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	<title>Comments on: Twofish &#8211; Virtual Economy Infrastructure for Virtual Worlds</title>
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	<link>http://www.insidesocialgames.com/2008/12/11/twofish-virtual-economies-for-virtual-worlds/</link>
	<description>Tracking Innovation at the Convergence of Games and Social Platforms</description>
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		<title>By: Mike Gowen</title>
		<link>http://www.insidesocialgames.com/2008/12/11/twofish-virtual-economies-for-virtual-worlds/comment-page-1/#comment-2520</link>
		<dc:creator>Mike Gowen</dc:creator>
		<pubDate>Thu, 11 Dec 2008 14:30:08 +0000</pubDate>
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		<description>Make that &quot;your business model&quot;, not &quot;you&#039;re&quot; :)</description>
		<content:encoded><![CDATA[<p>Make that &#8220;your business model&#8221;, not &#8220;you&#8217;re&#8221; :)</p>
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		<title>By: Mike Gowen</title>
		<link>http://www.insidesocialgames.com/2008/12/11/twofish-virtual-economies-for-virtual-worlds/comment-page-1/#comment-2519</link>
		<dc:creator>Mike Gowen</dc:creator>
		<pubDate>Thu, 11 Dec 2008 14:28:22 +0000</pubDate>
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		<description>I think Lee was only referring to secondary markets with his comment regarding the need for $200,000 in revenue. If you&#039;re business model is based on virtual goods, you&#039;d need that primary market to get to the $200,000 to launch the secondary market.

I think the reasoning is that a secondary market will only function if there is demand/value for the items in the primary market. If no one is buying your items, they won&#039;t be selling them to anyone.</description>
		<content:encoded><![CDATA[<p>I think Lee was only referring to secondary markets with his comment regarding the need for $200,000 in revenue. If you&#8217;re business model is based on virtual goods, you&#8217;d need that primary market to get to the $200,000 to launch the secondary market.</p>
<p>I think the reasoning is that a secondary market will only function if there is demand/value for the items in the primary market. If no one is buying your items, they won&#8217;t be selling them to anyone.</p>
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