From the parallel universe of WTF, WTF?!
"Here are some stats I caught from one of the presentations today at ETech about the online game Second Life. In the last 30 days the game has exhibited:
70,000 residents
240,000 items created
$6.5 million internal economy
75 million IMs
Players spend 25% of their time creating virtual objects
"If Second Life had to pay programmers to replicate all of that content development it would cost $400 million a year. One thing created in the game is the Bingo-like game Tringo, which is now going to become an actual Game Boy title. So what's virtual and what's real? And does it matter?"
Tags: second life, holy shit = Powered by Qumana