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Women's Ecumenical Meeting in Brazil Urges End to Violence
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In Brazil, Getting a Job Can Be Three Times Harder When You Are Poor
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Brazil's Unemployment Rate Remains at 9.4%
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Brazil Concentrates Effort of Job Training on Youth
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Youngsters from 50 Countries in Brazil for Entrepreneurs Summit
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Impunity in Brazil: 1,349 Rural Workers Killed and Only 15 Convictions
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Amnesty Uses Brazil Violence to Promote Gun Control in the World
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Brazil Youths Wants Bigger Participation in Politics
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Another Killing Year in Land Conflicts in Brazil
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Amnesty Launches International Campaign Against Brazil's Police Violence
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Torture and Impunity Are Still the Norm Throughout Brazil
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Church Accuses Brazil of Violence Against Indians
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Indian Assassination Has Doubled in Brazil from 20 to 40 a Year
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Close to 30% of Brazilians Are Between 15 and 29. They Want Jobs and Education
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94% of Brazilians Worry a Gun Might Spoil Their Day
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In São Paulo, Brazil, Traffic Kills 4 a Day and a Robbery Happens Every 40 Seconds
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More Civilians Murdered in Brazil in One Year than in Iraq After 3 Years of War
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In Brazil's Favelas Caveirão Took Place of Bogeyman
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Brazilian Army Takes Position in Rio to Secure City
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Former Miss Brazil Needs Surgery After Being Robbed in Rio
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Rio, Brazil, Gets Its Own Body Count Site: 44 Dead in 4 Days
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Death of 6-year-old Boy Dragged Through Rio's Streets Horrifies Brazil
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Paulo Coelho Talks About Brazil's Violence and Sounds Gloomy and Hopeless
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Brazilian Inmates Terrorize, "Kidnap" and Kill by Phone
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My Story About Violence in Brazil Has a Happy Ending
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9 Killed in Massacres in São Paulo, Brazil, This Weekend
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Murder in Brazil Is Not Just a Big-City Problem Anymore
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Clashes with Police and 22 Injured in Anti-Bush Protests in Brazil
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French Musician Murdered in Brazil While on Tour with His Band
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Rio, Brazil's Most Violent City, Calls Army to the Rescue
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Short on Brazil's Violence Wins UN Award
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Amnesty Pans Brazil's Politics of Fear Against Poor
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Brazil Prisons Get 187 Young Adults Every Day
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Indian Beaten to Death by Three Boys in Brazil
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How Diadema, Brazil, Cut Murders in Half by Closing Bars Earlier
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Brazil Police Dismiss UN Criticism and Say Their Action Curbs Murders
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Brazilian Rancher Threatens Yanomami Shaman with Death
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Death Penalty: UN Backs Brazil and 9 Others' Call for Executions Moratorium
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US Decries Torture, Child Labor and Political Murder by Police in Brazil
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Violence and Corruption: Double Challenge for a Prosperous Brazil
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Brazilian Woman Maimed by Husband Gets Little Justice 25 Years Later
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Death of 3 Youngsters Shows How Cozy Brazil's Army Is with Drug Traffickers
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Brazil Law Against Domestic Violence Makes a Difference
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Reese Witherspoon in Brazil Fights Violence Against Women
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20% of the 48,000 Brazilians Murdered Every Year Are Killed by the Police
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Brazil Gets Top Ranking in Murders, Which Are 5% of All Deaths
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25 per 100,000: Brazil's Per-Capita Homicide Rate Is Three Times the World Average
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Killings of Indians in Brazil Fall 40%, Still 53 Were Murdered in 2008
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UN Says Violence and Impunity Culture Still Persists in Brazil
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Brazil Champion in Swine Flu Deaths
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For Economist Brazil Is Controlling Inflation But Not Fostering Growth
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Balance of Rio's One-Day Drug War: One Arrested, 12 Killed
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After 21 Deaths, 4,000 Policemen Take Over Rio's Streets
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Brazil's Supreme Justice Wants Army in Rio to Clean Favelas for Olympics
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Brazil to Become in 10 Years a Big Trendsetter in Latin America
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Brazil Won't Let the Gringos Win Olympic Medals, Says Brazilian President
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Ex-Treasury Secretary in Brazil Punches and Kicks Journalist after Incriminating Report
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3.5 Dead for 1 Injured: Bonus for Cops in Brazil Doubles Number of Killed Suspects
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UN Scolds Brazil for Never Punishing Torture Committed During Dictatorship
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Israeli Drone to Police Rio's Favelas in Cleaning Up Effort Before Olympics
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The Latest from Brazzil Magazine |
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In Brazil, Violence Is Resposible for 68% of Deaths of Male Youths |
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Written by Vitor Abdala
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Monday, 19 December 2005 |
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Although the number of men in Brazil who died violent deaths between 2002 and 2004 fell, it still remains high, according to a study of official demographic statistics (Estatísticas do Registro Civil).
The new study was just released by the Brazilian government statistical bureau (Instituto Brasileiro de Geografia e Estatística) (IBGE). According to the document, 15.74% of total male deaths in 2004 were caused by accidents, homicide or suicide. Em 2002, that number was 16.17%. The states with the highest levels of violent deaths are Roraima (32.8%), Rondônia (27.5%) and Mato Grosso (23.2%). The states with the lowest rates of violent deaths are Amazonas (6%) and Piauí (8.2%). The IBGE reports that among male youths between 15 and 24 years of age the rate of violent deaths rises sharply to 68%. In Rio de Janeiro the rate is 225 violent deaths per 100,000 inhabitants. For women in general, the rate of violent death is less than 5%, but for the age group between 15 and 24, it rises to 33.8%. Agência Brasil
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In many ways, the in-game economy is similar to a real world economy - goods and services are traded to mutual advantage and are mediated in currencies(gold,platinum,credit,etc.).
An online broker, who goes by the screen name Rolala, was not a fan of online games until his 15-year-old son became interested in Final Fantasy XI(FFXI). He then noticed that a large number of gils(currencies used in FFXI) were for sale on eBay.
"I started hearing about players leaving the game who were selling their assets at cheap prices," he said, "so I figured, buy low, sell high."
But Rolala found his moneymaking options in FFXI "very limited". He switched to World of Warcraft,the world's largest MMORPG. There, he has leveraged his real-life experience into an online business. He converts his game profits into real money on sites like ebay, cheap wow gold ,world of warcraft gold,etc. Earnings can be considerable. He said he was on track to earn about $120,000 in real money in his first year in this business.
Rolala's business is just one example of how increasingly popular online role-playing games have created a shadow economy in which the lines between the real world and the virtual world are getting blurred.
Edward Castronova, an economics professor at Indiana University who has written a book on the subject, calculated that if you took the real dollars spent within "EverQuest "as an index, its game world, called Norrath, would be the 77th richest nation on the planet, while annual player earnings surpass those of citizens of Bulgaria, India or China.
Go to GameUSD, an exchange-rate calculator for the virtual worlds, and do a search for the latest rates of virtual currencies against the U.S. dollar, and let your jaw drop open. The rates of some virtual world currencies are even better than that of the Iraqi Dinar! For instance, here is the exchange rate of several popular virtual currencies: Final Fantacy XI Gil ($23.89/1M), Lineage 2 adena ($2.80/1M), Everquest Platinum ($0.24/1K), Everquest 2 Gold ($0.017/gold), WOW Gold ( World of Warcraft Gold ) ($0.178/gold), Star Wars Galaxies Credit ($0.50/1M), Guild Wars Gold ($0.07/1K), Second Life Linden ($3.14/1K), etc.
Right now, this business is one of the most hotly debated issues on the internet. Many game companies such as Blizzard who run World of Warcraft discourage profit from in-game properties, though none have found a way to stop it.
Sony Online Entertainment, on the other hand, encourages the practice (albeit within the confines of their own "Station Exchange", their own forum for the sale of in-game properties). It recently announced the first month's figures from "Station Exchange". According to SOE, over 45,000 characters from "EverQuest 2" have been active on the exchange and have spent over $180,000 USD in one month, half of which have been spent on in-game gold and platinum.
In terms of the law's concern, another issue is, who owns the virtual money? Many virtual world designers maintain that anything created in the world belong to the company. They refuse to recognise the rights of their players in the virtual property for fear of attracting liability for its maintenance or security.
But will this work in the long term? Players spend considerable time and/or money acquiring such assets. In many cases they are the creation of the player and even the intellectual property ownership is questionable. "As we spend more time in these worlds, it's not enough for companies to say that 'we own everything and we can turn it off at any time,'" said a gamer. "The question may soon be should we have recourse against a game company for obliterating virtual assets?"
With the rapid growth of virtual currency exchange market, should people accord virtual property the same protection as property in the real world?