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Virtual Simulated Social Worlds: Lifestyle Game Concept Becomes Reality

Don't like the life you have now? Get a second one! Perhaps you always wanted to be a Supermodel, beauty editor, the next Oprah with a twist. We've all been playing simulation games around the office lately with the recent October launch of Desperate Housewives: The game. A company called Second Life, has created something different, it's social networking in that familiar 3D simulated environment that is fun, but can be profitable as well. Users can create, design, own virtual land, meet people, engage in real business opportunities, convert virtual cash into real currency, own IP rights and much more.

More than 900,000 users have signed up to build homes, form neighborhoods and live out alternative versions of their lives in the 3-D, computer-generated world. This is not just for Generation L (liquid generation) audience/demographic, Second Life is sure to attract anyone who was labled a Generation Xer (1961-1981) to todays new Silent Generation (S 2001-). Players spend around $350,000 a day on average or a rate of $13 million a year. I'm sure we'll be hearing more about Second Life in the real world as advertisers and marketers are sure jump at ways to reach out to those who choose to build a second life for themselves online.

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