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	<title>Comments on: Second Life for retailers</title>
	<link>http://freebeer.com.au/2006/04/27/second-life-for-retailers/</link>
	<description>Business development, marketing advice, virtual worlds, social software, second life</description>
	<pubDate>Fri, 05 Dec 2008 13:15:24 +0000</pubDate>
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		<title>By: reuben steiger</title>
		<link>http://freebeer.com.au/2006/04/27/second-life-for-retailers/#comment-350</link>
		<dc:creator>reuben steiger</dc:creator>
		<pubDate>Fri, 28 Apr 2006 13:43:26 +0000</pubDate>
		<guid>http://freebeer.com.au/2006/04/27/second-life-for-retailers/#comment-350</guid>
		<description>Great post.  I think a lot of people would look at this and ask, "How do you scale this?"  I'd suggest that that is a silly question, inasmuch as it takes the web as its model rather than Real Life.  Scaling an SL store is no more difficult than scaling a real world store -- most of the issues have to do with staffing (which in SL needs to be 24/7) and inventory.</description>
		<content:encoded><![CDATA[<p>Great post.  I think a lot of people would look at this and ask, &#8220;How do you scale this?&#8221;  I&#8217;d suggest that that is a silly question, inasmuch as it takes the web as its model rather than Real Life.  Scaling an SL store is no more difficult than scaling a real world store &#8212; most of the issues have to do with staffing (which in SL needs to be 24/7) and inventory.</p>
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