2007 saw the beginning of a financial crisis that was far
larger than anything experienced since 1929. The freezing of credit in the
inter-bank market and the general lack of action by banks, in terms of loans
and investment, had a massive impact on both the financial sector and the wider
economy. The relatively upbeat mood in Davos this year hints that we are moving
out of the battle of the financial crisis into the long war of economic
recovery. Banking crises are, however, not only present in the real economy,
but also in virtual economies too.
Second Life players are easily offended when the online
experience is referred to as a game, they treat it as a virtual environment. The
view taken by Linden Labs, the games creator, is that they provide the software
and the hosting servers and the players create the world. In this way the rules
Linden Labs lay out are very sparse and the economy operates under a laissez
faire approach.
This however has been found to have some undesirable
effects, namely, bank runs. The first one occurred with an in-game bank known
as Ginko. Suspicion should have been high that the bank was a high-risk entity
as it promised 40% returns on deposits per annum. Ginko invested heavily in
Second Life casinos, this proved disastrous as Linden Labs banned any and all
gambling activities. With no deposit insurance scheme and sequential service
being in effect depositors rationally acted following the large losses and
withdrew their deposits. Within days Ginko had collapsed with the cost to players
estimated at being $750,000.
This event illustrates depositor reaction to a single banks
misfortunes, later in the week I’ll take a look at the systematic crisis that
soon followed.

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