The about-face came six days after Technology Review posted a story that described avatar losses and cited the possibility that one virtual-bank meltdown may have produced aggregate losses of some $700,000 in real money to many hundreds of Second Life "residents" in a manner that would be illegal in the real world.
It's quite interesting to see that when you create a virtual world real enough for people to quit their day jobs, and earn a crust selling virtual objects... Along comes virtual crime too!!
I tried signing up to Second Life yesterday, to see what mischief I could get up to in there, however I had some difficulties connecting to the server... So Stay Tuned for Part 2 of Bank Scams in Second Life!
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