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Virtual Fashion Thrives in Second Life

Carl Bialik from WSJ writes "The game Second Life — a simulated world with more than 700,000 'residents,' or players, who sometimes refer to their offline existence as their 'first life' — is breeding a virtual world of fashion design, with the same complications as the real world of fashion, the Wall Street Journal reports: 'A continuing headache for many designers is the ease with which others can copy their creations, and several have discovered boutiques that sell knockoffs of their clothes. A well-known Second Life designer was recently accused of stealing skin textures and withdrew from Second Life after receiving harassing messages. Linden says it investigates accusations of design theft, and repeat offenders can have their online accounts closed. Some designers, like DE Designs' Mr. Hester, have taken steps to copyright their work.'"

9 of 164 comments (clear)

  1. btfa by s388 · · Score: 4, Funny

    bypass TFA

    "We found out pretty quickly that people loved owning things," Ms. Smith says.

    there you have it folks.

  2. There are no steps to copyright a work! by nFriedly · · Score: 5, Informative

    some designers, like DE Designs' Mr. Hester, have taken steps to copyright their work.

    Like what? Creating it. Because that's all it takes. Once you create a new work, it's copyrighted. Period. You can register the copyright which helps with enforcing it, but there are basicaly no steps to copyright a work.

  3. Re:First Post to say... by kfg · · Score: 5, Funny

    . . . there is this thing called the OUTSIDE!!!

    But I'd have to put on clothes to go there.

    KFG

  4. Fashion... by Peter+Trepan · · Score: 4, Funny

    ...wants to be free!

    --

    Step into a huge movement. Don't Tread In Me.

  5. Re:First Post to say... by Tackhead · · Score: 4, Funny
    > > . . there is this thing called the OUTSIDE!!!
    >
    > But I'd have to put on clothes to go there.

    Aight. I put on my robe and wizard hat.

  6. free focus groups by neatfoote · · Score: 5, Insightful

    Seems like real-world clothing manufacturers could easily take advantage of such a system to provide low-cost marketing data. Is someone trying to pitch a potentially risky line of avant-garde designs? Create a quickie virtual mock-up and see whether the Second-Lifers go for it. Overhead is reduced to essentially nil, and you have the added opportunity to create a built-in customer base if you ever do decide to sell the clothing in real life.

  7. Second Life Clothing Market by RembrandtX · · Score: 3, Insightful

    Well, I have to say it. Not only does second life irritate the CRAP out of me, but its whole 'system' is a mess.

    I honestly played second life for like 2 days, to see what all the fuss was about. Not only was the game slow, and unresponsive, but it was dull as shit too.

    It was basically a giant SHOPPING MALL. you could go to remote islands, and shop. You could go to the desert, and shop. All the while spending 'real' money for virtual clothes, so other people could watch you 'shop' in style. [As an added bonus, you could sell your virtual life $$ for 'real' money, allowing chinese etc. money laundering and farming.]

    You are given an allowance of Lydon(sp) dollars every week. and my first (and only) $250 went to buy a t-shirt that said 'you all suck' on it, of course, I didn't get that .. I instead got a big 'box' hat that covered my little character and said 'sucker' on all sides.

    So not only can you SHOP online, but you can get ripped off online too.

    The company is just biding its time trying to get series-A funding. Something to drive the price up so the CEO can retire, or sell to warner brothers or something.

    Now, its also well known that Second Life has a HUGE gay following, its like .. the video game for folks who are/were/might be coming out soon. So maybe that has something to do with the endless fashion parade. Really, in the end of the day though, not only is this story moot, but second life is moot. Its a failed experiment, pumped up by marketing PR, hoping to last long enough so that the folks who own it don't need to get real jobs. The Sims online, has a larger marketshare, and sony called that game a failure.

    --

    --Ne auderis delere orbem rigidum meum, non erravi pernicose!
    1. Re:Second Life Clothing Market by AdamTrace · · Score: 4, Interesting

      "I instead got a big 'box' hat that covered my little character and said 'sucker' on all sides."

      For what it's worth, the T-shirt was probably inside the box... Putting stuff in boxes is a pretty typical way to sell things. Not that you care, but just FYI.

      I signed up for Second Life months ago. I was never interested in actually "playing" it (meaning, I suppose, meeting people, making friends, wearing furry costumes, having virtual sex, etc), but instead, I had a great time making and scripting objects, and subsequently selling them.

      Seriously, tell me one other place where you can make your very own casino game, rent floor space, and make (or lose) real US dollars by having people play your game? Not everyone can make and sell clothing for real money, but you can in SL. There's something to be said for that.

      Myself, I've made a few casino/dance club type games, as well as some treasure hunt type stuff, and have made a couple hundred bucks over the summer. Nothing to retire on, but, on some level, more rewarding than the time I spent playing WoW...

      Adman

  8. Re:If they really want this game to succeed by cowscows · · Score: 3, Insightful

    Second Life is two things basically. On one hand it is a sandbox for people who want to build/create/script/model/texture/whatever. But for a lot of other people, it's just a really fancy chat client. One where you are represented to other people by your customizable avatar. I think most people end up somewhere between the two extremes, it's fun to dabble in making your own clothes or whatever, and you'll learn faster and probably have more fun if you're at least a little bit social.

    The neat thing about SL is that you get both of those aspects in one package, so you can sort of float between them at your lesiure. Then add in the fact that a basic, yet very capable SL account is free, and they've ended up with a decently sized userbase, and a solid in-game economy.

    --

    One time I threw a brick at a duck.