Second Life is a 3-D virtual world entirely built and owned by its residents. Since opening to the p

Second Life is a 3-D virtual world entirely built and owned by its residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by millions of people from around the globe. This new virtual world could become the first point of contact between companies and customers and could transform the whole customer experience. Read the following article: http://www.businessweek.com/globalbiz/content/apr2007/gb20070410_481047.htm?campaign_id=rss_tech Visit SecondLife at www.secondlife.com.

Answer the following questions on the discussion board:

1) How will customer relationships be different in a virtual world?

2) How will supporting Second Life customers differ from supporting traditional customers?

3) How will supporting Second Life customers differ from supporting Web site customers?

4) What customer security and ethical issues might you encounter in Second Life? As always, you are encouraged to respond to other's postings