Difference between revisions of "Economic Trouble in First Life"

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== 2007: Business prosperity ==
== 2007: Business prosperity ==


Second life shows an exponential growth as their growth rate more that triples. The continuous presence in the media contributes to the success. Second Life shows its potential in E-commerce. Supermarkets open virtual shopping malls where customers can fill their virtual shopping basket which will eventually be delivered at their real door or are made ready for pickup by the customer. As the presence of businesses in Second Life continues to grow even non-commercial and governments show an increasing interest in Second Life.
Second life shows an exponential growth as their growth rate more that triples. The continuous presence in the media contributes to the success. Second Life shows its potential in E-commerce. Supermarkets open virtual shopping malls where customers can fill their virtual shopping basket which will eventually be delivered at their real door or are made ready for pickup by the customer. As the presence of businesses in Second Life continues to grow even non-commercial and governments show an increasing interest in Second Life. Currently no competition or similar alternatives have arised.


== 2008: And the bubble grows ==
== 2008: And the bubble grows ==

Revision as of 13:13, 4 May 2007

2007: Business prosperity

Second life shows an exponential growth as their growth rate more that triples. The continuous presence in the media contributes to the success. Second Life shows its potential in E-commerce. Supermarkets open virtual shopping malls where customers can fill their virtual shopping basket which will eventually be delivered at their real door or are made ready for pickup by the customer. As the presence of businesses in Second Life continues to grow even non-commercial and governments show an increasing interest in Second Life. Currently no competition or similar alternatives have arised.

2008: And the bubble grows

Second Life is now a commonly accepted economic market. Most global companies have their businesses represented in Second Life and most of them conduct at least some type of e-commerce in Second Life. The first “virtual businesses” which only exists in Second Life are reported. Wikipedia is ported to Second Life creating a virtual library with almost unlimited resources. In an effort to keep up several search engine companies introduce a Second Life search. Linden Lab and Nvidia’s introduction the first hardware accelerated 3D version of Second Life adds to the endless growing media attention for Second Life. South Korea reports the first Second Life addicted citizens and introduces special “Second Life rehabs”.

2009: There is no bubble!

Second Life, now a part of every wordbook, faces it first growth slowdown. But due to the immense size it has grown, the slowdown is hardly noticed. However, several business analyst question the business model of Second Life suggesting it might be the second bubble that could break. Linden Lab, now a multinational company with over 2000 employees, claims these reports as incorrect and highly speculative.

2010: Crash!

U.S. economy shows negative growth rates. Large investments are put on hold as companies try to cover their losses. United Arab countries almost completely shut down oil supplies to western countries in their dislike to current political affairs. Oil prizes shoot trough the roof. In that same year China announces that it will change its main foreign currency capital from dollar to the euro. As a result the dollar is in a free fall.

2011: Instability

Economy crash

2012: Nuked

Linden Lab closes