A half-dozen entrepreneurs are suing a Queens man, charging him with coun
terfeiting and selling versions of their prod ucts.
Here´s the catch: The products aren´t real, and the alleged crimes took place
in a virtual world on the Web.
Nonetheless, six Internet retailers have banded together in the real world
demanding payback from their nemesis from Second Life, an
online universe with more than 10 million registered members who create
identities and digital represen tations of themselves, starting with nothing and
spending actual cash and credit to pur chase clothing, food and shelter.
Second Lifers can fly, slay monsters, get married, have sex, and make money.
Some Lifers support them selves via the game´s economy, in which an average
of 1 million a day in real dollars changes hands.
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