One is Enough.

I continue to not understand why people ‘play’ Second Life. Today’s Wall Street Journal has a story about its recent liquidity crisis & bank runs:

In the online game Second Life, a shutdown of the make-believe banking system is causing real-life havoc for thousands of people. Yesterday, the San Francisco company that runs the popular fantasy game pulled the plug on about a dozen pretend financial institutions that were funded with actual money from some of the 12 million registered users of Second Life. Linden Lab said the move was triggered by complaints that some of the virtual banks had reneged on promises to pay returns on customer deposits. While some banks paid interest as promised, others used depositors’ money for unsuccessful Second Life land and gambling deals.

I guess decoupling doesn’t apply to escapism either.