It sounds romantic, doesn't it? Stop having to trek to the office, stop having to file TPS reports and just play a game and make money? Wired has a piece that looks at people leaving the real work force and entering the digital workforce. The vehicle for this? Linden Lab's Second life. Wired looks at Jennifer Grinnell, a woman who stopped working as a furniture delivery dispatcher when she realized she could make more money selling virtual clothing to people in Second Life. In the world of Second Life, the users are rsponsible for creating much of the content, so the oppotunity is there to capitalize. The last part of the article wonders if this is a fleeting chance to make some cash, or a legitimate way to earn for the future. Wharton professor Dan Hunter points out that "the expansion of the economy is almost certainly going to be dependent on expanding the service opportunities." Services like, cyber sex, among other, more utilitarian ones, I'm sure.
Making a Living in Second Life [Wired]
Are You Good at Cyber Sex?
















Follow gaming on Kotaku