Second Life's Ponzi Scheme or "How to Bilk an Avatar"

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Stephanie Roberts knew Second Life was just a computer game, but she couldn't resist the virtual world's promise of a real-world interest rate of more than 40%. The 33-year-old from Chicago, who played the game as a raven-haired vixen called Zania Turner, deposited $140 in Ginko Financial and waited for the money to grow. Instead, it vanished five months ago when Ginko, perhaps the first Ponzi scheme in history perpetrated by three-dimensional online avatars, left Second Life.

"I was foolish," Roberts said. So were many others. Ginko took with it about $75,000 in real-money deposits, shaking faith in Second Life's venerated lawlessness -- no cops, no courts, no government -- and unnerving Linden Lab, the usually laid-back San Francisco company that created it.

Recently, Linden Lab banned all virtual banks from the online role-playing game, giving them until today to shut down, fearful that Ginko wasn't the only one paying crazy rates of return to some with the deposits of others. Within moments, there was a meltdown. ATMs didn't work when players rushed to withdraw their Linden dollars, which can be exchanged for U.S. currency at a rate that hovers around 270 to 1. Stocks plunged and so did real estate prices.

Avatars, the players' digital doppelgangers, marched with signs saying "Give us our banks back NOW!!" and sent melancholy messages: "We're doomed." It was nearly a 3-D insurgency.

"People are panicking," said Margaret, a British mother of two who in Second Life is Ragged Delec, an exotic dancer. Margaret, who asked that her last name not be printed, hasn't been able to retrieve $400 that she had squirreled away. "This has done some serious damage to the Second Life financial industry," she said.

The Ginko debacle and Linden Lab's response to it is raising fresh questions about the need for regulation over -- not to mention the wisdom of -- financial transactions in a place that doesn't exist. "The whole Second Life adventure encourages user freedom, but it's got so many users, and so much money is flowing in, that you have to face that the community needs some degree of control," said Stephan Martinussen, executive director of the global solutions department at Denmark's Saxo Bank, which had toyed with the idea of opening a virtual branch.

Ginko was able to skip town and leave virtually no trail for authorities to follow, if there had been any authorities. Even Linden Lab might not know the identity of the avatar who ran the bank. Company executives declined to be interviewed for this article, but lawyers in contact with unhappy Ginko depositors said they weren't aware of any investigative action taken by the company.

No individual seems to have lost enough money to make filing a lawsuit worthwhile, said Robert Bloomfield, a Cornell University professor who has been following the Ginko case. Anyway, because Second Life members live in different countries, "it's not at all clear what jurisdiction you would file suit in," he said. Multiplayer computer-based gaming environments such as Second Life aren't monitored by real-world regulators. And before the recent announcement, Linden Lab had handed down only two other official bans against anything: It prohibited gambling and simulations of sexual activity involving minors.

"It's been this wild, Wild West kind of atmosphere," said Benjamin Duranske, a lawyer in Boise, Idaho, who runs Second Life Bar Assn. and blogs on the virtual world. That's the allure. In Second Life players can be anyone (among the pro-bank demonstrators one day last week were a disco dancer, a tentacled human and a mermaid; on another day there was a storm trooper and a very large rabbit) and do nearly anything. Most activity is tame, with avatars experimenting with interior design or sunning themselves on virtual beaches, although players do buy avatar genitals and use them.

"Usually, we don't step in the middle of Resident-to-Resident conduct," Linden Lab said in a Jan. 8 statement, which was posted on its blog. "But these 'banks' have brought unique and substantial risks to Second Life, and we feel it's our duty to step in." Money and banks aren't necessary to play Second Life. All players need is a computer and access to the Internet so they can download the software and generate their role-playing avatars. Without money, though, life in Second Life can be dull, and most of the game's 50,000 or so active players keep some cash on hand. They use credit cards or online payment systems such as PayPal to get Lindens and use them to buy things, including property. (There is an endless supply; Linden Lab makes money selling land and can put as much of it on the market as it likes, because in a virtual world there are no physical boundaries.)

The troubles began when banks started popping up. "There were a few small, thieving institutions," said Sheffie Cochran, who ran a Second Life bank called LLB&T. Cochran, a 26-year-old enrollment counselor at the University of Phoenix, spent about $10,000 to create LLB&T; the island on which it was located set her back $1,700 and the Internet-based system she needed to convert Lindens to U.S. dollars cost many thousands more.

To be able to pay interest -- the weekly rate was 0.1% -- Cochran converted her customers' Lindens and invested the dollars in money market accounts and stocks, including Electronic Arts Inc. and Vonage Holdings Corp. Her real-world profit turned into her virtual bank's interest outlays. Cochran said she never failed her customers, but that others did. "It's the nature of anonymity," she said.

The most infamous was Ginko, whose brief history was detailed in an article two weeks ago in MIT's Technology Review titled "The Fleecing of the Avatars." It called the Ginko con "ominous for those who see such environments as future centers of e-commerce." Second Life is popular with corporate America -- IBM Corp. holds meetings in an outdoor amphitheater on its sprawling virtual campus, members of Best Buy Co.'s Geek Squad hang out in a virtual store and visitors to Dell Inc.'s virtual island can build their own computers. But none of the corporations that have set up shop in Second Life conduct any financial transactions there.

That may be because they have jitters about the unregulated nature of the space. In July, IBM, one of the earliest companies to establish a presence in Second Life, introduced official guidelines to govern how its 5,000 employees interact in the virtual world. Linden Lab seems to see itself as no more responsible for what goes on in Second Life than an Internet provider like AOL is for illegal activities discussed over e-mail, said David Naylor, an attorney with British law firm Field Fisher Waterhouse, and that attitude crimps Second Life's potential. "It's only when people have a reasonable level of confidence that the transactions they enter into are not fraudulent that you'll see transaction volumes really going up," he said.

There have been some calls for the government to step in, but Washington is pretty much scratching its head right now. "Most members of Congress don't understand what this is all about," said Dan Miller, a senior economist with the Congressional Joint Economic Committee. "Is a Linden real money? Is it an asset? Is this just a form of barter? Is this a form of capital gains? We just don't know. The courts haven't ruled on this, and the regulatory bodies haven't stepped forward to stake their claim," Miller said.

More than a few Second Lifers think Linden Lab should have kept its nose out of its world's money matters. Cochran, the banker, said the company destabilized the virtual economy by giving banks just two weeks to close. "It's like asking Bank of America to cash out in 10 days," she said. "They should have just stayed out of it."

Cochran said she would have to liquidate $7,000 in real-world assets to pay her 900 customers, many of whom are demanding their money back. Other banks sold off real estate holdings or stocks at fire-sale prices to raise cash fast. Margaret, the British mother, said she wouldn't be surprised if she never saw her $400 again. And she figures she has only herself to blame.

"This has lost a lot of people a lot of money," Margaret said. "But I think anyone who ignored the warnings of 'nothing is guaranteed' deserves all they got."
Why do I imagine future history students reading about this incident rather like we now read about the Dutch tulip mania of 1634...and shaking their heads with astonishment at the folly of us 21st century idiots?
 
The two basics for a con are: The mark must have money and the mark must be greedy.

Honestly, why should anybody be surprised? Any place with a large number of people, virtual or otherwise, living in it is going to have to have some sort of way of regulating its inhabitants behaviours. And some way of enforcing those regulations.

Virtual lives currently have few regulations and few ways of punishing those who step over the line. I imagine cyberspace will become much like the real world eventually. A few places where anarchy reigns. Some tribal areas. A fair number of dictatorships and some democracies in one form or another.

I just hope they never invent weapons. ;)
 
Kind of a wierd idea to get ones head around. Fake money that costs real money to buy. A currency you can't spend on anything other than virtual items with its very own exchange rate.
 
Kind of a wierd idea to get ones head around. Fake money that costs real money to buy. A currency you can't spend on anything other than virtual items with its very own exchange rate.
You could withdraw rael money at real atms, though-- that was the other part of the allure...
 
You could withdraw rael money at real atms, though-- that was the other part of the allure...
Makes it even harder to get one's head around it.

I mean, I suppose it's closest to paying money to see a movie or a concert or something like that. Paying money for entertainment...still....
 
Techno-libertarians experimenting with a laissez-faire economy.
Why am I not surprised they take no responsibility for their creation?:rolleyes:
 
It was nearly a 3-D insurgency.

...because insurgencies are normally in 2D?


The Fool said:
Kind of a wierd idea to get ones head around. Fake money that costs real money to buy. A currency you can't spend on anything other than virtual items with its very own exchange rate.
Um, since you can withdraw money from the game, it's just like any other currency, no?

So in essence, if you know what you're doing, you can actually make money playing the game. That's what the banks did.
 
This type of scams has been around for a while on the online world, although Second Life i suppose is the only game that i know this has happened to with a real life currency exchange. I'm actually really surprised that this type of thing hasn't happened in SL earlier, since its one of the only game where in game currency is allowed to be traded for a real life currency...

In worlds with non-exchangeable currency, the largest of this type of scam i believe happened in a game called EVE Online, where a player posing as several different avatars took in some 700 Billion ISK (EVE Online's currency) using a "bank" called Eve Invenstment Bank. If sold on Ebay, 700 Billion ISK translates into something like a bit over $110,000 USD, although the chances of that are not high, as it is against the Terms of the game to buy and sell ISK/In game property for real money. However, the actual scam is totally within the rules of the game, where anything that is not exploiting a game mechanic is allowed. Several scams of much smaller scale has happened before, and since most people have learned about it, they are just generally more cautious with their money, following the rule that "If it's too good to be true, then it probably is." It's worked so far...
 
Kind of a wierd idea to get ones head around. Fake money that costs real money to buy. A currency you can't spend on anything other than virtual items with its very own exchange rate.
Actually, all money is fake, an illusion.

We just have to act like it's real in order to do business.
 
Fascinating! Doesn't surprise me at all though, in fact, I expect we'll see a lot more of this than less.

I expect megamarkets like Amazon and E-bay will start issuing their own scrip pretty soon, either as in-house credits or credit cards. And Second Lifes will become the new frontier. I already expect that's where we'll expand into instead of going into space or under the sea. We'll just go virtual as our simulations get better and better. I mean, it's already happening so why even talk about it? All we're waiting for is the sexual robot and then, good bye society. And how far away can that be? 10 years? Twenty?
 
Fascinating! Doesn't surprise me at all though, in fact, I expect we'll see a lot more of this than less.

I expect megamarkets like Amazon and E-bay will start issuing their own scrip pretty soon, either as in-house credits or credit cards. And Second Lifes will become the new frontier. I already expect that's where we'll expand into instead of going into space or under the sea. We'll just go virtual as our simulations get better and better. I mean, it's already happening so why even talk about it? All we're waiting for is the sexual robot and then, good bye society. And how far away can that be? 10 years? Twenty?
Yup. If I had a sexual robot, I'd probably never leave the house. I'd gin up some kind of techno-world job over the internet and get home-delivery food, and my sexual robot would just lick my balls all the time. Awesome! :cool:
 
Ummmm yeah kinda depends on what exactly you mean by a sexual robot. :rolleyes:

Second Life is very interesting, you can make tons of money with SL. Seriously at least one player does not do anything but play. She buys, sells and rents land in game and then takes what she does not need in game and uses it to earn real cash. I beleive $1400 a month.

She is just the only one who has talked to a reporter. There are others doing similar that did not want everyone to know what they are doing.

Rg has a very valid point, all money is worthless until you apply a worth to it. I mean seriously, what use do you get out of a peice of paper that is already marked up? If it was not assigned a value you would through it away as useless. Same thing with coins, the old gold coins or the new quarters dimes and nickels, without an assigned value everyone recognizes, it is simply a disk of metal.

Look at what you have in your wallet/purse, most peop;le stopped carrying around cash almost entirely and simply use a debit/credit card. Those cards are havign you traffic in the exact same thing as SL is making you traffic, electronic data.

Hopefully the governments will get together and assign a regulatory committee to things like SL because there are more than just SL doing the same thing, it just happens to be the only one actually allowing an exchange of game money for real money.
 
Try: 'Trouble and Her Friends' by Melissa Scott, 1994. While it does not address schemes as posted here, it does offer an interesting look at attempts to regulate the virtual world.
 
All we're waiting for is the sexual robot and then, good bye society. And how far away can that be? 10 years? Twenty?

I'd say it's already here.

Every day we get closer to the type of virtual society Asimov wrote about in one of his pre-Foundation robot books. (Can't for the life of me recall the title -- but it was a murder "mystery" in which a robot's arm was used as the weapon, thereby kinda violating one of the laws of robotics.)
 
I suspect any virtual society will eventually end up suffering the fate of that in The Machine Stops.

Or perhaps humanity will divide up the way it did in Wells' The Time Machine. With the people in the virtual worlds prey to those in the real.
 
I'd say it's already here.

Every day we get closer to the type of virtual society Asimov wrote about in one of his pre-Foundation robot books. (Can't for the life of me recall the title -- but it was a murder "mystery" in which a robot's arm was used as the weapon, thereby kinda violating one of the laws of robotics.)

I remember another story--I think it was Asimov though it might have been someone else--in which everyone on the planet has been wired into their own personal X-boxes. You get to choose the kind of life you want to live: Medieval fantasy, Roman, Futurama, Tropical Paradise, etc., and the adventure lasts for years as you're fed through tubes and kept alive bionically and spend your life in virtual reality.

The story was about the last two technicians wiring someone into their box, wondering who was going to wire themselves in.

I seriously believe that's where we're headed, the centers of the brain hooked up so as to guarantee you every possible human experience, sensation, thought, and emotion, without ever leaving your little pod. At the end you'll have a vision of heaven and God and expire. It'll be the ultimate conquest of reality.

God that's depressing!
 
I seriously believe that's where we're headed, the centers of the brain hooked up so as to guarantee you every possible human experience, sensation, thought, and emotion, without ever leaving your little pod. At the end you'll have a vision of heaven and God and expire. It'll be the ultimate conquest of reality.

God that's depressing!

Agreed. Why isn't enough enough?
 
Agreed. Why isn't enough enough?
Might as well ask why people need god or heaven or, hey, fiction. Erotic fiction included. I mean, aren't they all just version of this? SL may offer people imaginary genitals which they can use to have sex, but it doesn't offer them wires or robots to stimulate them while they're having the sex. You've got to use hands, dildos and the like and do it to yourself. And yet, from what I gather, just about everyone pays REAL MONEY to buy these virtual genitals and use them on-line rather than using real money to go out and buy, well, a real person to have sex with. Why?

Because, I believe, human beings prefer fantasy to reality. Not always, but a good deal of the time. As just one example: Why accept the reality that people doing bad things can get away with their evil doings rather than believe in a heaven/hell where they'll finally get what's coming to them? Human beings have minds that can look and imagine beyond what is here and now and real...and that allows them to invent and create all kinds of things. But it also tends to leave them dissatisfied with the way things are rather than the way things should be or the way they'd like things to be. Hence, a fantasy world that can give them all that wins out.

I seriously believe that's where we're headed, the centers of the brain hooked up so as to guarantee you every possible human experience, sensation, thought, and emotion, without ever leaving your little pod. At the end you'll have a vision of heaven and God and expire. It'll be the ultimate conquest of reality. God that's depressing!
Uh-huh. :D The problem with dusty old dystopias (and this one has cobwebs on it, it's so old), is that they assume something will happen to all humanity, at one time, and last forever. I mean, while a lot of people are engaged in SL, there's also a lot of people engaged in extreme sports. That's about as far from being wired into a fantasy world and fed through a tube as you can get, isn't it? So why aren't you imagining a future where everyone is into Extreme Sports and no one is ever at home at their computers?

I predict that if we get the robots, etc., there will be, as with SL, a time of popularity when a lot of people wire themselves and never leave the house. And then, they'll get tired of that, and suddenly having real sex with real people will become novel and popular and the robot folk will lose money as the robots get stuffed into closets and people go out to have sex with each other. Don't believe me? Flash back on the 60's...all those hippies walking away from the automated homes their mothers dreamed of, homes with washing machines and self-cleaning ovens to cook over fires, throw pots, grow their own food and make their own clothes by hand. For a while there, the experience of the "real" was more erotic than the experience of the fantastic.

Putting it another way, it's pretty ironic to get depressed by imagining a future where people live in their imagination. :rolleyes: Aren't you doing exactly what they're doing in the other direction? ;)
 
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Fascinating! Doesn't surprise me at all though, in fact, I expect we'll see a lot more of this than less.

I expect megamarkets like Amazon and E-bay will start issuing their own scrip pretty soon, either as in-house credits or credit cards. And Second Lifes will become the new frontier. I already expect that's where we'll expand into instead of going into space or under the sea. We'll just go virtual as our simulations get better and better. I mean, it's already happening so why even talk about it? All we're waiting for is the sexual robot and then, good bye society. And how far away can that be? 10 years? Twenty?

paypal
 
Uh-huh. :D The problem with dusty old dystopias (and this one has cobwebs on it, it's so old), is that they assume something will happen to all humanity, at one time, and last forever.
There is this absolutely wonderful letter written to the big Stockholm morning paper Dagbladet by a worried citizen, at the beginning of the last century.

It adressed the government's desicion to build a nation wide telephone grid.

(pardon my dodgy translation)

"I do understand the practical use of the telegraph and the telephone," the letter reads. "But is this really a contraption that should be in the hands of every family, available for the youth, the housewives and the family providers as a means for private leisure? This will be the end of social life as we know it. People will not go outside and meet each other anymore. Neighbors will not speak, children will not play in the streets, the seniors will not meet and greet at the church or community halls. Everyone will just sit in their homes, glued to those damned machines. I truly fear for our nation's future."
 
"I do understand the practical use of the telegraph and the telephone," the letter reads. "But is this really a contraption that should be in the hands of every family, available for the youth, the housewives and the family providers as a means for private leisure? This will be the end of social life as we know it. People will not go outside and meet each other anymore. Neighbors will not speak, children will not play in the streets, the seniors will not meet and greet at the church or community halls. Everyone will just sit in their homes, glued to those damned machines. I truly fear for our nation's future."
LOL! Hey, he was half-right. They go out, but they are glued to their damned cellphones :D
 
Putting it another way, it's pretty ironic to get depressed by imagining a future where people live in their imagination. :rolleyes: Aren't you doing exactly what they're doing in the other direction? ;)

No. More like the same direction. That's what makes me depressed.

But also, I think there's a difference between interfacing with another human being and interfacing with a program. (Just what it is, I'm not exactly sure.) I think virtual relationships turned out to be a lot more real than people expected when they first got involved with them, and it doesn't surprise me that people are making money at sites like Second Life. They really are second lives, and I think that comes as a surprise to a lot of people, that virtual life carries with it real emotions.

I'd hate to see people disappear into individual games though. No special reason. Just a prejudice. of mine.

I don't think it'll really happen (the economy simply wouldn't support it), but I do think there'll be a big shift into virtual reality in the future. We'll have virtual space travel instead of the real thing, virtual vacations, virtual travel as we use up our fossil fuels, virtual lovers and virtual love affairs.
 
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