Weblo-Creating virtual economy
Until now Secondlife was the only virtual game that gives a feeling of living in virtual land. But Weblo is introduced, not only with the virtual life but also virtual economy, can be turned into real life cash. Weblo is an interesting online game that mirrors a few financial aspects of the real world. You can buy virtual real estate (like cities, parks, villas, landmarks etc.) and collect taxes on developments on your land. Virtual copies of the real world exist and are available for sale on Weblo. You can set yourself up as the agent of the virtual version of a real-world celebrity. And you can buy domain names inside Weblo's universe.
You buy, of course, so you can sell later, hopefully at a nice multiple to what you paid. Why would somebody want to buy your properties at the first place? So he or she can sell it to the next person, of course. Weblo is a trading game, with a currency of real U.S. dollars. Fortunately prices for Weblo analogs of real-world items are not equivalent. For example, I created a virtual Twin Tower building and bought it for about $3.50 (the price included a few cents of tax, paid to the owner of NY City). As I mentioned it’s a virtual game, but others would consider it a market, and certainly you can make real cash here. Some people actually have bought virtual properties at Weblo's startup prices and flipped them for thousands of dollars. You can cash out of Weblo whenever you want, and transfer your earnings into your PayPal account.
Because there is nearly a world full of untouched property on Weblo right now, there's the feasible for a real land-grab to start on the system. Un-purchased addresses are less than two dollar. Weblo figures the prices of states and cities by using an algorithm that incorporates real-world population. But none the less you can own even Paris. If you own a Weblo virtual property (like a building, a state, a site, or the rights to represent a celebrity, you can also develop it) you can build a Weblo Web page to support it, drive traffic to it from your other Weblo pages or even redirect from the "real" Internet. Weblo runs advertising on every page and you'll get a cut of the ad revenues from your properties, as well as a percentage of all properties developed on your real estate (if you're the mayor of a city or president, you get a taste of all the revenues generated in it). How big a cut you get depends on which of the five Weblo membership levels you're signed up for. Free accounts get 10% of revenues. Top-tier "VIP" accounts ($30 a month) get 50%; paid accounts also pay less for un-purchased Weblo resources.
I pushed around in Weblo and found it bizarrely worthwhile to buy virtual real estate. I'm not saying that I'm going to make any money on these purchases, though. In my thinking it’s a lot crazier than idea of secondlife, since instead virtual life it’s a whole virtual economy. Real cash may come out, but the whole idea yet to be see the light of major success.
You buy, of course, so you can sell later, hopefully at a nice multiple to what you paid. Why would somebody want to buy your properties at the first place? So he or she can sell it to the next person, of course. Weblo is a trading game, with a currency of real U.S. dollars. Fortunately prices for Weblo analogs of real-world items are not equivalent. For example, I created a virtual Twin Tower building and bought it for about $3.50 (the price included a few cents of tax, paid to the owner of NY City). As I mentioned it’s a virtual game, but others would consider it a market, and certainly you can make real cash here. Some people actually have bought virtual properties at Weblo's startup prices and flipped them for thousands of dollars. You can cash out of Weblo whenever you want, and transfer your earnings into your PayPal account.
Because there is nearly a world full of untouched property on Weblo right now, there's the feasible for a real land-grab to start on the system. Un-purchased addresses are less than two dollar. Weblo figures the prices of states and cities by using an algorithm that incorporates real-world population. But none the less you can own even Paris. If you own a Weblo virtual property (like a building, a state, a site, or the rights to represent a celebrity, you can also develop it) you can build a Weblo Web page to support it, drive traffic to it from your other Weblo pages or even redirect from the "real" Internet. Weblo runs advertising on every page and you'll get a cut of the ad revenues from your properties, as well as a percentage of all properties developed on your real estate (if you're the mayor of a city or president, you get a taste of all the revenues generated in it). How big a cut you get depends on which of the five Weblo membership levels you're signed up for. Free accounts get 10% of revenues. Top-tier "VIP" accounts ($30 a month) get 50%; paid accounts also pay less for un-purchased Weblo resources.
I pushed around in Weblo and found it bizarrely worthwhile to buy virtual real estate. I'm not saying that I'm going to make any money on these purchases, though. In my thinking it’s a lot crazier than idea of secondlife, since instead virtual life it’s a whole virtual economy. Real cash may come out, but the whole idea yet to be see the light of major success.

















