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Spins Unlimited

Spins Unlimited is a virtual tour company.

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 TitleAuthorDescription
Start and Run a Profitable Tour Guiding Business (Start & Run ...)
Richard CroppStart & Run a Tour Guiding Business provides background information on the travel industry, describes what is involved in tour guiding, explains how to develop tours to your favorite destination, and outlines the planning you must do no matter where you are going. This book contains a blueprint for the entrepreneur who wants to establish a larger tour operation, and includes: Becoming the perfect tour director; Organizing your own tour; Marketing your tour; Understanding standard industry commissions; Building your company. This in-depth handbook will tell you all there is to know about the tour guiding industry, whether you want to become an independent tour guide, work for an existing company, or set up your own tour business.
Virtual Law: Navigating the Legal Landscape of Virtual Worlds
Benjamin DuranskeThis book introduces readers to the emerging and exciting world of virtual law. It examines current cases and legislation impacting virtual world providers and users, and makes predictions about the future application of current law. It addresses the application of intellectual property law (copyright, trademark, and patent), criminal law, property law, contract law, securities law, tax law, and civil procedure. It also provides practical advice to lawyers who wish to create a virtual world presence for their practice or who have clients with virtual world connections. The book includes extensive appendices listing in-world and web-based resources for practitioners and legal scholars.
Virtual Justice: The New Laws of Online Worlds
Greg LastowkaTens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you? In Virtual Justice, Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Presenting the most recent lawsuits and controversies, he explains how governments are responding to the chaos on the cyberspace frontier. After an engaging overview of the history and business models of today's virtual worlds, he explores how laws of property, jurisdiction, crime, and copyright are being adapted to pave the path of virtual law. Virtual worlds are becoming more important to society with each passing year. This pioneering study will be an invaluable guide to scholars of online communities for years to come.
The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World
Jay Mahar and Sue Martin MaharWhy market and sell to people only in the "real world.,." when there's a "Second Life" filled with unlimited possibility for profit? A comprehensive, in-depth guide to the opportunities in this new marketplace, "The Second Life Business Builder" gives readers practical tips and strategies for creating an income stream, and marketing or extending a brand on the site. This is the one book that reveals the best ways to make money using the hottest thing online.
Virtual Leadership: Secrets from the Round Table for the Multi-Site Manager
Jaclyn KostnerThis book, with the legendary leader King Arthur, shows you how to transform a geographically distributed team that's falling short of its goals, into a "virtual work group" that gets results.
The 2-Second Commute: Join the Exploding Ranks of Freelance Virtual Assistants
Christine Durst and Michael HaarenVirtual Assistants work from home, providing everything from administrative support to high-end consulting via email, phone and fax. Predicted to be a $130 billion industry by 2008, they don't commute, they set their own hours, and they get to spend time with their kids. Based on the highly-successful Virtual Assistant training programs Chris Durst and Michael Haaren developed for the US Armed Forces and the US Department of State, The 2-Second Commute: Join the Exploding Ranks of Freelance Virtual Assistants brings you the knowledge without the classroom! Training program participants have billed over $30 MILLION since our training programs started in 2002. Now YOU can learn from Chris & Mike, too, and start your own successful VA business!
Computer Games and Virtual Worlds: A New Frontier in Intellectual Property Law
Ross A. Dannenberg, Steve Mortinger, Roxanne Christ, Chrissie Scelsi and Farnaz AlemiThis book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.
Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot
Julian DibbellPlay Money explores the remarkable new phenomenon of MMORPGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments. With city-sized populations, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world. The desire for virtual goods-magic swords, enchanted breastplates, and special, hard-to-get elixirs-has spawned a cottage industry of “virtual loot farmers”: people who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a month. Play Money is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now-with computer gaming poised to eclipse all otherentertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred-look more and more like the future.
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Tom BoellstorffMillions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. Coming of Age in Second Life is the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself.
Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot
Julian DibbellPlay Money explores a remarkable new phenomenon that's just beginning to enter public consciousness: MMORPGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments the size of continents. With city-sized populations of nearly full-time players, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world.The desire for virtual goods--magic swords, enchanted breastplates, and special, hard-to-get elixirs--has spawned a cottage industry of "virtual loot farmers": People who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a month.Play Money is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now--with computer gaming poised to eclipse all other entertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred--look more and more like the future.