Re: [-empyre-] residing in cyberspace

and there's already virtual property speculation:

You only have to look at the popularity of online, 3D, avatar-based games such as Second Life [] or The Sims Online [] to see how mainstream the new global, virtual community is becoming. Any culturally marginalized individual with computer and broadband connection can explore new worlds and, more importantly, new identities from their desk. I think we're on the fringe of a new virtually-based culture expansion. "Players" already trade in-game credits for real money, and hire people to "live" their avatars while they're at work to get more credits.

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helen varley jamieson: creative catalyst

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