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By 2011, 80 percent of active Internet users will have a "second life", but not necessarily in Second Life

Gartner, Inc. (2007)
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    • Getting Serious
    • Free of Legal Regulation, Virtual Games May Create Legal Troubles, Lawyers
    • ATM cards tied to virtual worlds a money launderers
    • Four Hours Could Get '24' Pirate Three Years
    • New kinds of Ecommerce
    • Virtual Wealth Management
    • Takahashi: Tracking criminals in virtual worlds
    • Gonzales Goes For Copyright Pirates' Jugulars
    • Court OKs Google's Fair Use of Titillating Thumbnails
    • First US GPL Lawsuit: What's 'Free' Got to Do With It?
    • FBI, Chinese Officials Pinch Software Pirates
    • Residents threaten lawsuit to force landbot ban
    • Second Life Goes Legit
    • Reality rears its ugly head in the realm of fantasy
    • Linden tightens the reins on its brand
    • Scrabble Brings Scrabulous Scrap to Facebook
    • Virtual Worlds, Digital Economies, And Synthetic Crimes
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    • Can Virtual Property be Transferred from One World to Another?
    • Does Trade Secret Law apply to Videogames and Virtual Worlds?
    • Does Patent Law apply to Videogames and Virtual Worlds?
    • Does Copyright Law Apply to Videogames and Virtual Worlds?
    • What is the DMCA?
    • What is RMT/RCE or Microtransactions?
    • What is an Open World?
    • What is a Closed World?
    • What is a EULA?
    • What is a Virtual Economy?
    • What is a Virtual World?
    • What is an MMO?
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