I KNOW NIGGAS WANNA READ THIS!!!!!! A QUARTER OF A BILLION IN DRUG SALES WOW!!!!!!!!!!!! In the early 1990s, Demetrius “Big Meech” Flenory and his brother, Terry “Southwest T,” rose up from the slums of Detroit to build one of the largest cocaine empires in American history: the Black Mafia Family. After a decade in the drug game, the Flenorys had it all—a fleet of Maybachs, Bentleys and Ferraris, a 500-man workforce operating in six states, and an estimated quarter of a billion in drug sales. They socialized with music mogul Sean “Diddy” Combs, did business with New York’s king of bling Jacob “The Jeweler” Arabo, and built allegiances with rap superstars Young Jeezy and Fabolous. Yet even as BMF was attracting celebrity attention, its crew members created a cult of violence that struck fear in a city and threatened to spill beyond the boundaries of the drug underworld. Ruthlessness fueled BMF’s rise to incredible power; greed and that same ruthlessness led to their downfall. When the brothers began clashing in 2003, the flashy and beloved Big Meech risked it all on a shot at legitimacy in the music industry. At the same time, a team of investigators who had pursued BMF for years began to prey on the organization’s weaknesses. Utilizing a high-stakes wiretap operation, the feds inched toward their goal of destroying the Flenory’s empire and ending the reign of a crew suspected in the sale of thousands of kilos of cocaine — and a half-dozen unsolved murders.
NOW THIS IS CRAZY!!!!!!!!!!! BUT VERY INTRIGUING Why sales of virtual goods are soaring. BURLINGAME, Calif. — What is the most you’re willing to pay for a virtual item in a videogame or virtual world? Five, ten dollars? How about $26,500? That’s the amount David Storey, a 27-year-old graduate student living in Sydney, Australia, paid for a virtual island, the “Most valuable object that is virtual,” according to Guinness World Records. It’s easy to write off Storey, who goes by the name “Deathifier,” as a geek gone wild, but he now owns a million-dollar empire. Storey runs Amethera Treasure Island, which he purchased in the virtual world Entropia, as a rare game preserve and taxes hunters on his land. Storey says the taxes bring in more than $100,000 in real money per year. “I thought it would be cool to own an island, and I knew I could run it and be able to pay for my play” says Storey, who has picked up skills he never imagined learning in a game. “Entropia continually evolves, so you have to constantly be watching for new developments. It’s sort of like real life.” While Storey’s example is extreme, buying and selling virtual goods in videogames and virtual worlds is becoming mainstream. The virtual goods market in the U.S. is estimated to reach $1.6 billion this year, up from $1 billion in 2009, according to research firm Inside Networks. And the U.S. is just a part of the worldwide market, which some experts put as high as $10 billion; countries like China and Korea are major players. Virtual worlds and massively multiplayer online role-playing games (MMORPGs) like Entropia and Second Life are where virtual goods economies began. But in recent years, casual and social games like “FarmVille” and “Pet Society” on Facebook have also become important players. Typically, virtual transactions can be divided into two categories. In one type of transaction, you “cash in,” or exchange real dollars for virtual currencies, and use the virtual currencies to buy virtual goods, like a new cow in FarmVille. The other type of transaction lets you cash in and, like Storey, earn real money. In addition, virtual worlds and MMORPGs have also gotten very good at monetizing the user; industry experts estimate that the average revenues per user usually range from $10 to $20. The World’s Most Expensive Island–Online. In comparison, social and casual games are relatively newer, less mature markets that usually only utilize “cash in” transactions. A fairly successful social game might have average revenues per user of a dollar or two. Still, Inside Virtual Goods estimates that sales from social games will make up more than half the total U.S. virtual goods revenues in 2010. “Social games are growing extremely rapidly,” says Edward Castronova, an economics professor at Indiana University, Bloomington, who has written about virtual economies. “The places where this phenomenon was birthed, like online role-playing games, have leveled off, but virtual economies are exploding in social networks like Facebook.” But with lower average revenues per user, how do social games do it? Volume. The most successful social games can have 10 to 20 times the number of users of virtual worlds or MMORPGs. For example, “World of Warcraft,” a popular MMORPG, has more than 10 million monthly subscribers. FarmVille has some 76 million active monthly users due to its popularity on Facebook. “Instead of getting people to come where the game is at [as in MMORPGs], you put the game where people are,” says Charles Hudson, an analyst at Inside Virtual Goods. To be sure, the more mature virtual worlds and MMORPGs aren’t idly standing by. Taking a page from social games, some are looking into ways to incorporate social networks and micro transactions into their frameworks. Second Life, for instance, is considering integrating with something like Facebook Connect, and other ways to increase the social nature of the world. Tom Hale, chief product officer at Second Life parent company Linden Lab, thinks social games have had a positive impact on the overall industry. “What social games have done is make it perfectly acceptable to spend $10 in a game,” says Hale. Beyond PCs and laptops, the spread of virtual goods markets is also making its way onto other devices. Many developers have begun to replicate the model on mobile devices, especially after Apple allowed free-to-play virtual goods-supported games in its App Store just a few months ago. Videogame consoles are also often overlooked, but they have greatly benefited from the rise of the virtual goods industry. Sony says the entire PlayStation Network has brought in more than $520 million in revenue as of December 2009. Hudson estimates that Microsoft’s Xbox Live is a nine-figure business. But for all the buzz around virtual goods, you might still wonder why people are willing to pay for things that don’t really exist. Susan Wu, founder of social games developer Ohai, says her game’s players use virtual goods as a form of communication and as decorations on their sites. Virtual goods can also help them win games. “It’s about relationship building, and things like rank and status,” Wu says. Castronova had perhaps the simplest explanation. “Why do people buy diamond earrings?” he says. “They are something that make you feel good.” by Oliver J. Chiang, Forbes
AUDI STEP THEIR GAME ALL THE WAY UP!!!!! I WAS NEVER A BIG AUDI FAN BUT BETWEEN SLIM, ROCCO AND THESE NEW LOOKS THEY HAVE MY EYES NOW Thirty years ago at the Geneva Motor Show Audi launched itself in a new direction when unveiled a new coupe based on its then current 80/4000 mid-size model. The Quattro coupe took its name from the innovative new all-wheel-drive system that propelled it. Up until the Quattro vehicles that spun all four wheels were typically about off-road traction not performance enhancement. Audi created a system that sent power to all the wheels, all the time without having the kind of jacked up appearance of Jeep. Three decades of winning rally stages and road races have proven conclusively that Quattro works.
TONIGHT!!!!!! AND EVERY MON HERE IN THE ATL IT GOES DOWN AT THE GOLD ROOM, I USUALLY START GOIN IN AT 12:30
I CHECKED THIS OUT LAST NIGHT AND LET ME SAY FIRST ITS NOT A SCARY MOVIE!!!!!!! THE STORY IS VERY INTERESTING AND CINEMATOGRAPHY WAS DOPE TO ME I SAY CHECK IT OUT
HAPPY TO SEE THIS BACK, AS A MATTER OF FACT IT SHOULD BECOME A MAIN STAY. Twenty-three years ago, at the height of his phenomenal entertainment career, Michael Jackson joined forces with Disney to create “Captain EO,” a groundbreaking 17-minute 3D film experience. We are excited to confirm that the classic musical spectacular that thrilled Disneyland park guests from 1986 – 1997, will return for an exclusive, limited engagement at Disneyland park beginning in February 2010! The attraction’s return to Tomorrowland will provide new audiences the opportunity to experience the original 3D production for the very first time, as well as a nostalgic look back for longtime fans wanting to see “The King of Pop” in a rare performance created for the big-screen, just one more time. “Honey I Shrunk The Audience” will be closing sometime in the next few weeks to make way for the Captain’s return.