges in regulating Bitcoin due to its complex computer code and decentralized structure without a central authority.
- While Bitcoin provides benefits like low transaction fees, it has also been used for illegal activities due to its anonymity, which is a concern for regulators.
GridMate - End to end testing is a critical piece to ensure quality and avoid...ThomasParaiso2
End to end testing is a critical piece to ensure quality and avoid regressions. In this session, we share our journey building an E2E testing pipeline for GridMate components (LWC and Aura) using Cypress, JSForce, FakerJS…
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Pushing the limits of ePRTC: 100ns holdover for 100 days
Cory
1. Aviators, Moguls, Fashionistas and Barons 1
Aviators, Moguls, Fashionistas and Barons: Economics
and Ownership in Second Life
Cory Ondrejka – Linden Lab
cory@lindenlab.com
Second Life is a digital world that relies on a unique combination of grid computing and
streaming technology [Rosedale03] to enable virtually all of its content to be created by
its residents. To maximize the quality and quantity of user-created content, Second Life
has embraced strong economic and legal connections to the real world. This approach is
quite different than conventional massively multiplayer online games (MMOGs). Since
Second Life launched in June of 2003, significant changes have been made to the
business model and internal economic structure. These changes have shaped the many
approaches residents have taken to creating content, building experiences and making
real-world profits. This Article will discuss the evolution of Second Life’s business
model and internal economy, its entrepreneurial activities, and the impact of those
activities on Second Life’s residents and community.
To the Beat of a Different Drummer
MMOGs generally follow similar paths regarding ties to the real world and business
models. As spelled out in their End-User Licensing Agreements (EULA) and Terms of
Service (ToS), most digital world operators own all of the content in their world, own any
content generated by the player, and specifically deny residents the right to earn real-
world incomes while using of the digital world. Sony [Koster2002] and Turbine
[Castronova2004a] have followed through on their EULAs by banning the sale of digital
items and currency on eBay. Most MMOGs are also subscription services, requiring
ongoing monthly payments from all players in order to stay in the games.
Second Life takes a very different approach, recognizing residents’ intellectual property
rights to their creations, allowing them to generate real-world income [Linden03], and
selling them as much digital real estate as they desire [Linden04]. As a user-created
digital world, the ultimate success of Second Life is coupled to the innovation and
creativity of its residents, not to ownership of their intellectual property. This is also a
practical decision, as MMOGs establish economic links to the real world independent of
the wishes of the developers or world operators. Land sales allow a more efficient and
equitable allocation of resources and enable entrepreneurs to speculate in ways not
previously available to them.
Heads in the Sand
MMOGs tend to be extremely time-intensive experiences, with players often spending 20
or more hours per week [Yee04] in world. Players with more money than time generate a
demand for high-level characters, items and currency, while players with more time than
money have an opportunity to supply all of these. Markets thus exist whether the EULA
2. Aviators, Moguls, Fashionistas and Barons 2
permits it or not. As Sony discovered, banning EverQuest sales on eBay simply moved
the trade to other sites, such as PlayerAuctions and IGE. In fact, despite the nearly
universal prohibition on legitimate digital item trading, the global market is
conservatively estimated at $75 million [Castronova2004b] and experiencing very strong
growth.
Game publishers continue to officially ignore the reality of item trading [Reynolds04],
despite the untested, but intriguing, legal implications of failing to enforce their EULAs.
Further muddying the water, some publishers have talked openly of monetizing digital
item sales [Combs04], although it is interesting that the target is not subscription
MMOGs but rather single and multiplayer games that have an online component.
Digital Property
The ownership of digital property is also an important question. Even leaving aside the
debate about whether digital goods are property at all [Lastowka03], definitive answers
do not exist about the enforceability of EULAs that retain ownership of everything
created by players within MMOGs [Dibbell03a]. In fact, examination of hosting,
colocation and bandwidth providers’ EULAs show that it is simpler to allow customers to
retain their intellectual property rights.
From an economic standpoint, property rights are critical to strong markets
[Bernstein04], businesses [DeSoto00], and innovation [North94]. The already large
digital item market would undergo dramatic growth if its participants were able to move
out of the current gray and black markets. Additionally, strong and efficient markets also
lead to rapid evolution of user-created content, as observed within Second Life.
Revolting Taxes
Second Life runs on an expanding grid of computers; however CPU, memory and
bandwidth resources need to be limited and allocated to residents in a predictable and
equitable manner. Initially, a complicated system of creation costs, taxes and stipends
was chosen as the best method. Objects and land that a resident owned in world would
generate a weekly tax burden. Residents would pay these taxes using Linden Dollars
(L$, Second Life’s internal currency) they had received from other users, by selling their
creations, and from their stipend. Their stipend was a weekly payout that changed based
on the resident’s reputation. Residents paid a flat monthly subscription fee in US$.
This system had numerous problems. In order for taxes to effectively balance load, they
had to be insanely high. As a result, very few residents were able to create on a large
scale, and it was extremely difficult to create experiences or games within Second Life.
Rich residents were able to generate severely non-uniform load on the system,
magnifying the inequities between the wealthy and the poor. Resident frustration
culminated in the “Second Life Tax Revolt” [Grimmelmann03], where residents picketed,
held Boston tea parties, and set fire to numerous structures.
3. Aviators, Moguls, Fashionistas and Barons 3
A New Model
Although some of the frustration could be linked to the general dislike of taxes, the revolt
forced an examination of the deeper problems. Residents had learned that creating
experiences on a large scale, such as creating a city rather than just a building, made
Second Life much more compelling. Similar to conventional MMOGs [Yee03] where
multiple accounts allow dedicated users to enrich their experience by spending more
money, Second Life residents and entrepreneurs demanded a mechanism to create on a
larger scale, even if it meant paying more.
The system of creation costs and taxes was removed, as was the monthly subscription fee.
Instead, the amount of land a resident owned acted to limit the scale of creation. If a
resident wanted to build more, they simply purchased more land. Since land was a scarce
resource, it was auctioned off continuously. Thus, land ownership consists of an up-front
cost, the auction price, and an ongoing cost in the form of a maintenance fee. Residents
can own as much land as they need and can change how much the own each month.
Those who want to create complete experiences even have the option of purchasing
estates that aren’t directly connected to the mainland and that have more advanced access
controls than normal land. Despite some initial concern over the dramatic nature of the
changes, virtual real estate has proven to be quite successful [MSNBC04].
Land values vary in Second Life because arbitrary teleportation is not allowed and some
global rules vary from location to location [Ondrejka04]. “Telehubs” provide a public
transportation system, so land closer to a telehub will experience higher traffic than a
more distant locale. Areas within Second Life are also divided into “Mature” and “Non-
Mature”, with appropriate changes in Community Standards, so depending upon desired
use, different types of land may be more or less valuable. Finally, aesthetic issues clearly
matter, as beachfront property in Second Life has consistently sold for more than inland
plots.
The stipend still exists. By providing residents with a steady income, the velocity of
money within the economy remains high and consumers have little incentive to hoard
what they have. The stipend has a minimum amount keyed to being a member in good
standing and is supplemented by daily dwell awards. Dwell awards are L$ payments to
the residents whose land receives the most visitors during the previous day. L$ drains
also exist, in the form of land that is auctioned for L$, upload fees for adding textures,
audio, and animations into the world, and listing fees for the in-world find functionality.
Economic Strength
While inflation could be a concern in this economic model, Second Life’s rapid and
sustained growth in 2004 has actually resulted in a mild reduction in median and average
balances. More importantly, unlike other MMOGs, the L$ has actually appreciated
against the US$. Second Life’s internal economy has also grown significantly since
changing models, with monthly internal economic activity passing US$1 million at
4. Aviators, Moguls, Fashionistas and Barons 4
current L$ to US$ exchange rates. Transactional volume has undergone dramatic
increases as well.
Digital Entrepreneurs
Second Life had the pieces in place to generate sustained economic growth at the start of
2004. Residents owned their creations, were free to profit off of their activities within the
world, and could speculate and experiment with large creations simply by purchasing
land. The opportunity to earn real-world profits was enabled when third party sites
connected Second Life’s L$ to US$.
Currency Trading
IGE (http://www.ige.com) and Gaming Open Market (http://gamingopenmarket.com)
have both supported L$ trading since late-2003. Both have seen strong growth in sales
volume, and currently trade well over US$100,000 worth of L$ between them per month.
Second Life has not experienced the “mudflation” generally seen in other online games
due to duplication bugs, shortcuts in the treadmill, and commodification. This stability
has made the L$ a worthwhile investment and allowed in-world businesses to generate
significant real-world wealth. In fact, going shopping with your friends has become a
major activity within Second Life.
Trendsetting
Clothing and avatar stores were the first businesses within Second Life. Because the
built-in avatar creation and customization tools are the first skills learned upon entering
the world, virtually all residents learn that they are able to create clothing and avatars.
Obviously, the quality and desirability of clothing will vary, but many residents attempt
to inspire the next Second Life fashion craze. The transition to the new land model
allowed speculators and entrepreneurs to build stores that supported large and varied
displays, so designers with complementary skill sets began working together to improve
the shopping experience. The ability to buy more land has allowed creators to explore
franchising, multiple locations, advertising, and branding. Second Life’s approach to
intellectual property also means that budding fashionistas actually own their creations,
whether in the digital or real worlds. One real world firm is even taking advantage of this
to “cool hunt” within Second Life [STD04], exporting content from the digital to the real.
Clothing and accessories often act as a gateway to other retail opportunities. Storeowners
can distinguish themselves from their competition by offering vehicles or weapons, or by
selling clothing that matches other creations. Alternately, small outlets are often added to
existing clubs and other popular location. Sellers quickly learn that the realities of a
digital world, such as no marginal cost of reproduction and no need to keep inventory on
hand, allow them to be flexible and experimental in their sales approaches.
5. Aviators, Moguls, Fashionistas and Barons 5
Shoppers are able to choose stores based on text searches, the popularity of the store, and
the recommendations of other residents. This results in a virtually infinite supply of new
clothing ideas and options, sold in environments ranging from shopping malls to remote
boutiques floating in the sky. For many of the storeowners, the shopping experience is as
important as the actual clothing they sell, so meeting and greeting the clientele is a big
part of their business.
All Dressed Up
Of course, once the perfect clothes and accessories have been purchased, seeing and
being seen becomes the next important activity. Clubs and events are very popular in
Second Life and make up another common business venture. As with stores, bigger is
often better and many residents have chosen to make large land purchases in order to
fully explore their visions.
Clubs, ranging from Wild West saloons to science fiction cantinas to clubs that would
make Las Vegas blush, provide destinations and meeting grounds. Clubs consistently
receive the most traffic within Second Life, and are often used to launch or sell other
products. Clubs earn L$ for their owners and operators both through dwell awards and
through goods and services sold within them. Clubs often act as locations for various
events, although events also occur at private homes and public stages.
Resident-run events within Second Life are a common way to meet large numbers of
other residents. They also can have economic motivations, as many give out prize money
or are used to generate higher dwell awards. Events of all types exist. Costume parties,
trivia contests, themed chat, open houses and game shows are quite common.
Educational events, where residents teach new users about the best ways to accomplish
various tasks within Second Life, are also extremely popular. Residents who entered
Second Life without any formal programming training now teach hundreds of people how
best to create airplanes, weapons, and other scripted objects.
Inventing the New
The ability to truly create within Second Life, and the rapid commoditization of content
within MMOGs in general, provides a real opportunity to profit for those who come up
with new ideas. The scripting language and creation tools can be used to provide features
and behaviors not yet built into the system, to implement ideas better than everyone else,
and to simply explore design space.
Second Life doesn’t yet implement multiple avatar animations but several enterprising
residents independently solved the problem [Au04c] by using the scripting language and
user-created animations to allow avatars to hug each other. In each case, multiple groups
of residents worked together and combined various skills and expertise. Their products
have sold quite well and have served as the inspiration for the next round of animation
scripts.
6. Aviators, Moguls, Fashionistas and Barons 6
The popularity of shops, clubs, and events has also created a high demand for architects
and those with a strong industrial design sense. While many residents can create a home
or a store, fewer are able to design one that shows items well, allows avatars to move
through it smoothly, and consumes minimal system resources so that more people can
visit and enjoy it.
Come Fly With Me
In Second Life, everyone can fly. Despite (or perhaps because of) this, wings and flying
vehicles have generally been on the cutting edge of user development from early in
Second Life’s Alpha. Although vehicles of all types have been created, flying vehicles
have always been dominant, from the early jetpacks and wings, through the hot-air
balloon races, to the current high performance aerobatic and dog fighting aircraft.
Residents with a passion for flying have taken great advantage of the new economic
system as it allows them to build airports and aerodromes.
Recently, a skydiving craze has swept though Second Life [Au04b]. The owners of
“Abbotts Aerodrome” have created one of the most complete experiences within Second
Life, allowing other residents to take skydiving classes, join groups for multi-person
jumps, compete in contests, purchase upgraded equipment, look at screen shots of jumps,
and even buy a jump plane to take up their own groups. The skydiving equipment
utilized the skills of scripters, modelers, texture artists and animators, as well as in-world
jumpmasters, teachers, and community organizers. Even more importantly, skydiving is
just part of the experience of visiting the Aerodrome. New vehicles appear almost daily
and the owners are usually around to talk about flying, scripting, or how to make
something new.
Capitalism at Play
With a healthy and stable market for L$, many Second Life residents are actively trying to
generate real-world profits. Some are using those profits to augment or replace their real-
world jobs. Unfortunately, markets also offer opportunities that range from unpopular to
illegal. Like all other online services, Second Life has to deal with credit card fraud,
identity theft, and, of course, the PayPal chargeback. This last happens when the thief
purchases digital goods using PayPal and then, exploiting a quirk in their chargeback
policy, reverses the payment. This leaves the thief with both the digital goods and his
original money, while the victim has neither. Even worse, the victim generally has no
recourse [Dibbell03c]. This particular exploit has been documented [Cringely04] and it
is likely that eBay and PayPal, in conjunction with digital world operators, will find an
appropriate solution.
Land Barons
Land in Second Life is a scarce resource and is released to residents via auction. Some
residents quickly determined that they could purchase land, subdivide it, and resell it in
7. Aviators, Moguls, Fashionistas and Barons 7
world for a profit. Land barons have proven to be unpopular with the other residents and
discussion threads about the problem have shown up regularly in game forums.
The problem is both one of perception and of fact. The reality is that the speculators are
so efficient and motivated to win auctions that other residents have been largely squeezed
out of the auction system. For example, over a recent 30-day period, only 5% of those
residents who purchased land had purchased it from the auction system. The other 95%
buy land from the land speculators.
This gives rise to the perceptual problem. Although many speculators spend time and
effort subdividing the land, performing small terraforming tasks, and generally preparing
to sell the subdivided parcels, most residents don’t feel that any value is added in this
process and that the new land is exorbitantly expensive. In reality, the price increase is
only about 10% above the auction price. More importantly, the smaller parcels are cheap
enough to be purchased by a much larger percentage of the residents. Second Life
recently added a “First Land” feature that greatly simplified land purchases for new users.
As a result, speculators are changing their approaches to land resale.
Going forward, it seems certain that virtual real estate agents within Second Life will
have to compete with each other for business. As in the real world, agents who add value
by correctly staging property, doing research about the property’s location, and who
actively manage their client lists, will be able to charge a premium for their services. As
the world continues to grow, the ability to connect buyer and seller will be increasingly
valuable.
Bringing on the Lag
Second Life’s open-ended building and scripting tools provide residents with ample
opportunities to stress both the client rendering and server simulation. These stresses are
broadly classified as “lag,” where the client’s frame rate drops or updates from the server
are delayed or blocked. As in other MMOGs, properly timed lag can be used to gain an
advantage over other players or to interfere with their businesses. Second Life does allow
residents more opportunities to generate lag than any other MMOG, but it isn’t possible
to eliminate this without greatly damaging the flexibility and culture of experimentation
so critical to growth. Instead, creations within Second Life always indicate both their
creator and current owner, generally allowing residents to quickly determine the source
of problems. In addition, malicious use of the system is a serious violation of the
Community Standards. Much like the real world, an arms race exists between business
owners and criminals, and much of the continuing development effort in Second Life is
focused on ensuring that businesses are free to operate.
Timeshifting
The average person has a very full schedule. For the average American, television, work
and sleep, are enough to take most of the hours in the week. While people have begun to
exchange television viewing for game playing [Loftus04], the high time cost of MMOG
8. Aviators, Moguls, Fashionistas and Barons 8
play is still a significant problem for many. The very real possibility of generating an
income within Second Life can change that.
As Julian Dibbell can attest, it is possible to make a living selling digital goods
[Dibbell03b]. Several of Second Life’s more successful creators are using their profits to
pay for tuition or as income while unemployed [Au04a]. For many of these digital
entrepreneurs, the ability to make money doing something that they enjoy is a new
experience. Residents often join Second Life with no idea that they possessed the
creative skills or business acumen needed to make and sell digital items, but the ease of
experimentation and readily available in-world educational resources lead them to
explore the possibilities.
Some have even setup databases in the real world, tracking inventory, sales, and customer
data from their multiple stores within Second Life. Using this data, they adjust product
lines, prices, and advertising, acquiring skills and knowledge that would be acquired at
far greater financial risk in the real world. For example, residents have discovered that
Sunday is the largest shopping day in Second Life and that attractive but simple displays
generate more sales. Undoubtedly, some will eventually transfer their newfound business
acumen back into the real world.
Conclusion
Second Life’s transition from a simple subscription model to one based on land and
intellectual property ownership has profoundly changes creation within the world.
Residents are able to create on a larger scale, to explore new ways to earn real-world
profits, and to leverage their early successes into more land and opportunities. Trade
with the real world, in the form of currency exchanges on 3rd
party sites, has increased
steadily and the L$ has appreciated in value against the US$. Economic temptations have
also increased as more residents supplement their income via Second Life, and both
unpopular and fraudulent behaviors have been observed. Most importantly, the primary
goal of the change, increased quantity and quality of user-created content, has been
conclusively observed.
Second Life is proving that users truly can create a world, as well as compelling
experiences within that world. Leveraging user-creation is far more than simply
providing users with the correct tools. A complex set of economic and legal choices exist
and any project that expects quality output needs to carefully consider the interaction of
all of them. Economic factors provide a powerful selection pressure for high quality
content while property rights provide creators with the incentives to work on large
projects over significant periods of time. Filtering and search functionality required to
separate the wheat from the chaff becomes increasingly important as the content creation
scales up with the world population.
As the world of Second Life grows and new functionality improves the experience for all
residents, its markets and connections to the real world will also grow and strengthen.
9. Aviators, Moguls, Fashionistas and Barons 9
This is a different path than conventional MMOGs, but an absolutely necessary one for
building a truly user-created place.
Further Reading
For more information on law, economics, and digital worlds, the references provide a
wealth of information. In addition, the following websites and mailing lists are excellent
sources of data and debate.
• http://terranova.blogs.com/terra_nova/ Terra Nova is home to many great thinkers
and writers at the intersection of research and digital worlds. It also maintains a
great set of links to useful digital world web sites.
• http://secondlife.blogs.com/nwn/ Wagner James Au maintains New World Notes,
a first hand account of life in Second Life and a great resource for information
about the new and interesting in world.
• https://www.kanga.nu/lists/listinfo/mud-dev/ MUD-Dev, the granddaddy of them
all. Everything you ever wanted to know about digital worlds, although historical
discussions are often hard to find.
• http://ssrn.com/ The Social Science Research Network is home to many papers
about digital worlds, their residents, and their economies.
References
[Au04a] Au, Wagner James, “Post War Reconstruction, Part 1” available online at
http://secondlife.blogs.com/nwn/2004/04/postwar_reconst.html, April 26, 2004.
[Au04b] Au, Wagner James, “Taking a Dive” available online at
http://secondlife.blogs.com/nwn/2004/07/taking_a_dive.html, July 19, 2004.
[Au04c] Au, Wagner James, “Permission to Hug” available online at
http://secondlife.blogs.com/nwn/2004/08/permission_to_h.html, August 19, 2004.
[Bernstein04] Bernstein, William, The Birth of Plenty, McGraw-Hill, 2004.
[Casronova04a] Castronova, Edward, “Veteran Virtual World Bans Ebay,” available
online at http://terranova.blogs.com/terra_nova/2004/05/veteran_virtual.html, July
27, 2004.
[Casronova04b] Castronova, Edward, “Data,” available online at
http://mypage.iu.edu/%7Ecastro/home.html#Data, September 2, 2004.
[Combs04] Combs, Nate, “…The Dam Breaks” available online at
http://terranova.blogs.com/terra_nova/2004/05/the_dam_breaks.html, May 14,
2004.
[Cringely04] Cringely, Robert, “PayAcquantance – When It Comes to Selling Virtual
Property, PayPal Isn’t Always Your Pal,” available online at
http://www.pbs.org/cringely/pulpit/pulpit20040506.html, May 6, 2004.
[DeSoto00] De Soto, Hernando, The Mystery of Capital, Basic Books, 2000.
[Dibbell03a] Dibbell, Julian, “Serfing the Web” available online at
http://www.juliandibbell.com/texts/blacksnow.html, January, 2003.
10. Aviators, Moguls, Fashionistas and Barons 10
[Dibbell03b] Dibbell, Julian, “Play Money” available online at
http://www.juliandibbell.com/playmoney/, March 11, 2003.
[Dibbell03c] Dibbell, Julian, “On the Nature of the Intangible: A Dialog” available online
at
http://www.juliandibbell.com/playmoney/2003_10_01_playmoney_archive.html,
October 17, 2003.
[Grimmelmann03] Grimmelmann, James, “The State of Play: Free As In Gaming?,”
available online
http://research.yale.edu/lawmeme/modules.php?name=News&file=article&sid=1
290, December 4, 2003.
[Koster02] Koster, Raph, “Online Worlds Timeline,” available online
http://www.legendmud.org/raph/gaming/, February 20, 2002.
[Lastowka03] Lastowka, F. Gregory, Hunter, Dan, “The Laws of Virtual Worlds,”
available online http://papers.ssrn.com/sol3/papers.cfm?abstract_id=402860, May
29, 2003.
[Linden03] “Your Second Life Begins Today,” available online
http://lindenlab.com/press_story_8.php, June 23, 2003.
[Linden04] “Now Selling: Real Estate on the Digital Frontier,” available online
http://lindenlab.com/press_story_14.php, March 30, 2004.
[Loftus04] Loftus, Tom, “TV execs try to lure gamers back – Golf players watch golf, but
will video game players watch games?,” available online
http://msnbc.msn.com/id/4778773/, April 30, 2004.
[North94] North, Douglas, “Economic Performance Through Time,” available online
http://members.shaw.ca/compilerpress1/Anno%20North%20Econ%20Perform%2
0thru%20Time.htm, June 1994.
[Ondrejka04] Ondrejka, Cory, “A Piece of Place: Modeling the Digital on the Real in
Second Life,” available online
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=555883, June 7, 2004.
[Reynolds04] Reynolds, Ren, “EAs Eyes Wide Shut” available online at
http://terranova.blogs.com/terra_nova/2004/08/eas_eyes_wide_s.html, August 13,
2004.
[Rosedale03] Rosedale, Philip, Ondrejka, Cory, “Enabling Player-Created Online Worlds
with Grid Computing and Streaming,” available online
http://www.gamasutra.com/resource_guide/20030916/rosedale_pfv.htm,
September, 2003.
[STD04] “Future Fashion 04,” available online
http://spacethinkdream.com/files/FF04.pdf, July 28, 2004.
[Yee03b] Yes, Nick, “Number of Accounts,” available online
http://www.nickyee.com/daedalus/archives/000343.php, February 11, 2003.
[Yee04] Yes, Nick, “Hours of Play Per Week,” available online
http://www.nickyee.com/daedalus/archives/000343.php, February 21, 2004.