Beauty.

Economic Growth. Many of our economic metrics showed much slower growth from Q2 to Q3 as can be seen in the charts below. We believe the slower growth was primarily due to the impact of stricter security on credit card processing, shutting down gambling in July and beginning to charge VAT September. With those things behind us in the fourth quarter, the Second Life economy demonstrated its resiliency. The LindeX - the purest measure of economic activity in Second Life - grew 13.2% to nearly $7.6 million USD for December and $22 million USD for the full quarter.
It's unbelievable how close Second Life is mirroring Real Life, complete with economic indicators. By the way, the economic data was available in Excel format, too (feel sorry for the poor guy who had to spend time organizing FAKE data).
2. People make money playing. A lot of money.
Virtual worlds are now producing real millionaires. Example: Ailin Graef announced that her avatar inside Second Life had amassed virtual-property holdings worth $1 million in U.S. funds.
3. There is a Reuters section devoted JUST to Second Life.
3. Even the IRS is paying attention to the incomes being made, and they are seriously looking into taxing the proceeds of Second Life and other virtual worlds. via http://www.wired.com/gaming/gamingreviews/commentary/games/2006/12/72317