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Rabbits can be pests -- just ask anyone in Australia. The
      animals aren’t native to the island continent and, as an invasive
      species, grew to extraordinarily large populations (they bred like, well,
      rabbits), choking part of the nation’s ecology. It was a big problem, but
      that’s a story for another day.
 It’s also a story that Second Life should be immune too. You’re probably
      not aware of Second Life -- except for a brief heyday in around 2006,
      it’s found mostly niche appeal. If you want to know more about it, its Wikipedia entry is extensive, but for
      our purposes, the first paragraph of that will do:
 
Second Life is an online virtual world, developed and
      owned by the San Francisco-based firm Linden Lab and launched on June 23,
      2003. By 2013, Second Life had approximately 1 million regular users. In
      many ways, Second Life is similar to  massively multiplayer online
      role-playing games [MMORPGs]; however, Linden Lab is emphatic that their
      creation is not a game: "There is no manufactured conflict, no set
      objective". 
Like many other MMORPGs, Second Life has its own economy,
      only more so because unlike most other “games,” there’s really nothing
      else to do except participate in the economy and build yourself a virtual
      life. That can be profitable in the real world, too; there’s an exchange
      which allows Linden Dollars, the in-universe currency, to be converted
      into real currency. As a result, many entrepreneurs have built businesses
      inside the interface -- businesses which are subject to real world laws
      and real world courts.
 But let’s not get ahead of ourselves. First, let’s talk about a booming
      industry in Second Life -- breedables, which are basically virtual pets.
      As VICE explains, “these scripted, modeled and
      animated objects take countless forms—from cats to chickens to dragons to
      shoes to flowers— with the general premise being that someone buys them
      blindly (usually in egg or nest form) with certain odds of getting rare
      versus common varieties.”
 
 As of a year or so ago, Ozimal LLC was one of the businesses selling
      breedables in Second Life. Ozimal’s main business was bunny rabbits --
      virtual ones, of course. Per PC Gamer, “they eat, breed, they hop
      around a bit—pretty much what you'd expect from a real-life bunny, minus
      the poop under the couch,” and of course, they were really cute. Demand
      was high and, because they were nothing more than a bunch of 1s and 0s,
      supply was effectively infinite.
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