Virtual fashion economy booming, says virtual news story

In real life she's an utterly empty shrew, too, but she's kind of fatter.

In real life she's an utterly empty shrew, too, but kind of fatter.

The copy of a screenshot of the virtual version of a person at right is Angie Mornington, host of a weekly fashion show on Treet TV, the television station of the avatar-driven social networking platform Second Life. I find that sentence confusing, too. If you want to depress yourself, think about how 15,000 people a week use their fantasy lives in a 3-D computer world to watch television—and the virtual television equivalent of The Home Shopping Network, at that. If you want to depress me, point out how that’s about 300 times the readership of my blog.

All this information—okay, not the last sentence—comes from a trend piece in today’s Times about luxury spending in virtual worlds like Second Life, There.com and IMVU. For those of you unfamiliar with the ever-narrowing canyon between geek and sexual fetish culture that is Second Life, it’s a free-form, virtual world in which players own land and consumer goods, run businesses, interact socially and live out lies of computer-modeled desperation through their avatars, which are invariably both disturbing and attractive in roughly the same way as Angelina Jolie. Membership in these sites is free, but the money you spend there—Lindens in Second Life, Therebucks in There—has to be purchased with actual United States or foreign currency. Which—especially after you hear that such virtual worlds enjoy economies whose “avatar-to-avatar transactions [are] estimated at between $1 billion and $2 billion a year in real dollars,”—begs a question: Why?

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