Another interesting element to this debate: the virtual economy. http://www.canada.com/topics/technology/games/story.html?id=7a67f08a-263c-4f4f-a621-8d7c542af567 Proprietary software creatures an imaginary world which is given an economy, but users develop their own secondary internal economy based on resource acquisition and desirability, then gets translated into real dollars in the real world. If real dollars can buy virtual resources, what does that say about money and its value? The article forgets that this practice goes back even to Ultima Online, and in some cases further back even to text-based MUDs. But it's still an interesting situation -- I wonder how long until banks setup shop inside the virtual worlds and create regulated exchange rates. What could it possibly be based on?