Edge writes: "Many economists will tell you that in the past several months the virtual economy has performed better than the real world economy.?
Each day millions of people venture into virtual worlds such as Second Life or Club Penguin,? ?or play online games such as World of Warcraft and Knight Online.? ?And through microtransactions these people will purchase special empowering items,? ?access passes,? ?or even clothes for their avatars that make their worlds more fun and personal."