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	<title>AllThingsD &#187; Linden Lab</title>
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		  <title>All Things Digital</title>
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		<title>MailRank Co-Founders Shutter Company to Join Facebook</title>
		<link>http://allthingsd.com/20111115/mailrank-co-founders-shutter-company-to-join-facebook/</link>
		<comments>http://allthingsd.com/20111115/mailrank-co-founders-shutter-company-to-join-facebook/#comments</comments>
		<pubDate>Wed, 16 Nov 2011 00:30:46 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Bethanye McKinney Blount]]></category>
		<category><![CDATA[Bryan O'Sullivan]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[hires]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[MailRank]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=144511</guid>
		<description><![CDATA[Facebook has hired Bryan O'Sullivan and Bethanye McKinney Blount, co-founders of MailRank, the year-old start-up that is trying to solve the problem of email overload.]]></description>
			<content:encoded><![CDATA[<p>Facebook has hired Bryan O&#8217;Sullivan and Bethanye McKinney Blount, co-founders of MailRank, the year-old start-up that is trying to solve the problem of email overload.</p>
<p><img class="alignright size-medium wp-image-144515" title="mailrank" src="http://allthingsd.com/files/2011/11/mailrank-380x114.jpg" alt="" width="380" height="114" />In a statement confirming the hires, Facebook wrote: &#8220;Both have stellar track records as engineers and entrepreneurs, and we&#8217;re looking forward to welcoming them to Facebook in December.&#8221;</p>
<p>Facebook will not acquire technology or other assets from MailRank.</p>
<p>Before starting MailRank, Blount had served as VP of software engineering at EMI Music, and as an engineering director at Linden Lab, the maker of the virtual world Second Life. O&#8217;Sullivan was also previously at Linden Lab, where he was engineering director.</p>
<p>The announcement was also posted this afternoon <a href="http://blog.mailrank.com/the-mailrank-team-is-joining-facebook">on MailRank&#8217;s blog</a>, where it said it will be discontinuing the private beta of MailRank for Outlook &#8220;to focus on our new jobs.&#8221;</p>
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		<title>Game Studios Are Hot Acquisition Targets in the Race to Mobile and Social</title>
		<link>http://allthingsd.com/20110722/game-studios-are-hot-acquisition-targets-in-the-race-to-mobile-and-social/</link>
		<comments>http://allthingsd.com/20110722/game-studios-are-hot-acquisition-targets-in-the-race-to-mobile-and-social/#comments</comments>
		<pubDate>Fri, 22 Jul 2011 17:05:54 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[6waves]]></category>
		<category><![CDATA[Activision]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Cascadia Capital]]></category>
		<category><![CDATA[China]]></category>
		<category><![CDATA[CrowdStar]]></category>
		<category><![CDATA[DeNA]]></category>
		<category><![CDATA[Disney]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Glu Mobile]]></category>
		<category><![CDATA[gree]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Jori Pearsall]]></category>
		<category><![CDATA[Kushal Saha]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[Lolapps]]></category>
		<category><![CDATA[Michael Breslin]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[ngmoco]]></category>
		<category><![CDATA[Norwest Venture Partners]]></category>
		<category><![CDATA[OpenFeint]]></category>
		<category><![CDATA[PopCap]]></category>
		<category><![CDATA[Riot Gam]]></category>
		<category><![CDATA[RockYou]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[Tencent]]></category>
		<category><![CDATA[THQ]]></category>
		<category><![CDATA[Tim Chang]]></category>
		<category><![CDATA[Time Warner]]></category>
		<category><![CDATA[Ubisoft]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=101647</guid>
		<description><![CDATA[Following the intense bidding war for PopCap last week, it's likely that more blockbuster purchases will come. So, who will be next?]]></description>
			<content:encoded><![CDATA[<p>More acquisitions are expected to follow in the gaming space after an intense bidding war for PopCap.</p>
<p><img src="http://allthingsd.com/files/2011/07/mgames.png" alt="" title="mgames" width="380" height="285" class="alignright size-full wp-image-101781" />Last week, PopCap accepted Electronic Arts&#8217; bid of $1.3 billion, including earn-outs, and opted to turn down a smaller &#8212; but all-cash &#8212; $1 billion offer from Zynga.</p>
<p>With that kind of dough raining down on the games industry, it&#8217;s obvious that more blockbuster purchases will ensue.</p>
<p>If that&#8217;s the case, the question is who will be next?</p>
<p>First, it&#8217;s important to understand why there&#8217;s a sense of urgency. Right now, nontraditional digital gaming platforms, like mobile and social, are really starting to take off, and game publishers need new content and expertise to be a player on those platforms.</p>
<p>&#8220;The general conversations have increased,&#8221; said Kushal Saha, the managing director of the Information Technology practice at Cascadia Capital, a Seattle-based investment bank. &#8220;We are seeing a lot more activity in financings as well. When you have a $1.3 billion acquisition, that really creates a lot of tailwinds from investors and strategics.&#8221;</p>
<p>Tim Chang, a partner at Norwest Venture Partners, has a theory as to who will be the most active in the next wave of acquisitions: It will be companies from China and Japan that are trying to get a foothold in the lucrative U.S. games market.</p>
<p>Here are just some of the recent transactions: Tencent, the giant Chinese Web holding company, <a href="http://allthingsd.com/20110204/chinas-tencent-buys-riot-games-for-400-million/">bought Los Angeles-based Riot Games</a> for about $400 million; OpenFeint was purchased by Japan-based Gree for $100 million in April; and Japan-based DeNA bought San Francisco-based ngmoco for $400 million late last year.</p>
<p>Specifically, he says these companies will be looking to buy game studios, which can create content for new platforms.</p>
<p>Ngmoco is building a mobile social network, and while it develops some games in-house, DeNA will need much more content to be successful. Same goes for Gree, which purchased OpenFeint, a mobile social platform that has 100 million players signed up.</p>
<p>Gree&#8217;s Senior Product Manager Jori Pearsall said that Gree is trying hard to get up and running in the U.S., where they have hired about 40 employees who are independent from OpenFeint.</p>
<p>Pearsall says its first game is expected to launch soon on the OpenFeint mobile social network.</p>
<p>In other words, first comes distribution. Next up: content.</p>
<p>One example of this already taking place is the merger between 6waves and Lolapps, <a href="http://allthingsd.com/20110718/lolapps-merges-with-6waves-to-develop-and-publish-social-games-internationally/">which was announced earlier this week</a>. San Francisco-based Lolapps is making social games for Facebook, while Hong Kong-based 6waves has been more focused on building a publishing platform.</p>
<p>Together, the two will have a publishing platform with its own games.</p>
<p>One of the companies that is being considered an obvious acquisition target is Glu Mobile, which is making social games for smartphones and tablets. Since the PopCap acquisition was announced, Glu&#8217;s stock has been trading close to $6 a share, up from $5.20 early last week. It is now trading at $5.64.</p>
<p>Are people sniffing around Glu?</p>
<p>&#8220;Nothing is off the table. We&#8217;ll do what&#8217;s best for the shareholders. We have a vision and a strategy and we are executing on the goal of transitioning to one of the top three feature phone companies to our goal of being one of the top freemium tablet and smartphone games company,&#8221; said Michael Breslin, Glu&#8217;s VP of marketing.</p>
<p>Other potential acquirers are in the U.S., ranging from content companies like Time Warner and Disney to other game makers like Activision, THQ or Ubisoft. Zynga has been acquiring more than one company every month for nearly a year. Google could even be a candidate if it&#8217;s truly serious about its Google+ games network.</p>
<p>Other companies for sale that would have the content and the talent include any of the independent studios in the top 20 on Facebook or iOS, ranging from Crowdstar to RockYou, or even a virtual world like Linden Lab.</p>
<p><em>Photo Credit: <a href="http://www.flickr.com/photos/jasonpratt/5359422568/sizes/z/in/photostream/">Jason Pratt</a>.</em></p>
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		<title>A Sneak Peek at Zynga's IPO: How to Turn Virtual Goods Into Real Money</title>
		<link>http://allthingsd.com/20110624/what-zynga-will-look-like-as-a-public-company/</link>
		<comments>http://allthingsd.com/20110624/what-zynga-will-look-like-as-a-public-company/#comments</comments>
		<pubDate>Fri, 24 Jun 2011 13:00:34 +0000</pubDate>
		<dc:creator>Tricia Duryee</dc:creator>
				<category><![CDATA[Commerce]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Bob Komin]]></category>
		<category><![CDATA[CityVille]]></category>
		<category><![CDATA[coins]]></category>
		<category><![CDATA[credits]]></category>
		<category><![CDATA[Empires & Allies]]></category>
		<category><![CDATA[Ernst & Young]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Facebook Credits]]></category>
		<category><![CDATA[Farmville]]></category>
		<category><![CDATA[free-to-play]]></category>
		<category><![CDATA[GAAP]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[gift cards]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[IPO]]></category>
		<category><![CDATA[iPod touch]]></category>
		<category><![CDATA[J. Dax Hansen]]></category>
		<category><![CDATA[Kirk Soderquist]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[microtransactions]]></category>
		<category><![CDATA[mobile games]]></category>
		<category><![CDATA[Perkins Coie]]></category>
		<category><![CDATA[poker]]></category>
		<category><![CDATA[revenue]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Securities and Exchange Commission]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[Texas Hold'em]]></category>
		<category><![CDATA[virtual goods]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://allthingsd.com/?p=87539</guid>
		<description><![CDATA[With Zynga's IPO filing likely to hit any day now, the question is: What will it tell us? The Facebook game developer will be the first major U.S. company supported primarily by the sale of virtual goods to go public. Just how might that work? Hard to say.]]></description>
			<content:encoded><![CDATA[<p>With Zynga&#8217;s IPO filing likely to hit any day now, the question is: What will it tell us?</p>
<p><a rel="attachment wp-att-77702" href="http://allthingsd.com/20110524/exclusive-zynga-about-to-file-for-ipo/cash-2/"><img class="alignright size-medium wp-image-77702" title="cash" src="http://allthingsd.com/files/2011/05/cash1-380x221.jpg" alt="" width="380" height="221" /></a></p>
<p>When it goes public, the Facebook game developer will be the first major U.S. company supported primarily by the sale of virtual goods to do so.</p>
<p>To get an idea of what such an animal might look like, I talked to a handful of accountants, lawyers and game companies to get a sense of what we might find under the hood.</p>
<p>What&#8217;s immediately clear is that there are no obvious answers.</p>
<p>The Securities and Exchange Commission and other governing bodies have not yet come up with a legally prescribed method for taking into account the sale of virtual goods.</p>
<p>That leaves companies to come up with their own best guesses.</p>
<p>&#8220;There are no rules about this stuff,&#8221; said Bob Komin, the CFO and COO at <a href="http://lindenlab.com/">Linden Lab</a>, which operates <a href="http://secondlife.com/">Second Life</a>, the four-year-old online virtual world. &#8220;I haven’t heard anything about a standard, but it’s probably the number one thing we talk about before we get audited every year.&#8221;</p>
<p>Revenue recognition on the sale of virtual goods is not exactly a sexy topic (unless we&#8217;re talking about an avatar&#8217;s undergarments!). But as more companies shift to a free-to-play model, where games are monetized through microtransactions and virtual goods, the subject will become more commonplace.</p>
<p>Zynga may be the first out of the gate, but many others are waiting in the wings &#8212; Facebook being the most prominent. Zynga declined to comment for this story.</p>
<p><strong>Here&#8217;s what is known about Zynga</strong></p>
<p>Four of its titles dominate the most popular applications on Facebook: CityVille (No. 1); FarmVille (No. 2); <a href="http://allthingsd.com/20110531/zynga-launches-its-most-complex-game-yet-and-its-not-a-ville/">its newest title, Empires &amp; Allies</a> (No. 3); and Zynga Poker (No. 4).</p>
<p>All of those games are free and monetized through the sale of virtual goods, such as purple cows, energy boosts, clothing or premium buildings.</p>
<p><a rel="attachment wp-att-87574" href="http://allthingsd.com/20110624/what-zynga-will-look-like-as-a-public-company/zynga-gift-cards/"></a><a rel="attachment wp-att-87575" href="http://allthingsd.com/20110624/what-zynga-will-look-like-as-a-public-company/zynga-gift-cards_small/"><img class="alignleft size-medium wp-image-87575" title="zynga gift cards_small" src="http://allthingsd.com/files/2011/06/zynga-gift-cards_small-380x234.jpg" alt="" width="380" height="234" /></a></p>
<p>In-game items like these are either purchased directly on Facebook or through gift cards purchased in the store. Zynga also makes money from advertising and mobile games, but revenues from those are presumed to be far less.</p>
<p>In total, Zynga reportedly generated about $400 million in profit last year on about $850 million in revenue, <a href="http://allthingsd.com/20110524/exclusive-zynga-about-to-file-for-ipo/">although subsequent sources told <strong>AllThingsD&#8217;s</strong> Kara Swisher</a> that the filing will reveal much more robust numbers.</p>
<p>But it&#8217;s not the sheer magnitude of Zynga&#8217;s business that has created problems for bean-counters. It&#8217;s the details on how to account for every last penny.</p>
<p>In a white paper, accounting firm Ernst &amp; Young writes that there are three typical models being used today.</p>
<p>Here&#8217;s how they break it down:</p>
<ul>
<li><strong>Game-based model:</strong> The company recognizes revenue over the life of the game.</li>
<li><strong>User-based model:</strong> Revenue is recognized over the estimated life a user plays the game.</li>
<li><strong>Item-based:</strong> Revenue is recognized based on the implied or explicit life span of the item &#8212; in other words, how long it would last in the real world. Examples of more durable goods are virtual vehicles, furniture or weapons. Revenue from these would be recognized for as long as the player stays active in the game. Revenues from a more consumable item, like a virtual cup of coffee or a jolt of energy, would be recognized almost immediately.</li>
</ul>
<p>And there are still other factors to take into consideration, such as whether the goods were paid for with virtual currency or real cash, and how much information a company has for establishing the averages.</p>
<p><strong>Lack of rules won&#8217;t stop companies from filing to go public</strong></p>
<p>It can get really confusing really fast.</p>
<p>Kirk Soderquist and J. Dax Hansen, attorneys at Perkins Coie in Seattle, are looking at the legal ramifications of virtual goods.</p>
<p>&#8220;You have a bunch of alternative financial services companies that have sprung up on the Internet around social networks and gaming because there&#8217;s a need to deal with money in an innovative way. But the laws aren’t clear on how they apply to the Internet and the gaming space,&#8221; Hansen said.</p>
<p>Despite the lack of clear regulations, they said, they don&#8217;t believe that&#8217;s keeping any companies from filing for a public offering.</p>
<p>The one major aspect for a company to consider is unclaimed property laws. If a user purchases credits or coins but doesn&#8217;t use them, a company can&#8217;t necessarily set an expiration date and count them as revenue. In many states, it is considered &#8220;unclaimed property&#8221; &#8212; like an unused gift card &#8212; and the government can collect the revenue.</p>
<p>&#8220;Investors and acquirers will be interested in how you deal with that,&#8221; Hansen said. &#8220;If they are dependent on breakage for their business model, then they have another think coming.&#8221;</p>
<p><strong>Linden Lab recognizes revenue over three years</strong></p>
<p>Linden Lab&#8217;s approach for Second Life most closely resembles user-based accounting, which recognizes revenue over the average lifespan of a player, which is three years.</p>
<p><a rel="attachment wp-att-90603" href="http://allthingsd.com/20110624/what-zynga-will-look-like-as-a-public-company/linden-lab_second-life-virtual-world/"><img class="alignright size-Medium380 wp-image-90603" title="Linden Lab_Second Life Virtual World" src="http://allthingsd.com/files/2011/06/Linden-Lab_Second-Life-Virtual-World-380x273.jpg" alt="" width="380" height="273" /></a></p>
<p>That time frame was picked, Komin said, because players tend to stick around for two to four years. &#8220;So, three years is not a bad estimate,&#8221; he said.</p>
<p>Komin prefers the long timeline because it evens out the revenues, making the company look like it has a very predictable and recurring business model. &#8220;If you have recurring and repeatable revenues over three years, it means that even if you are growing really fast, your reported numbers would be growing less quickly, but it would be more predictable. The other far extreme would be to report everything in the current period, and you’d see the growth as it was happening &#8212; but it would be more volatile.&#8221;</p>
<p>In other words, if Zynga does the same thing and reports FarmVille revenues over more than the two-year period it has been popular and revenues from Poker over three-plus years, revenues will be very consistent and not reveal much in terms of how well its games are currently performing.</p>
<p>Likewise, sales won&#8217;t spike when they release a new title, like Empires &amp; Allies &#8212; which has jumped from the seventh most popular game to the No. 3 spot in the past week, <a href="http://www.appdata.com/leaderboard/apps?list_select=apps&amp;metric_select=mau&amp;start_date%5Bmonth%5D=6&amp;start_date%5Bday%5D=23&amp;start_date%5Byear%5D=2011&amp;fanbase=0&amp;genre_id=Select+category">according to AppData.com</a>.</p>
<p><strong>The iPhone is an example of the two accounting models</strong></p>
<p>A good example for this is how Apple originally accounted for its iPhone.</p>
<p>When the first iPhone came out, Apple used subscription-based rules to account for the revenue. That meant that sales from the iPhone were spread out over many months, rather than right after a customer bought the phone. Wall Street analysts found the practice annoying because the company&#8217;s revenues barely budged despite selling two million devices in one quarter.</p>
<p>Apple was forced to report it this way because it technically wasn&#8217;t selling a finished product. Over the life of the product, Apple planned to push down free updates to the device. (This is also why Apple once charged for iOS updates for the iPod touch, so it could recognize all revenue immediately.)</p>
<p>The laws have since changed.</p>
<p>&#8220;Apple is a great analogy,&#8221; Komin said. And just as Apple figured it out over time, &#8220;I think there will be some adjustment as people figure [virtual goods] out.&#8221;</p>
<p>To be sure, Komin has his preferences for how he wants to do it, as the company considers an IPO.</p>
<p>&#8220;Generally speaking, investors don’t reward you for volatility,&#8221; he said. &#8220;Recognizing revenue that matches [a user's] life cycle feels better than recording it immediately. But whichever way we go, and whichever we choose to do, we have to make sure investors understand the business.&#8221;</p>
<p>Whatever Zynga decides, investors (and journalists!) will thank it for being transparent.</p>
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		<title>Sococo Offers A Virtual View for Office Workers</title>
		<link>http://allthingsd.com/20101015/sococo-offers-a-virtual-view-for-office-workers/</link>
		<comments>http://allthingsd.com/20101015/sococo-offers-a-virtual-view-for-office-workers/#comments</comments>
		<pubDate>Fri, 15 Oct 2010 18:21:04 +0000</pubDate>
		<dc:creator>Don Clark</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Voices]]></category>
		<category><![CDATA[David Van Wie]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[Digits]]></category>
		<category><![CDATA[Don Clark]]></category>
		<category><![CDATA[entrepreneur]]></category>
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		<category><![CDATA[instant messaging]]></category>
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		<category><![CDATA[Internet telephony]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[Second Life]]></category>
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		<category><![CDATA[The Wall Street Journal]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[virtual]]></category>
		<category><![CDATA[web conferencing]]></category>

		<guid isPermaLink="false">http://voices.allthingsd.com/?p=31148</guid>
		<description><![CDATA[Technology is helpful at work. But sometimes the best thing is to just stand up and peer over your cubicle to see who’s at their desk, who’s on the phone and who’s in a meeting. Sococo tries to simulate that experience–even for people who aren’t in the same office.]]></description>
			<content:encoded><![CDATA[<p>Technology is helpful at work. But sometimes the best thing is to just stand up and peer over your cubicle to see who’s at their desk, who’s on the phone and who’s in a meeting. Sococo tries to simulate that experience–even for people who aren’t in the same office.</p>
<p>The Silicon Valley startup is one of many companies exploiting the Internet to improve collaboration. It builds on several existing concepts, such as Web conferencing, Internet telephony and instant messaging. Sococo also leans on the notion of virtual spaces, pioneered by companies such as Linden Lab with Second Life.</p>
<p>David Van Wie, a veteran Valley entrepreneur who is Sococo’s CEO, says part of its inspiration came from a time when he and a group of professionals around the country were trying to put together a deal. “We were all sitting around with high-speed computers and networks,” he recalls, with access to advanced conferencing and collaboration tools.</p>
<p><a href="http://blogs.wsj.com/digits/2010/10/15/sococo-offers-a-virtual-view-for-office-workers/?mod=rss_WSJBlog&#038;mod=">Read the rest of this post on the original site</a></p>
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		<title>Another Surprise at Second Life Creator; Founder is CEO Again</title>
		<link>http://allthingsd.com/20100625/another-surprise-at-second-life-creator-founder-is-ceo-again/</link>
		<comments>http://allthingsd.com/20100625/another-surprise-at-second-life-creator-founder-is-ceo-again/#comments</comments>
		<pubDate>Fri, 25 Jun 2010 12:00:16 +0000</pubDate>
		<dc:creator>Don Clark</dc:creator>
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		<guid isPermaLink="false">http://voices.allthingsd.com/?p=26453</guid>
		<description><![CDATA[Earlier this month, the San Francisco company that manages the online community Second Life announced a restructuring that trimmed 30 percent of its workforce. Linden Lab Chief Executive Mark Kingdon, however, said things were going well. Now he is out.]]></description>
			<content:encoded><![CDATA[<p>Earlier this month, the San Francisco company that manages the online community Second Life announced a restructuring that trimmed 30 percent of its workforce. Linden Lab Chief Executive Mark Kingdon, however, said things were going well. Now he is out.</p>
<p>The company said Thursday that Kingdon has stepped down and founder Philip Rosedale–who was succeeded by Kingdon as CEO about two years ago but remained chairman–has returned as interim chief executive. It added that chief financial officer Bob Komin was promoted to chief operating officer.</p>
<p>“This is a big, tough change but one the board of directors and management team deeply believes in,” Rosedale said in a blog post.</p>
<p>Rosedale praised Kingdon for improving the stability of Second Life and building a strong team of new leaders at the company. But he added:</p>
<p>“Our thinking as a team is that my returning to the CEO job now can bring a product and technology focus that will help rapidly improve Second Life. We need to simplify and focus our product priorities–concentrating all our capabilities on making Second Life easier to use and better for the core experiences that it is delivering today. I think that I can be a great help and a strong leader in that process.”</p>
<p><a href="http://blogs.wsj.com/digits/2010/06/24/another-surprise-at-second-life-creator-founder-is-ceo-again/?mod=rss_WSJBlog&#038;mod=">Read the rest of this post on the original blog</a></p>
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		<title>Linden Bets on the Desire for Virtual Things</title>
		<link>http://allthingsd.com/20090121/linden-bets-on-the-desire-for-virtual-things/</link>
		<comments>http://allthingsd.com/20090121/linden-bets-on-the-desire-for-virtual-things/#comments</comments>
		<pubDate>Wed, 21 Jan 2009 17:14:49 +0000</pubDate>
		<dc:creator>Don Clark</dc:creator>
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		<guid isPermaLink="false">http://voices.allthingsd.com/?p=7808</guid>
		<description><![CDATA[Virtual worlds have had some real problems. Google, for instance, recently shut down an animated environment called Lively only five months after it was announced. And Linden Lab, whose Second Life online community was once front-page news, has neither reached many mainstream consumers nor created an important meeting place for corporate users.]]></description>
			<content:encoded><![CDATA[<p>Virtual worlds have had some real problems. Google (GOOG), for instance, recently shut down an animated environment called Lively only five months after it was announced. And Linden Lab, whose Second Life online community was once front-page news, has neither reached many mainstream consumers nor created an important meeting place for corporate users.</p>
<p>But the San Francisco company is far from backing away. The latest bet: that users will pay real money for things that only exist &#8220;in world,&#8221; as Second Life fans call it.</p>
<p>Linden Tuesday night announced that it has purchased two small companies–Xstreet SL and OnRez–that act a bit like Amazon.com (AMZN) in providing one-stop shopping for virtual goods from other merchants. One component of their strategy has been to make it easier to buy goods through the Web, not requiring users to enter Second Life to acquire the items they may use there. Financial terms are not being disclosed.</p>
<p><a href="http://blogs.wsj.com/digits/2009/01/21/linden-bets-on-the-desire-for-virtual-things/">Read the rest of this post</a></p>
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		<title>No, This Is Not What Nietzsche Meant When He Said &#039;In Every Real Man a Child Is Hidden That Wants to Play&#039;</title>
		<link>http://allthingsd.com/20070510/second-life-child-abuse/</link>
		<comments>http://allthingsd.com/20070510/second-life-child-abuse/#comments</comments>
		<pubDate>Thu, 10 May 2007 18:27:35 +0000</pubDate>
		<dc:creator>John Paczkowski</dc:creator>
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		<guid isPermaLink="false">http://digitaldaily.allthingsd.com/20070510/second-life-child-abuse/</guid>
		<description><![CDATA[One thing to remember if you're going spend any time at all in an Internet-based virtual world like Second Life is that it's important to get a life first. Otherwise you might end up frequenting genital shopping malls ... or become the subject of a virtual child-pornography investigation like the one going on now in Germany.]]></description>
			<content:encoded><![CDATA[<p><img src='http://digitaldaily.allthingsd.com/files/2007/05/secondlife.jpg' alt='secondlife.jpg' />One thing to remember if you&#8217;re going spend any time at all in an Internet-based virtual world like Second Life is that it&#8217;s important to <em>get a life</em> first. Otherwise you might end up frequenting genital shopping malls &#8230; or become the subject of <a href="http://blog.secondlife.com/2007/05/09/accusations-regarding-child-pornography-in-second-life/">a virtual child-pornography investigation</a> like the one going on now in Germany. The <a href="http://news.bbc.co.uk/2/hi/technology/6638331.stm">BBC reports</a> that Second Life is being investigated by German police following <a href="http://www.youtube.com/watch?v=Wk8uNWF77gg">allegations that members have been paying for sex with virtual children and trading kiddie porn</a>&#8211;virtual and real.</p>
<p>So-called age play isn’t exactly a new phenomenon in Second Life. Linden Lab, the virtual world&#8217;s creator, has been dealing with it for some time now. &#8220;There are people in (Second Life) who are role-playing (as) children engaged in sexual activities,&#8221; Robin Harper, Linden Lab vice president of community development wrote in a recent post to the official Second Life forum. &#8220;While not a terms-of-service violation&#8211;no illegal activity&#8211;it could be argued that this behavior is broadly offensive and therefore violates the community standards.&#8221;</p>
<p>It sure could&#8211;especially when it sparks a real-world police investigation.</p>
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