In a Wall Street Journal article we can read about Second Life, and fashion. "Like offline fashion designers, Second Lifers can spend hours or days sketching and developing the textures and patterns of a single garment, then refining its measurements through fittings on an online model."
"Second Life is a simulated world with more than 700,000 "residents," or players, who sometimes refer to their offline existence as their 'first life.' As in earlier computer simulation games like the Sims series, the point isn't to fulfill a quest, and there are no dragons or wizards to slay. Instead, San Francisco-based Linden Lab, the company behind Second Life, has provided a platform for players -- median age 32 and 57% male, with 40% living outside the U.S. -- to do whatever they want, whether it is building a business, tending bar or launching a space shuttle. Residents chat, shop, build homes, travel and hold down jobs, and they are encouraged to create items in Second Life that they can sell to others or use themselves."
"The items and services are virtual, but real money is involved. Second Life's in-game currency, Linden dollars, is based on U.S. dollars ($1 U.S. buys about 280 Linden dollars). Many virtual items are bought and sold in Second Life, but clothing has emerged as one of the hottest categories."
Read the full WSJ article here.
This story was accessed through Slashdot.