There were a few articles of interest regarding this particular virtual world.
- In this article, Nicholas Carr performs a computation that shows that an average Second Life avatar consumes as much electricity as an average Brazilian. Thus, it may not be as "green" a hobby as one might otherwise have expected.
- These virtual worlds have been discovered by real world organizations. This article reports that PA Consulting has opened an "office" in Second Life:
The consultancy is already looking into new business applications in virtual worlds such as Second Life, where like many other enterprises, it has a virtual branch - in this case, though, all of the negotiations around building the virtual HQ have been done through avatars in Second Life itself.
Godfrey said: "It was done by someone paid in Linden dollars, whose real name we don't know and who looks like an enormous rabbit."
- Then, there are the potential tax implications, as reported here:
Game publishers may have to send forms to individuals who receive nonemployee income they trade for valuable items like Ultima Online castles, EverQuest weapons or Second Life currency, even when those players don't convert the assets into cash.
Virtual worlds may thus be more real than you think ... maybe we need to open a SIS branch on Second Life ... would these enrollments count?