@article{Giraud:59114,
      recid = {59114},
      author = {Giraud, Georges},
      title = {Virtual Consumption but Real Market. Does your avatar eat  or drink on Second Life?},
      address = {2009-10},
      number = {1017-2016-81595},
      pages = {7},
      year = {2009},
      abstract = {Second LifeĀ® (SL) is an innovative digital world created  in June 2003 by Linden Lab, a
Californian company, acting  only on the Internet. The purpose of SL is to provide  entertainment
via virtual experiences to customers who act,  travel, buy and discuss into this world through
their own  avatar. SL is a 3D interactive combination of improved chat  and video game, without
any strict rules nor clear  objective for the game apart to spent time in virtual  reality and to enjoy
this experience. SL is the most  important Massive Multiplayer Online Role Playing  Game
(MMORPG).},
      url = {http://ageconsearch.umn.edu/record/59114},
      doi = {https://doi.org/10.22004/ag.econ.59114},
}