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{{Short description|Economy in the online video game}}
{{POV|date=June 2008}}
{{DISPLAYTITLE:Economy of ''Second Life''}}
The virtual world '''[[Second Life]]''' has its own '''economy''' and a currency referred to as '''Linden Dollars''' (L$).
{{use dmy dates|date=February 2024}}
This economy is independent of the Pricing, where users pay Linden Lab.
The online video game ''[[Second Life]]'' has its own [[virtual economy|economy]] and a virtual token referred to as '''Linden Dollars''' (L$). In the SL economy, users (called "residents") buy from and sell to one another directly, using the ''Linden'', which is a closed-loop virtual token for use only within the ''Second Life'' platform. Linden Dollars have no monetary value and are not redeemable for monetary value from Linden Lab. However, the presence of a currency exchange has led to the Linden Dollar being recognised as a centralized virtual currency, a fiat currency, or property.<ref>{{cite web |title=What Is the Linden Dollar? |url=https://www.investopedia.com/terms/l/linden-dollar.asp |website=Investopedia |access-date=13 March 2023 |language=en}}</ref> A resident with a surplus of Linden Dollars earned via a ''Second Life'' business or experiential play can offer to exchange with other users via the LindeX exchange provided by Linden Lab. This economy is independent of the price of the game, which users pay to Linden Lab, not to each other. Linden Lab reported that the ''Second Life'' economy generated US$3,596,674 in economic activity during the month of September 2005,<ref name="technologyreviewdotcom">{{Cite web|url=http://www.technologyreview.com/read_article.aspx?id=16023&ch=biztech|title=Virtual Economics|author=Reiss, Spencer|date=December 2005 – January 2006|access-date=2006-11-24}}</ref> and in September 2006 ''Second Life'' was reported to have a [[GDP]] of US$64,000,000.<ref name="popscidotcom-your-2ndlife-is-ready">{{Cite web|
In the SL economy, residents buy from and sell to one another directly, using the ''Linden'', which is exchangeable for US dollars or other currencies on market-based currency exchanges. Linden Lab reports that the ''Second Life'' economy generated US$3,596,674 in economic activity during the month of September 2005,<ref name="technologyreviewdotcom">{{citeweb|
url=http://www.popsci.com/popsci/technology/7ba1af8f3812d010vgnvcm1000004eecbccdrcrd/3.html|title=Your Second Life Is Ready|author=Newitz, Annalee|publisher=[[Popular Science]]|date=September 2006|access-date=2006-11-24|archive-url=https://web.archive.org/web/20061116064009/http://www.popsci.com/popsci/technology/7ba1af8f3812d010vgnvcm1000004eecbccdrcrd/3.html|archive-date=2006-11-16|url-status=dead}}</ref>
url=http://www.technologyreview.com/read_article.aspx?id=16023&ch=biztech|
title=Virtual Economics|
author=Reiss, Spencer|
date=December 2005/January 2006|
accessdate=2006-11-24|
}}</ref> and as of September 2006 Second Life was reported to have a [[GDP]] of $64 Million.<ref name="popscidotcom-your-2ndlife-is-ready">{{citeweb|
url=http://www.popsci.com/popsci/technology/7ba1af8f3812d010vgnvcm1000004eecbccdrcrd/3.html|
title=Your Second Life Is Ready|
author=Newitz, Annalee|
publisher=[[Popular Science]]|
month=September | year=2006|
accessdate=2006-11-24|
}}</ref>
A Virtual Economy Analyst at the Metastat statistics bureau in Second Life estimated Second Life's 2007 GDP will be between $ 500 million and $ 600 million, about nine times that of 2006. This data is of [[23 February]], 2007.


In 2009, the total size of the ''Second Life'' economy grew 65% to US$567 million, about 25% of the entire U.S. [[virtual goods]] market. Gross Resident Earnings are $55 million US Dollars in 2009 – 11% growth over 2008.<ref>[https://blogs.secondlife.com/community/features/blog/2010/01/19/2009-end-of-year-second-life-economy-wrap-up-including-q4-economy-in-detail Second Life economy totals $567 million US dollars in 2009 — 65 % growth over 2008]</ref>
== Basis of the Economy ==
The basis of this economy is that [[Resident (Second Life)|residents]] (that is, ''users'', as opposed to Linden Lab) can buy and sell services and virtual goods to one another in a [[free market]]. Services include [[camping (computer gaming)|camping]], working in stores, business management, entertainment (which prominently includes adult entertainment),<ref>TD Goodliffe. [http://www.vtoreality.com/2006/new-to-sl-here-are-some-ways-to-make-money/259/ New to SL? Here are some ways to make money], ''Virtual to Reality'', 31 October 2006. Retrieved on [[2007-08-18]].</ref> custom content creation, and other personal services. Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, and works of art. To make money in Second Life, one must find customers who are willing to pay for the services or products that one can supply, just like in real life.


== Basis ==
Because of the existence of ''virtual land'', there is an active [[Real estate (Second Life)|''virtual real estate'']] market. Originally all land comes from Linden Lab (which is part of the pricing and a revenue stream for them), but after that it is bought and sold much like real-life real estate. Mainstream media has reported on SL residents who earn large incomes from the SL real estate market.<ref>{{cite news|title=The Virtual Rockefeller: Anshe Chung is raking in real money in an unreal online world|author=Paul Sloan|date=2005-12-01|accessdate=2007-05-29|work=Business 2.0|url=http://money.cnn.com/magazines/business2/business2_archive/2005/12/01/8364581/index.htm}}</ref>
The basis of this economy is that [[Resident (Second Life)|residents]] (that is, ''users'', as opposed to Linden Lab) can buy and sell services and virtual goods to one another in a [[free market]]. Services include [[Camping (computer gaming)#Virtual worlds|camping]], working in stores, custom content creation, and other services. Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, works of art, and breedable in-game animals and pets such as: foxes, turtles, horses, cats, dogs, fish, dragons, and original in-game pets called Meeroos. To earn Linden Dollars in Second Life, one must find customers who are willing to pay for the services or products that one can supply, just like in real life.


Because of the existence of ''virtual land'', there is an active [[Real estate (Second Life)|''virtual real estate'']] market. Originally all land comes from Linden Lab (which is part of the pricing and a revenue stream for them), but after that it is bought and sold much like real-life real estate. Mainstream media has reported on SL residents who earn large incomes from the SL real estate market.<ref>{{cite news|title=The Virtual Rockefeller: Anshe Chung is raking in real money in an unreal online world|author=Paul Sloan|date=2005-12-01|access-date=2007-05-29|work=Business 2.0|url=https://money.cnn.com/magazines/business2/business2_archive/2005/12/01/8364581/index.htm}}</ref>
In addition to the main economy, some
residents receive a small weekly stipend, depending on the kind of account they have, and when they joined Second Life. There are also the virtual equivalent of minimum wage jobs and charitable organizations that try to introduce new residents to the consumer economy.


In addition to the main economy, some residents receive a small weekly stipend, depending on the kind of account they have, and when they joined Second Life.<ref>{{cite web|url=http://community.secondlife.com/t5/English-Knowledge-Base/Premium-membership/ta-p/1054477#Section_.3.2|title=Premium membership - Weekly Linden dollar rewards (stipend)|work=Second Life English Knowledge Base|access-date=2014-09-03}}</ref> There are also the virtual equivalent of minimum wage jobs and charitable organizations that try to introduce new residents to the consumer economy.
Another option for making money in Second Life is "camping". Throughout the virtual world are locations where SL members can earn money by either sitting, doing an activity such as dancing or painting, or another similar activity; payment is offered consisting of so-many Lindens for time spent. (The amount of Lindens paid and the time interval varies from place to place). Since this could result in some users leaving their avatars "camping" for days at a time, accumulating thousands of Lindens, most locations forbid 24/7 "camping" and some camp options limit the amount of money that can be made in a location over a period of time.


== LindeX Currency Exchange ==
== LindeX currency exchange ==
Residents may purchase L$ directly through the client, or convert between Linden currency and U.S. currency through either Linden Lab's currency brokerage, the [http://secondlife.com/currency/ LindeX] [[Foreign exchange market|Currency Exchange]], or other third-party currency exchanges.{{Fact|date=February 2007}} The ratio of USD to L$ [[fluctuation|fluctuates]] daily as Residents set the buy and sell price of L$ offered on the exchange, with average rates between L$260/USD and L$320/USD between October 2005 and September 2006.<ref>{{cite web|title=LindeX Market Data|publisher=Second Life|accessdate=2007-05-29|url=http://secondlife.com/whatis/economy-market.php}}</ref>
Residents may purchase L$ directly through the Second Life viewer, or by logging into the website and using the Lindex Exchange. The ratio of L$ to {{USD}} (L$:{{USD}}) is a floating exchange rate depending on supply and demand; Linden Dollars can be purchased and sold on the Lindex at the current market rate, or residents can set their own limit to get a better exchange rate. However, limit orders may take longer to be fulfilled than market rates.<ref>{{cite web |title=Buying and selling Linden dollars |url=https://community.secondlife.com/knowledgebase/english/buying-and-selling-linden-dollars-r46/ |website=Second Life Community |date=21 December 2012 |publisher=Linden Lab |access-date=13 March 2023}}</ref>


Between June 2008 and June 2017, the rate has remained stable with a high of L$270/{{US$|1}} and a low of L$240/{{US$|1}}.{{cn|date=March 2023}}
==Economic Issues==
=== A Pyramid Scheme ===
In January 2007 Second Life was criticized for resembling a traditional pyramid scheme where only a very few persons are harvesting money from the large masses of players. Although the normal player also can make and exchange Linden Dollars into US dollars, these sums are dwarfed compared to what a very few SL casinos owners and virtual real estate owners cash in.<ref>{{cite web|url=http://randolfe.typepad.com/randolfe/2007/01/secondlife_revo.html|title=SecondLife: Revolutionary Virtual Market or Ponzi Scheme?|publisher=Capitalism 2.0|date=2007-01-23|accessdate=2007-05-29}}</ref>


=== No Government ===
== Bitcoin Exchange ==
Between 2011 and 2013 a third party exchange, Virwox, allowed trading between Linden dollars and [[bitcoin]]. This led to concerns about whether the Linden dollar should fall under anti money laundering legislation,<ref>{{cite journal |last1=Stokes |first1=Robert |title=Virtual money laundering: the case of Bitcoin and the Linden dollar |journal=Information & Communications Technology Law |date=1 October 2012 |volume=21 |issue=3 |pages=221–236 |doi=10.1080/13600834.2012.744225 |issn=1360-0834 <!--|access-date=13 March 2023-->}}</ref> which led to the closure of such third party exchanges.{{cn|date=March 2023}}
Second Life residents mostly do not have a government. In part this is enabled by the fact that there is also no physical damage, and in principle no possible theft of property, nor is there war on a large scale, other than between military groups or other role players restricted to 'damage enabled' sims like Badnarik, Salamis, Dorien, Titan and other similar areas. Thus, many of the functions of government are not required.

== Economic issues ==
{{More citations needed|section|date=March 2023}}
{{Original research|section|date=March 2023}}
=== Government ===
''Second Life'' residents mostly do not have a government. In part this is enabled by the fact that there is also no physical damage, and in principle no possible theft of property (excluding virtual content), nor is there war on a large scale, other than between military groups or other role players restricted to "damage-enabled" sims like Eridanus and other similar areas. Thus, many of the functions of government are not required.


On the other hand, there is always a need for dispute resolution.
On the other hand, there is always a need for dispute resolution.


At the lowest level, property rights reign supreme. A building's owner makes the rules, and can simply eject or ban any resident he or she wishes to, with or without cause. An owner of 512 square meters is lord of that manor, just as the so-called [[Land baron|Land Baron]]s are the lords of their much larger ones.
At the lowest level, property rights reign supreme. A building's owner makes the rules, and can simply eject or ban any resident they wish to, with or without cause. An owner of 512 square meters is lord of that manor, just as the so-called [[Land baron|Land Baron]]s are the lords of their much larger ones.


There are some groups of people in Second Life that have created small scale political structures. For example, they might band together, purchase property in the groups' name, and agree to follow in-group rules and regulation, elect officers, support a monarchy etc.
Some groups of people in Second Life have created small-scale political structures. For example, they might band together, purchase property in the group's name, and agree to follow in-group rules and regulations, elect officers, support a monarchy, etc.


At the highest level, Linden Lab is the true owner of Second Life, and within the [http://secondlife.com/corporate/tos.php Second Life Terms of Service] (TOS), they are the ultimate authority.
At the highest level, Linden Lab is the true owner of Second Life, and within the [http://secondlife.com/corporate/tos.php Second Life Terms of Service] (TOS), they are the ultimate authority.


=== Monetary policy ===
=== Legal position of the Linden Dollar ===<!-- This section is linked from [[Second Life issues and criticisms]]. See [[WP:MOS#Section management]] -->
For a historical perspective on Linden Lab monetary policy, two articles posted in 2007 and 2008 by the Ludwig von [[Mises Institute]] demonstrate how the Linden Dollar concept captured the imagination of economists and philosophers. While not an actual currency, the Linden Dollar's function within the Second Life virtual world allowed many thinkers to draw interesting parallels between the Linden Dollar token/the Second Life economy and real world currencies/economies.
Linden Lab has been criticized for marketing SL as a viable business channel for making real money,{{Fact|date=February 2007}} while at the same time including provisions in the Terms of Service which give Linden dollars no intrinsic value as a form of currency. Linden Lab is not required to pay any compensation if L$ is lost from the database.<ref name="secondlifedotcom-tos">{{citeweb|url=http://secondlife.com/corporate/tos.php|title=Second Life Terms of Service|author=[[Linden Lab]]|accessdate=2006-11-18}}</ref>

=== Monetary Policy ===
In addition, recent articles<ref>{{citeweb|url=http://www.mises.org/story/2862|title=Wildcat Banking in the Virtual Frontier|author=Mises.org - Beller, Matthew|date=[[February 5]], [[2008]]}}</ref> <ref>{{citeweb|url=http://www.mises.org/story/2640|title=The Coming Second Life Business Cycle|author=Mises.org - Beller, Matthew|date=[[August 2]], [[2007]]}}</ref> published by the [[Ludwig von Mises Institute]] warned that while Linden Lab maintains a [[Fixed exchange rate|currency peg]] of about L$270=US$1, it is only partially backed by Linden Lab's revenue in US Dollar, as there is a perpetual deficit between Linden Dollar creation (from stipends, see below) and [[USD]] revenue received by Linden Labs. The difference is made up by Linden Labs creating Linden Dollars out of nothing (just as governments turn to the printing press to [[fiat currency|create money]]). This might lead to a recession if Linden Labs is forced to tighten its monetary policy, or an outright economic collapse if people lose confidence in the peg's sustainability.[http://www.mises.org/story/2640] [http://www.mises.org/story/2862] (see [[hyperinflation]]).

In light of this, Linden Lab has been gradually lowering the amount of the Linden Dollar stipend paid out to residents. In the past, basic accounts received L$250 starting money plus a L$50 stipend every week that they logged in. The weekly stipend was ended.


Any up-to-date information about Second Life's monetary policy can be found within [http://secondlife.com/corporate/tos.php Second Life's Terms of Service].
In similar fashion, the Premium stipend has fallen from L$500 to L$300 over time, though for each individual the stipend in effect at sign-up time remains in effect.


=== Acts of Linden ===
Currently, Lindex exchange rates run L$265 per USD$1 on average, with variations of about 5% at various times. On SLX exchange, and other independent exchanges like ACE and BNTF, rates run higher, L$275-285 per USD$1, possibly because Linden Labs process credit system takes 5 days to deliver the withdrawn funds, while independent exchanges pay out much quicker, indicating a premium for prompt delivery.
Linden Lab, as the actual owner of all the software and server-side hardware that makes up Second Life, has the ultimate authority to change all aspects of the world, from the economy to the physics to the terms-of-service.


Changes made or proposed by Linden Lab are thus far-reaching and can lead to unexpected results. Some changes have had the effect of creating new markets, but also have on occasion destroyed or removed the value of existing ones, or inadvertently given a market leader at a particular time unique advantages that entrench them as a market leader in the future. Some say that unless this power is very tightly controlled and transparent, the Linden economy is unlikely to attract very large investment.{{Citation needed|date=November 2007}}
=== Acts of Linden ===
Linden Lab, as the actual owner of all the software and server side hardware that makes up Second Life, has unique, almost god-like ability to change all aspects of the world, from the economy to the physics to the morals.


One example is ''InfoNet'', an in-world newspaper and information delivery service run on a for-profit basis, and formerly of limited effectiveness due to a limited range of access points (true of many such systems in SL). When the old concept of "telehubs" was removed from the game, Linden Lab replaced them with "InfoHubs", each of which included an InfoNet access point which was hosted for free on system-owned land; it also placed InfoNet access points in the Welcome Areas where new users arrive, where no user is normally permitted to leave business-related objects. This had the effect of giving InfoNet an instant and substantial advantage.<ref name="prokofynevablog-infofunnel">{{Cite web|url=http://secondthoughts.typepad.com/second_thoughts/2005/12/infofunnel.html|title=InfoFunnel|author=Neva, Prokofy|author-link=Catherine A. Fitzpatrick|date=December 8, 2005|access-date=2006-11-18|archive-url=https://web.archive.org/web/20061129125556/http://secondthoughts.typepad.com/second_thoughts/2005/12/infofunnel.html|archive-date=November 29, 2006|url-status=dead}}</ref>
Changes made or proposed by Linden Lab are thus like ''Acts of God''. Some changes have had the effect of creating new markets, but also have on occasion destroyed or removed the value of existing ones, or inadvertently given a market leader at a particular time unique advantages that entrench them as a market leader in the future. Skeptics point out that unless this power is very tightly controlled and transparent, the Linden economy is unlikely to attract very large investment. {{Fact|date=November 2007}} .


Recent Linden Acts of greater economic import include the [http://blog.secondlife.com/2007/07/25/wagering-in-second-life-new-policy/ banning of wagering] on games of random chance or on real-life sporting events with L$. As soon as the rule change was announced, gaming regions were given a few days to close{{Citation needed|date=November 2007}}. Gaming region owners and game scripters either found other avenues of business or ceased operations. The fallout of this was the largest Linden Dollar bank in SL, [[Ginko Financial]], which had its Linden Dollar ATMs in most major gaming regions, saw its reserves drained completely within hours, and was never able to catch up with Linden Dollar withdrawal requests, which eventually amounted to {{val|p=L$|55 |u=million}} out of deposits of {{val|p=L$|180 |u=million}}. Ginko's assets were primarily invested in either things of poor to no [[Market liquidity|liquidity]], or virtual securities that were then trading at significantly under their purchase price.
One example is ''InfoNet'', an in-world newspaper and information delivery service run on a for-profit basis, and formerly (as with many such systems in SL) of limited effectiveness due to a limited range of access points. When the old concept of "telehubs" was removed from the game, Linden Lab replaced them with "InfoHubs" each of which including an InfoNet access point which was hosted for free on system owned land; it also placed InfoNet access points in the Welcome Areas where new users arrive, where no user is normally permitted to leave business-related objects. This had the effect of giving InfoNet an instant and substantial advantage <ref name="prokofynevablog-infofunnel">{{citeweb|url=http://secondthoughts.typepad.com/second_thoughts/2005/12/infofunnel.html|title=InfoFunnel|author=Neva, Prokofy|date=[[December 8]], [[2005]]|accessdate=2006-11-18}}</ref>.


In the second quarter of 2008, Linden Lab increased the amount of land it supplied daily, which had the effect of lowering prices "from a bottom of 8.5 lindens to 7.5 lindens a meter overnight."<ref>{{cite web | url=http://secondlife.reuters.com/stories/2008/04/08/linden-to-increase-land-supply-drop-prices/index.html | archive-url=https://web.archive.org/web/20100822173413/http://secondlife.reuters.com/stories/2008/04/08/linden-to-increase-land-supply-drop-prices/index.html | url-status=dead | archive-date=2010-08-22 | title=Linden to increase land supply, drop prices | publisher=Reuters/Second Life | access-date=2010-07-05}}</ref>
Recent Linden Acts of greater economic import include the [http://blog.secondlife.com/2007/07/25/wagering-in-second-life-new-policy/ banning of wagering] on games of random chance or on real life sporting events with L$. As soon as the rule change was announced, casinos were given a few days to close{{Fact|date=November 2007}} . Casino owners and game makers either found other avenues of business or went bankrupt {{Fact|date=November 2007}} . The fallout of this was the largest bank in SL, [[Ginko Financial]], which had its ATMs in most major casinos, saw its reserves drained completely within hours, and was never able to catch up with withdrawal requests, which eventually amounted to L$55 million out of deposits of L$180 million. Ginko's assets were primarily invested in things of either poor to no liquidity, or virtual securities that were then trading at significantly under their purchase price. Ginko was forced into insolvency and converted their depositors into Bond holders on the World Stock Exchange (one of several inworld stock exchanges).[http://www.secondlifeherald.com/slh/2007/08/ginko-financial.html][http://www.wselive.com/news/show/21]


Most recently, Linden Lab has announced[http://secondlife.com/corporate/vat.php] it will be adding the EU's [[Value Added Tax]] (VAT) on top of membership, land purchase, and land maintenance fees paid by European members, where it says it had been absorbing this cost previously. Now that VAT is being added on, many Europeans are either talking about, or leaving, SL, or else transferring their lands to American partners, or getting into lines of work that do not involve fees paid to Linden Lab in Euros. American Land Barons are now in a position to offer tax shelters to Europeans.
Shortly after these events, Linden Lab began collecting the [[value-added tax]] (VAT) from customers who live in the [[European Union]] (aside from those customers who have a [[VAT identification number|VAT ID]] which exempts them from the tax). This is applied to membership, land purchase, and land maintenance fees paid in real world currency (e.g., the [[euro]]) by European members to Linden Lab. Previously, Linden Lab had absorbed the cost of the VAT.<ref name="linden-vat">{{Cite web|url=https://secondlife.com/corporate/vat|title=Value Added Tax|website=secondlife.com}}</ref> Linden Lab did attempt to collect any VAT which might theoretically be applicable to Linden $ transactions between individual Second Life residents. When VAT charging on fees began, there was discussion among Europeans about leaving SL, or else transferring their lands to American partners, or getting into lines of work that do not involve fees paid to Linden Lab in euros. American Land Barons were in a position to offer tax shelters to Europeans (although in theory the European users could still owe VAT on cash transfers to or from their US partners.)
This however has been argued against by many European SL users by saying that Linden labs forced this tax on them without notice and is charging tax on property that does not really exist (and thus should not be taxed under EU law). This viewpoint is completely incorrect, as VAT is a tax on both goods and services, with a 2003 E.U. directive covering the collection of VAT on digital services.<ref>{{cite web|url=http://europa.eu/rapid/pressReleasesAction.do?reference=MEMO/03/142&format=PDF&aged=1&language=EN&guiLanguage=en|publisher=European Union|title=VAT on digital services}}</ref> However, the same EU directive is written in the context of wider European VAT law, which states that European businesses should be able to reclaim VAT paid for business items, and thus avoid the additional costs of VAT crippling their ability to compete in non-European markets. VAT laws apply regardless of transaction size; the issue here is that Linden Labs have chosen to legally define the Linden dollar as a digital service rather than a digital currency. Second Life offers no mechanism for a business holder to establish if a customer is European or not, making it impossible for the business to collect VAT from Europeans, however it is unclear whether the law requires them to do so - since Linden dollars are not legally classified as a currency, it may be the case that [[capital gains tax]] would be more appropriate. If Linden dollars were a recognised currency, then normal money exchanger laws would apply to Linden Lab, and VAT would only be chargeable on the money exchangers conversion fees and not the entire amount of the transaction. The downside for Linden Lab is that this would expose them to a large amount of oversight by European financial regulators, and would require in particular compliance with the Electronic Money Directive (2000/46/EC) and associated anti-[[money laundering]] and anti-[[terrorist financing]] legislation.


=== Economic Bias ===
=== Linden Economy Factors ===
Because some business models rely on a revenue model existing outside Second Life, some businesses may affect the traditional approach to Second Life business and the general Second Life economy. For example, the ''SLIPPcat'' advertising system encourages companies to provide content in Second Life which can not only be obtained for free but which ''generates income'' for its owner by displaying advertisements to other users when clicked [https://web.archive.org/web/20080622120201/http://dusanwriter.wordpress.com/2008/04/03/slippcat-and-second-life-click-your-shoes-earn-a-linden/].
Based on economic statistics released by Linden Lab, the economy of Second Life is extremely unbalanced. Users on the Second Life forums have calculated the [[Gini coefficient]] of Second Life to regularly exceed 0.9, with 90% of the money within the world controlled by the richest 10% of users. Although economic inequality is not a dangerous social problem in Second Life, since there is no need to buy food or earn anything in order to survive, it does make the world unappealing to more competitive users.{{Fact|date=January 2009}} <!-- What does this mean? What type of "more competitive user" finds this to be a problem? -->


SL businesses are especially vulnerable to [[Disruptive innovation|business disruption]] due to the zero<ref>{{cite web |url = https://www.wired.com/wired/archive/14.10/slfacts.html |title= Second Life: Facts for the Visitor |quote= Second Life is an entrepreneur's dream: no taxes, minimal regulation, no marginal cost of production, subsidies to encourage innovation. |publisher= [[Wired News]] |date=October 2006 }}</ref> [[marginal cost]] of production. In 2007, [[Anshe Chung]] was criticised {{Who|date=December 2009}} for marketing a line of furniture in which every item was sold for 10 Linden dollars (approximately 4 cents.) <ref>{{Cite web |last=Babii |first=Justine |date=2007-11-08 |title=Anshe Chung's L$10 designs raise concern |url=http://www.slnn.com/article/anshe-ten-linden/ |archive-url=https://web.archive.org/web/20090106030959/http://www.slnn.com/article/anshe-ten-linden/ |archive-date=2009-01-06 |website=slnn.com}}</ref> Selling such items was viable for Anshe because the majority of her income came from the sale and maintenance of land, used to host houses within which the furniture was placed; but posed a threat to furniture makers as such low prices would make it impossible for stores not supported by an auxiliary business to compete.
=== Threats to the Linden economy ===
A greater concern is that the Linden economy may itself be endangered by external forces that can satisfy the bulk of demand within Second Life while bypassing the in-world economy. The most common of these is the intrusion of companies that can supply content within Second Life for free because their revenue model exists outside Second Life. For example, the ''SLIPPcat'' advertising system encourages companies to provide content in Second Life which can not only be obtained for free but which ''generates income'' for its owner by displaying advertisements to other users when clicked [http://dusanwriter.wordpress.com/2008/04/03/slippcat-and-second-life-click-your-shoes-earn-a-linden/].


In November 2009, Linden Lab announced that it was considering charging a L$99/month per-item fee for listing "freebies" (free items) on XStreetSL, its [[e-commerce]] website, which previously could be exchanged for free on the site. It also announced XStreetSL would charge higher commissions for non-freebies, along with an L$10/month per-item fee for such items. This was seen by the user community as a ploy to minimize the number of free and low-priced items on the site.<ref name="freebie-xstreet-blog">{{cite web | url=https://blogs.secondlife.com/community/commerce/blog/2009/11/18/roadmap--managing-freebies-on-xstreet-sl | title=Blogs | date=2 April 2024 }}</ref>
A similar threat has come from the use of cheap labour, the wide scope of some Second Life businesses. In 2007, [[Anshe Chung]] was criticised for marketing a line of furniture in which every item was sold for 10 Linden dollars (approximately 4 cents) [http://www.slnn.com/article/anshe-ten-linden/]. Selling such items was viable for Anshe because the majority of her income came from the sale and maintenance of land, used to host houses within which the furniture was placed; but posed a threat to furniture makers as such low prices would make it impossible for stores not supported by an auxiliary business to compete.


The low cost of business in SL allows unprofitable business models to be sustained at a lower real world cost than would be possible for the same business [[Real life|in real life]].<ref>{{cite web |url = http://www.hypergridbusiness.com/2011/05/no-happy-endings-for-virtual-investors/ |title= No happy endings for virtual investors |quote= In 2007, around 3,000 people were making over US$100 a month from Second Life. |first= M. |last= Korolov |date= 2011-05-22 }}</ref>
Because of the lower costs in Second Life, it suffers from a greater level of irrational economic behaviour than real economies. A business using a model which has proven economically unviable may be kept open for months or even years using the owner's real money, because the cost of doing so is so low and some business owners are more motivated by a sense of "winning" than monetary profit. (For example, some businesses spend more on marketing than they earn.) These businesses compete with, and potentially damage the market for, other businesses that are striving for economic viability.


==References==
== References ==
{{reflist}}
{{Reflist}}


==External links==
== External links ==
* [https://money.cnn.com/pr/subs/2006/10/20/technology/second_life_money/index.htm Investing in the online property boom]
* [http://secondlife.com/whatis/economy_stats.php Second Life Economy Stats]
* [https://ld.currencyrate.today/usd Currency Converter: Linden Dollar to US Dollar]
* [http://money.cnn.com/pr/subs/2006/10/20/technology/second_life_money/index.htm Investing in the online property boom]


{{Second Life}}
{{Second Life}}


{{DEFAULTSORT:Economy Of Second Life}}
[[Category:Second Life]]
[[Category:Second Life]]
[[Category:Fictional currencies]]
[[Category:Virtual economies|Second Life]]
[[Category:Private currencies]]

Latest revision as of 17:03, 31 July 2024

The online video game Second Life has its own economy and a virtual token referred to as Linden Dollars (L$). In the SL economy, users (called "residents") buy from and sell to one another directly, using the Linden, which is a closed-loop virtual token for use only within the Second Life platform. Linden Dollars have no monetary value and are not redeemable for monetary value from Linden Lab. However, the presence of a currency exchange has led to the Linden Dollar being recognised as a centralized virtual currency, a fiat currency, or property.[1] A resident with a surplus of Linden Dollars earned via a Second Life business or experiential play can offer to exchange with other users via the LindeX exchange provided by Linden Lab. This economy is independent of the price of the game, which users pay to Linden Lab, not to each other. Linden Lab reported that the Second Life economy generated US$3,596,674 in economic activity during the month of September 2005,[2] and in September 2006 Second Life was reported to have a GDP of US$64,000,000.[3]

In 2009, the total size of the Second Life economy grew 65% to US$567 million, about 25% of the entire U.S. virtual goods market. Gross Resident Earnings are $55 million US Dollars in 2009 – 11% growth over 2008.[4]

Basis

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The basis of this economy is that residents (that is, users, as opposed to Linden Lab) can buy and sell services and virtual goods to one another in a free market. Services include camping, working in stores, custom content creation, and other services. Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, works of art, and breedable in-game animals and pets such as: foxes, turtles, horses, cats, dogs, fish, dragons, and original in-game pets called Meeroos. To earn Linden Dollars in Second Life, one must find customers who are willing to pay for the services or products that one can supply, just like in real life.

Because of the existence of virtual land, there is an active virtual real estate market. Originally all land comes from Linden Lab (which is part of the pricing and a revenue stream for them), but after that it is bought and sold much like real-life real estate. Mainstream media has reported on SL residents who earn large incomes from the SL real estate market.[5]

In addition to the main economy, some residents receive a small weekly stipend, depending on the kind of account they have, and when they joined Second Life.[6] There are also the virtual equivalent of minimum wage jobs and charitable organizations that try to introduce new residents to the consumer economy.

LindeX currency exchange

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Residents may purchase L$ directly through the Second Life viewer, or by logging into the website and using the Lindex Exchange. The ratio of L$ to US$ (L$:US$) is a floating exchange rate depending on supply and demand; Linden Dollars can be purchased and sold on the Lindex at the current market rate, or residents can set their own limit to get a better exchange rate. However, limit orders may take longer to be fulfilled than market rates.[7]

Between June 2008 and June 2017, the rate has remained stable with a high of L$270/US$1 and a low of L$240/US$1.[citation needed]

Bitcoin Exchange

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Between 2011 and 2013 a third party exchange, Virwox, allowed trading between Linden dollars and bitcoin. This led to concerns about whether the Linden dollar should fall under anti money laundering legislation,[8] which led to the closure of such third party exchanges.[citation needed]

Economic issues

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Government

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Second Life residents mostly do not have a government. In part this is enabled by the fact that there is also no physical damage, and in principle no possible theft of property (excluding virtual content), nor is there war on a large scale, other than between military groups or other role players restricted to "damage-enabled" sims like Eridanus and other similar areas. Thus, many of the functions of government are not required.

On the other hand, there is always a need for dispute resolution.

At the lowest level, property rights reign supreme. A building's owner makes the rules, and can simply eject or ban any resident they wish to, with or without cause. An owner of 512 square meters is lord of that manor, just as the so-called Land Barons are the lords of their much larger ones.

Some groups of people in Second Life have created small-scale political structures. For example, they might band together, purchase property in the group's name, and agree to follow in-group rules and regulations, elect officers, support a monarchy, etc.

At the highest level, Linden Lab is the true owner of Second Life, and within the Second Life Terms of Service (TOS), they are the ultimate authority.

Monetary policy

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For a historical perspective on Linden Lab monetary policy, two articles posted in 2007 and 2008 by the Ludwig von Mises Institute demonstrate how the Linden Dollar concept captured the imagination of economists and philosophers. While not an actual currency, the Linden Dollar's function within the Second Life virtual world allowed many thinkers to draw interesting parallels between the Linden Dollar token/the Second Life economy and real world currencies/economies.

Any up-to-date information about Second Life's monetary policy can be found within Second Life's Terms of Service.

Acts of Linden

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Linden Lab, as the actual owner of all the software and server-side hardware that makes up Second Life, has the ultimate authority to change all aspects of the world, from the economy to the physics to the terms-of-service.

Changes made or proposed by Linden Lab are thus far-reaching and can lead to unexpected results. Some changes have had the effect of creating new markets, but also have on occasion destroyed or removed the value of existing ones, or inadvertently given a market leader at a particular time unique advantages that entrench them as a market leader in the future. Some say that unless this power is very tightly controlled and transparent, the Linden economy is unlikely to attract very large investment.[citation needed]

One example is InfoNet, an in-world newspaper and information delivery service run on a for-profit basis, and formerly of limited effectiveness due to a limited range of access points (true of many such systems in SL). When the old concept of "telehubs" was removed from the game, Linden Lab replaced them with "InfoHubs", each of which included an InfoNet access point which was hosted for free on system-owned land; it also placed InfoNet access points in the Welcome Areas where new users arrive, where no user is normally permitted to leave business-related objects. This had the effect of giving InfoNet an instant and substantial advantage.[9]

Recent Linden Acts of greater economic import include the banning of wagering on games of random chance or on real-life sporting events with L$. As soon as the rule change was announced, gaming regions were given a few days to close[citation needed]. Gaming region owners and game scripters either found other avenues of business or ceased operations. The fallout of this was the largest Linden Dollar bank in SL, Ginko Financial, which had its Linden Dollar ATMs in most major gaming regions, saw its reserves drained completely within hours, and was never able to catch up with Linden Dollar withdrawal requests, which eventually amounted to L$55 million out of deposits of L$180 million. Ginko's assets were primarily invested in either things of poor to no liquidity, or virtual securities that were then trading at significantly under their purchase price.

In the second quarter of 2008, Linden Lab increased the amount of land it supplied daily, which had the effect of lowering prices "from a bottom of 8.5 lindens to 7.5 lindens a meter overnight."[10]

Shortly after these events, Linden Lab began collecting the value-added tax (VAT) from customers who live in the European Union (aside from those customers who have a VAT ID which exempts them from the tax). This is applied to membership, land purchase, and land maintenance fees paid in real world currency (e.g., the euro) by European members to Linden Lab. Previously, Linden Lab had absorbed the cost of the VAT.[11] Linden Lab did attempt to collect any VAT which might theoretically be applicable to Linden $ transactions between individual Second Life residents. When VAT charging on fees began, there was discussion among Europeans about leaving SL, or else transferring their lands to American partners, or getting into lines of work that do not involve fees paid to Linden Lab in euros. American Land Barons were in a position to offer tax shelters to Europeans (although in theory the European users could still owe VAT on cash transfers to or from their US partners.)

Linden Economy Factors

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Because some business models rely on a revenue model existing outside Second Life, some businesses may affect the traditional approach to Second Life business and the general Second Life economy. For example, the SLIPPcat advertising system encourages companies to provide content in Second Life which can not only be obtained for free but which generates income for its owner by displaying advertisements to other users when clicked [1].

SL businesses are especially vulnerable to business disruption due to the zero[12] marginal cost of production. In 2007, Anshe Chung was criticised [who?] for marketing a line of furniture in which every item was sold for 10 Linden dollars (approximately 4 cents.) [13] Selling such items was viable for Anshe because the majority of her income came from the sale and maintenance of land, used to host houses within which the furniture was placed; but posed a threat to furniture makers as such low prices would make it impossible for stores not supported by an auxiliary business to compete.

In November 2009, Linden Lab announced that it was considering charging a L$99/month per-item fee for listing "freebies" (free items) on XStreetSL, its e-commerce website, which previously could be exchanged for free on the site. It also announced XStreetSL would charge higher commissions for non-freebies, along with an L$10/month per-item fee for such items. This was seen by the user community as a ploy to minimize the number of free and low-priced items on the site.[14]

The low cost of business in SL allows unprofitable business models to be sustained at a lower real world cost than would be possible for the same business in real life.[15]

References

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  1. ^ "What Is the Linden Dollar?". Investopedia. Retrieved 13 March 2023.
  2. ^ Reiss, Spencer (December 2005 – January 2006). "Virtual Economics". Retrieved 24 November 2006.
  3. ^ Newitz, Annalee (September 2006). "Your Second Life Is Ready". Popular Science. Archived from the original on 16 November 2006. Retrieved 24 November 2006.
  4. ^ Second Life economy totals $567 million US dollars in 2009 — 65 % growth over 2008
  5. ^ Paul Sloan (1 December 2005). "The Virtual Rockefeller: Anshe Chung is raking in real money in an unreal online world". Business 2.0. Retrieved 29 May 2007.
  6. ^ "Premium membership - Weekly Linden dollar rewards (stipend)". Second Life English Knowledge Base. Retrieved 3 September 2014.
  7. ^ "Buying and selling Linden dollars". Second Life Community. Linden Lab. 21 December 2012. Retrieved 13 March 2023.
  8. ^ Stokes, Robert (1 October 2012). "Virtual money laundering: the case of Bitcoin and the Linden dollar". Information & Communications Technology Law. 21 (3): 221–236. doi:10.1080/13600834.2012.744225. ISSN 1360-0834.
  9. ^ Neva, Prokofy (8 December 2005). "InfoFunnel". Archived from the original on 29 November 2006. Retrieved 18 November 2006.
  10. ^ "Linden to increase land supply, drop prices". Reuters/Second Life. Archived from the original on 22 August 2010. Retrieved 5 July 2010.
  11. ^ "Value Added Tax". secondlife.com.
  12. ^ "Second Life: Facts for the Visitor". Wired News. October 2006. Second Life is an entrepreneur's dream: no taxes, minimal regulation, no marginal cost of production, subsidies to encourage innovation.
  13. ^ Babii, Justine (8 November 2007). "Anshe Chung's L$10 designs raise concern". slnn.com. Archived from the original on 6 January 2009.
  14. ^ "Blogs". 2 April 2024.
  15. ^ Korolov, M. (22 May 2011). "No happy endings for virtual investors". In 2007, around 3,000 people were making over US$100 a month from Second Life.
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