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	<title>Comments on: M&amp;A inside Second Life</title>
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	<link>http://www.theequitykicker.com/2009/01/21/ma-inside-second-life/</link>
	<description>Nic Brisbourne's view from London on venture capital and exploiting change in technology and media</description>
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		<title>By: Nicholas Lovell</title>
		<link>http://www.theequitykicker.com/2009/01/21/ma-inside-second-life/#comment-6542</link>
		<dc:creator>Nicholas Lovell</dc:creator>
		<pubDate>Thu, 22 Jan 2009 20:36:10 +0000</pubDate>
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		<description>I&#039;m not so sure I agree with you on this one, Nic (which is unusual).&lt;br&gt;&lt;br&gt;Linden Labs already offers transactions in-world. This allows customers and merchants to trade seamlessly whether they are in Second Life or in the web. That just seems likely to increase transactions to me.&lt;br&gt;&lt;br&gt;It also shows Second Life entrepreneurs that there is a potential exit, which seems likely to promote rather than stifle innovation.&lt;br&gt;&lt;br&gt;More at &lt;a href=&quot;http://www.gamesbrief.com/2009/01/second-life-businesses-get-acquired-by-second-life&quot; rel=&quot;nofollow&quot;&gt;http://www.gamesbrief.com/2009/01/second-life-b...&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>I&#39;m not so sure I agree with you on this one, Nic (which is unusual).</p>
<p>Linden Labs already offers transactions in-world. This allows customers and merchants to trade seamlessly whether they are in Second Life or in the web. That just seems likely to increase transactions to me.</p>
<p>It also shows Second Life entrepreneurs that there is a potential exit, which seems likely to promote rather than stifle innovation.</p>
<p>More at <a href="http://www.gamesbrief.com/2009/01/second-life-businesses-get-acquired-by-second-life" rel="nofollow">http://www.gamesbrief.com/2009/01/second-life-b&#8230;</a></p>
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		<title>By: Second Life businesses get acquired - by Second Life &#187; Games Brief</title>
		<link>http://www.theequitykicker.com/2009/01/21/ma-inside-second-life/#comment-4290</link>
		<dc:creator>Second Life businesses get acquired - by Second Life &#187; Games Brief</dc:creator>
		<pubDate>Thu, 22 Jan 2009 14:23:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.theequitykicker.com/2009/01/21/ma-inside-second-life/#comment-4290</guid>
		<description>[...] Linden Labs has acquired two virtual goods business within Second Life. [...]</description>
		<content:encoded><![CDATA[<p>[...] Linden Labs has acquired two virtual goods business within Second Life. [...]</p>
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		<title>By: Nicholas Lovell</title>
		<link>http://www.theequitykicker.com/2009/01/21/ma-inside-second-life/#comment-4293</link>
		<dc:creator>Nicholas Lovell</dc:creator>
		<pubDate>Thu, 22 Jan 2009 13:36:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.theequitykicker.com/2009/01/21/ma-inside-second-life/#comment-4293</guid>
		<description>I&#039;m not so sure I agree with you on this one, Nic (which is unusual).&lt;br&gt;&lt;br&gt;Linden Labs already offers transactions in-world. This allows customers and merchants to trade seamlessly whether they are in Second Life or in the web. That just seems likely to increase transactions to me.&lt;br&gt;&lt;br&gt;It also shows Second Life entrepreneurs that there is a potential exit, which seems likely to promote rather than stifle innovation.&lt;br&gt;&lt;br&gt;More at &lt;a href=&quot;http://www.gamesbrief.com/2009/01/second-life-businesses-get-acquired-by-second-life&quot; rel=&quot;nofollow&quot;&gt;http://www.gamesbrief.com/2009/01/second-life-b...&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>I&#39;m not so sure I agree with you on this one, Nic (which is unusual).</p>
<p>Linden Labs already offers transactions in-world. This allows customers and merchants to trade seamlessly whether they are in Second Life or in the web. That just seems likely to increase transactions to me.</p>
<p>It also shows Second Life entrepreneurs that there is a potential exit, which seems likely to promote rather than stifle innovation.</p>
<p>More at <a href="http://www.gamesbrief.com/2009/01/second-life-businesses-get-acquired-by-second-life" rel="nofollow">http://www.gamesbrief.com/2009/01/second-life-b&#8230;</a></p>
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		<title>By: brisbourne</title>
		<link>http://www.theequitykicker.com/2009/01/21/ma-inside-second-life/#comment-4284</link>
		<dc:creator>brisbourne</dc:creator>
		<pubDate>Wed, 21 Jan 2009 17:47:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.theequitykicker.com/2009/01/21/ma-inside-second-life/#comment-4284</guid>
		<description>Thanks Harry - you are right, this doesn&#039;t look to good for SL&lt;br&gt;&lt;br&gt;Nic Brisbourne&lt;br&gt;Partner, DFJ Esprit&lt;br&gt;Email: &lt;a href=&quot;mailto:nic@dfjesprit.com&quot; rel=&quot;nofollow&quot;&gt;nic@dfjesprit.com&lt;/a&gt;&lt;br&gt;Tel: 07990 567 993&lt;br&gt;Blog: &lt;a href=&quot;http://www.theequitykicker.com&quot; rel=&quot;nofollow&quot;&gt;www.theequitykicker.com&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Thanks Harry &#8211; you are right, this doesn&#39;t look to good for SL</p>
<p>Nic Brisbourne<br />Partner, DFJ Esprit<br />Email: <a href="mailto:nic@dfjesprit.com" rel="nofollow">nic@dfjesprit.com</a><br />Tel: 07990 567 993<br />Blog: <a href="http://www.theequitykicker.com" rel="nofollow">http://www.theequitykicker.com</a></p>
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		<title>By: HH</title>
		<link>http://www.theequitykicker.com/2009/01/21/ma-inside-second-life/#comment-4283</link>
		<dc:creator>HH</dc:creator>
		<pubDate>Wed, 21 Jan 2009 12:44:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.theequitykicker.com/2009/01/21/ma-inside-second-life/#comment-4283</guid>
		<description>I can&#039;t help but feel that the primary reason for Linden Labs to acquire a virtual broker is to help them maintain the illusion that there is a genuinely interesting economy in Second Life - i.e. moving the story on from being &quot;Look, people can make money in Second Life&quot; to &quot;Companies operating in Second Life have been acquired&quot;.&lt;br&gt;&lt;br&gt;I find it difficult to get a grip on the realities of the economics of SL, but some clues from &lt;a href=&quot;http://secondlife.com/whatis/economy_stats.php#footnote4&quot; rel=&quot;nofollow&quot;&gt;http://secondlife.com/whatis/economy_stats.php#...&lt;/a&gt; show that, for Dec 08, 940,000 people logged in, of which 60,000 had a &#039;positive Linden Dollar flow&#039; (ie theoretically made money).  It&#039;s not clear whether this 60,000 includes the premium members who get given free money each month (my guess is it does), so I reckon we&#039;re looking at 20k or so people actually making money (Linden Dollars) in that month (ie 2% of people). &lt;br&gt;&lt;br&gt;To me, that doesn&#039;t look like an economy (2% of people having net positive cashflow), it looks, at best, like a bad videogame with a small percentage of its users making money from user generated content.  Like Half Life, only not as much fun.  At worst, it looks like the emperor&#039;s got not clothes on and this is just a pyramid scheme reliant upon the brilliant marketing conceit of persuading the press that there&#039;s something interesting at work.  And what better story in today&#039;s uncertain climate than the acquisition of a company in a virtual economy?</description>
		<content:encoded><![CDATA[<p>I can&#39;t help but feel that the primary reason for Linden Labs to acquire a virtual broker is to help them maintain the illusion that there is a genuinely interesting economy in Second Life &#8211; i.e. moving the story on from being &#8220;Look, people can make money in Second Life&#8221; to &#8220;Companies operating in Second Life have been acquired&#8221;.</p>
<p>I find it difficult to get a grip on the realities of the economics of SL, but some clues from <a href="http://secondlife.com/whatis/economy_stats.php#footnote4" rel="nofollow">http://secondlife.com/whatis/economy_stats.php#&#8230;</a> show that, for Dec 08, 940,000 people logged in, of which 60,000 had a &#39;positive Linden Dollar flow&#39; (ie theoretically made money).  It&#39;s not clear whether this 60,000 includes the premium members who get given free money each month (my guess is it does), so I reckon we&#39;re looking at 20k or so people actually making money (Linden Dollars) in that month (ie 2% of people). </p>
<p>To me, that doesn&#39;t look like an economy (2% of people having net positive cashflow), it looks, at best, like a bad videogame with a small percentage of its users making money from user generated content.  Like Half Life, only not as much fun.  At worst, it looks like the emperor&#39;s got not clothes on and this is just a pyramid scheme reliant upon the brilliant marketing conceit of persuading the press that there&#39;s something interesting at work.  And what better story in today&#39;s uncertain climate than the acquisition of a company in a virtual economy?</p>
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