Virtual WorldsThe size of virtual worlds like Second Life and World of Warcraft (Wow) are making them more and more the target of entrepreneurs and investors. The stats are hard to calculate, but each world has about 4 million “inhabitants” and growing1. Here is a quick round up of some of the business going down in these new markets.

I wonder if any of our readers have thought about making business in these “developing nations”. Using Snow Crash (a great book by Neal Stephenson that revolves around an advanced virtual world) as a basis, what needs do these virtual world inhabitants have that we can provide for at a profit? Assuming the population of these worlds continues to grow at 50% per year (completely arbitrary number I just made up), what businesses will become viable?

As InvestorGeeks, these are exactly the type of opportunities that we could get a jump on over the typical “suits” we compete against in the investing world.

References
[1] Census data for Second Life and World of Warcraft.

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[…] I am interested in finding charts of World of Warcraft’s gold exchange rate to US Dollars, but the only chart I could find was for the first half of 2005: Source: WOW Gold Price Research Anyone know of any retail forex brokers that allow their customers to buy WoW Gold futures? There is a lot of buzz going around about the game’s growth and how people are making money from it. After a year of trafficking in virtual items, Dibbell went to the IRS to ask if his virtual commerce should be taxed. “Their answer was ‘yeah, that’s very plausible, we just don’t know,’” Dibbell says. […]