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    « Gold Farm: Shanda Games Becomes Year's Best Stock IPO | Main | Discussion: Is Virtual Consumerism Built on Social Pressure? »

    10/01/2009

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    virtual societies? is it possible?

    Reuters is biased towards Second Life, after having failed at their attempts at it. They hired a development firm who charged a fortune for their island build, they sent in one employee to cover virtual news and events, and when Reuters pulled the plug, the reporter became jaded, and Reuters blamed Second Life for their failure.

    Personally, I would not put any trust or faith into any Reuters articles relating to Second Life or virtual worlds. They are skewed, biased, opinionated, counter-productive, and have an overall slant towards a narrow-minded perspective.

    Nice breakdown of the issue.

    Behind all of this is that most of these articles (even the Reuters ones which aim to promote SL) continue to use the same models and measures for Second Life and "virtual worlds" as they do for games.

    A more appropriate comparison would be with social networks.

    Seriously old school, get with the program here: There aren't games. Duh.

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