This document discusses the impact of the virtual world Second Life on business. It describes Second Life as an online virtual world launched in 2003 by Linden Lab that allows users to interact, communicate, and do business. Many large companies such as IBM, Cisco, and Dell have established a presence on Second Life to market and sell products, conduct training, and get customer feedback. The document analyzes how Second Life benefits both Linden Lab, as the creator of Second Life, and IBM as a customer, through increased revenue opportunities and new engagement with customers. It predicts that virtual worlds like Second Life will become increasingly important for business in the future as more people spend time and conduct transactions online in virtual spaces.