If you perform an audience analysis of the players in virtual worlds such as Second Life and World of Warcraft, what are the demographic of the users?

With the explosion of virtual world gaming, what is the draw or what are users gaining from playing these video games? Are users looking to escape from real life? Or Are they gaining skills from these virtual worlds and applying them into the real world?

With the privacy issues in virtual worlds such as Second Life, Do the developers have committees that police the environment? And is there strict code of conduct rules listed when you register for these virtual world games? Should users have the power to kick anyone out that is not following the rules? Similar to how users can help reedit documents in Wiki docs.