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November 25, 2006

Second Life Copybot

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Investing Time and Money in Virtual Worlds

"In the last month something happened that shook the world to its core. It was the sudden appearance of the capability to instantly replicate three-dimensional objects, suddenly in the hands of the common people. Everyone’s intellectual property was up for grabs, and the very notion of manufacturing under attack. Small business owners who relied on handcrafting luxury goods found themselves completely vulnerable to perfect knockoffs...

Microtransactions for digital assets and virtual goods is a rising, potentially multibillion dollar industry. To succeed, entrepreneurs who are building networked systems based on user content (be they citizens of Second Life or the makers of virtual worlds themselves) must realize that anything displayable is copyable; the value lies instead in service and in server-side functionality. Content is like songs around a campfire: destined to be enjoyed for free. Those who build businesses around hosting campfires would be wise to focus on making the campfire experience great, rather than charging listeners by the song." From Investing time and money in virtual worlds: Caveat Emptor by Raph Koster, Venture Beat. [via]

Also:

"...[Linden Lab] plans to develop an infrastructure to enable Second Life residents and landowners to enforce IP-related covenants within certain areas, or as a prerequisite for joining certain groups. In effect, Second Life's inhabitants will self-police their world, according to rules and social norms they develop themselves." From Second Life Will Save Copyright by Jennifer Granick, Wired.

Posted by jo at November 25, 2006 04:16 PM

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