source: (gamesradar.com)

In 2009, the rest of the world caught up with what Second Life Residents have known for a long time - that virtual goods can be a very good business. Headlines about a billion-dollar plus trade in virtual items appeared in the mainstream press, but in many cases the articles focused on the platforms that create and provide virtual goods to their users, not on the users themselves.
Read more here:
2009 End of Year Second Life Economy Wrap Up (Second Life)




