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Testing new toy economies/political structures in MMOGs

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Testing new toy economies/political structures in MMOGs

  1. 1. Testing new toy economies/political structures in MMOGs Nadja Kutz Berlin June/July 2011
  2. 2. Concept Some abbreviations: a MMOG is a Massive Multiplayer Online Game i.e. it is a computer game, which is played online with Massively many players. The game is usually using multiple servers.
  3. 3. Concept Some abbreviations: a MMOG is a Massive Multiplayer Online Game i.e. it is a computer game, which is played online with Massively many players. The game is usually using multiple servers. Examples:
  4. 4. Concept Some abbreviations: a MMOG is a Massive Multiplayer Online Game i.e. it is a computer game, which is played online with Massively many players. The game is usually using multiple servers. Examples: World of Warcraft (1994,2004) (11 to 12 million monthly subscribers worldwide) (MMPORG)
  5. 5. Concept Some abbreviations: a MMOG is a Massive Multiplayer Online Game i.e. it is a computer game, which is played online with Massively many players. The game is usually using multiple servers. Examples: World of Warcraft (1994,2004) (11 to 12 million monthly subscribers worldwide) (MMPORG) Happy Farm (228 million active users, and 23 million daily users)(MMORTS)
  6. 6. A MMOG is developped using a software which may be called game engine or game environment.
  7. 7. A MMOG is developped using a software which may be called game engine or game environment. Open source MMOG game engines are worldforge and Arianne A screenshot from the Worldforge client Ember showing a goblin raid on a castle. (Photo: Erik Hjortsberg)
  8. 8. A lot of MMOGs have a socalled virtual economy that is an economy which lives in the virtual world of the corresponding game. Such an economy has often even its own currency like in the example of the World of Warcraft the currency WoW gold.
  9. 9. A lot of MMOGs have a socalled virtual economy that is an economy which lives in the virtual world of the corresponding game. Such an economy has often even its own currency like in the example of the World of Warcraft the currency WoW gold. The virtual economy of a game reaches sometimes into the real world, like e.g. via a black market.
  10. 10. MMOGs are increasingly subject of scientific research, also in economics.
  11. 11. MMOGs are increasingly subject of scientific research, also in economics. For example: Macroeconomic behaviour in Everquest was investigated in the research project As real as real? by Edward Castronova, Dmitri Williams, Cuihua Shen, Ratan Rabindra, Xiong Li, Yun Huang, and Brian Keegan: Transaction data from a large commercial virtual world, the first such data set provided to outside researchers, is used to calculate metrics for production, consumption and money supply based on real-world definitions. Movements in these metrics over time were examined for consistency with common theories of macroeconomic change. The results indicated that virtual economic behavior follows real-world patterns. (new media and society, 2009)
  12. 12. Looking at MMOGs a question arised, which finally let to this talk:
  13. 13. Looking at MMOGs a question arised, which finally let to this talk: Why not try to find a whole new political/ macroeconomic system with the aide of MMOGs?
  14. 14. Motivation Why should one?... try to find a new macroeconomic system with a MMOG?!
  15. 15. There are two things to discuss:
  16. 16. There are two things to discuss: 1. Why a new macroeconomic system?
  17. 17. There are two things to discuss: 1. Why a new macroeconomic system? 2. Why simulate on a MMOG ?
  18. 18. 1. Why a new macroeconomic system?
  19. 19. 1. Why a new macroeconomic system? For some asking this question appears already superfluous, for others not.
  20. 20. 1. Why a new macroeconomic system? For some asking this question appears already superfluous, for others not. It is certainly not possible to discuss this thouroughly in this talk, so just some key thoughts on this, which shall display the relevance of scientific data with regard to this question.
  21. 21. Problem: planet earth is limited.
  22. 22. So just recycle!
  23. 23. So just recycle! Problems:
  24. 24. So just recycle! Problems: 1. Recycling (likewise reduction and reuse) takes usually only place if its profitable (like if resources are scarce (in particular if there are no other options) and/or if political regulations are invigorated)
  25. 25. So just recycle! Problems: 1. Recycling (likewise reduction and reuse) takes usually only place if its profitable (like if resources are scarce (in particular if there are no other options) and/or if political regulations are invigorated) 2. Recycling needs energy
  26. 26. Famous example where recycling is less taking place:
  27. 27. Famous example where recycling is less taking place: recycling of greenhouse gases (as waste byproducts from energy production)
  28. 28. Famous example where recycling is less taking place: recycling of greenhouse gases (as waste byproducts from energy production) wasteproblem is here leading to rapid climate change which has rather dramatic consequences
  29. 29. The recycling of e.g. the green house gas CO2 (carbon dioxid) would mean to either use CO2 in other processes (like for algae) or to separate it again into carbon and oxygen, which would mean to put back the energy one had once won from burning fossils
  30. 30. The recycling of e.g. the green house gas CO2 (carbon dioxid) would mean to either use CO2 in other processes (like for algae) or to separate it again into carbon and oxygen, which would mean to put back the energy one had once won from burning fossils So one has eventually to take a “recycling-run-away effect” into account, i.e. additional energy needs which are due to recycling and in particular which are due to recycling of waste products from energy production
  31. 31. Problem:
  32. 32. Problem: Due to the upcoming scarcity of Uranium 235 future nuclear technology will mostly use BREEDERS, which breed Uranium 233 (from Thorium) or Plutonium (from Uranium 238).
  33. 33. Problem: Due to the upcoming scarcity of Uranium 235 future nuclear technology will mostly use BREEDERS, which breed Uranium 233 (from Thorium) or Plutonium (from Uranium 238). Why may this be a problem?
  34. 34. Problem: Due to the upcoming scarcity of Uranium 235 future nuclear technology will mostly use BREEDERS, which breed Uranium 233 (from Thorium) or Plutonium (from Uranium 238). Why may this be a problem? - Rather new technology with potentially big waste problem Image: Prolineserver
  35. 35. Example: a popular breeder type are Fast reactors. (e.g. favorite US future reactor design)
  36. 36. Example: a popular breeder type are Fast reactors. (e.g. favorite US future reactor design) Experiences with nuclear power according to world-nuclear.org (a pro-nuclear organization):
  37. 37. Example: a popular breeder type are Fast reactors. (e.g. favorite US future reactor design) Experiences with nuclear power according to world-nuclear.org (a pro-nuclear organization): 14170 reactor years of civil nuclear power and
  38. 38. Example: a popular breeder type are Fast reactors. (e.g. favorite US future reactor design) Experiences with nuclear power according to world-nuclear.org (a pro-nuclear organization): 14170 reactor years of civil nuclear power and 390 reactor-years experience with fast reactors (image to the right: One of the 6 fast reactors currently operating in the world at Monju, Japan. The Monju reactor was closed in 1995 due to a major fire caused by a sodium leak. Since the reopening in May 2010 it had apparently operated for only one Image: Nife hour due to other accidents)
  39. 39. Moreover nuclear technologies which reduce waste are rather in research state and/or are too expensive. An example from world-nuclear.org:
  40. 40. Moreover nuclear technologies which reduce waste are rather in research state and/or are too expensive. An example from world-nuclear.org: “Much development work is still required before the thorium fuel cycle can be commercialised, and the effort required seems unlikely while (or where) abundant uranium is available.”
  41. 41. Moreover nuclear technologies which reduce waste are rather in research state and/or are too expensive. An example from world-nuclear.org: “Much development work is still required before the thorium fuel cycle can be commercialised, and the effort required seems unlikely while (or where) abundant uranium is available.” Likewise reprocessing is currently usually more costly than dumping and breeding is economically attractive. Amongst others this may create a
  42. 42. Moreover nuclear technologies which reduce waste are rather in research state and/or are too expensive. An example from world-nuclear.org: “Much development work is still required before the thorium fuel cycle can be commercialised, and the effort required seems unlikely while (or where) abundant uranium is available.” Likewise reprocessing is currently usually more costly than dumping and breeding is economically attractive. Amongst others this may create a big plutonium market
  43. 43. Image: Digital Globe
  44. 44. Image: USAF
  45. 45. Quick calculation:
  46. 46. Quick calculation: Average power received per square metre in deserts is according to the Desertec White Book 260W /m2 (northern european areas solar power per area is only about 100W /m2 )
  47. 47. Quick calculation: Average power received per square metre in deserts is according to the Desertec White Book 260W /m2 (northern european areas solar power per area is only about 100W /m2 ) area of deserts: 36 · 1012 m2 , number of hours in a year: 8760h
  48. 48. Quick calculation: Average power received per square metre in deserts is according to the Desertec White Book 260W /m2 (northern european areas solar power per area is only about 100W /m2 ) area of deserts: 36 · 1012 m2 , number of hours in a year: 8760h In a year this gives an energy of: 36·1012 260W 8760h sizeofdeserts · sunpower · hours · 82·106 ·1012 Wh = 82 million TWh
  49. 49. Quick calculation: Average power received per square metre in deserts is according to the Desertec White Book 260W /m2 (northern european areas solar power per area is only about 100W /m2 ) area of deserts: 36 · 1012 m2 , number of hours in a year: 8760h In a year this gives an energy of: 36·1012 260W 8760h sizeofdeserts · sunpower · hours · 82·106 ·1012 Wh = 82 million TWh Fossil and nuclear energy consumption in 2005: 107 · 103 TWh 750 · 82TWh
  50. 50. Quick calculation: Average power received per square metre in deserts is according to the Desertec White Book 260W /m2 (northern european areas solar power per area is only about 100W /m2 ) area of deserts: 36 · 1012 m2 , number of hours in a year: 8760h In a year this gives an energy of: 36·1012 260W 8760h sizeofdeserts · sunpower · hours · 82·106 ·1012 Wh = 82 million TWh Fossil and nuclear energy consumption in 2005: 107 · 103 TWh 750 · 82TWh The energy arriving in a year in the worlds desert is approx. 750 times more than the fossil and nuclear energy needed in 2005.
  51. 51. Quick calculation: Average power received per square metre in deserts is according to the Desertec White Book 260W /m2 (northern european areas solar power per area is only about 100W /m2 ) area of deserts: 36 · 1012 m2 , number of hours in a year: 8760h In a year this gives an energy of: 36·1012 260W 8760h sizeofdeserts · sunpower · hours · 82·106 ·1012 Wh = 82 million TWh Fossil and nuclear energy consumption in 2005: 107 · 103 TWh 750 · 82TWh The energy arriving in a year in the worlds desert is approx. 750 times more than the fossil and nuclear energy needed in 2005. Assume conversion efficiency from solar energy to electricity of 10% then
  52. 52. Quick calculation: Average power received per square metre in deserts is according to the Desertec White Book 260W /m2 (northern european areas solar power per area is only about 100W /m2 ) area of deserts: 36 · 1012 m2 , number of hours in a year: 8760h In a year this gives an energy of: 36·1012 260W 8760h sizeofdeserts · sunpower · hours · 82·106 ·1012 Wh = 82 million TWh Fossil and nuclear energy consumption in 2005: 107 · 103 TWh 750 · 82TWh The energy arriving in a year in the worlds desert is approx. 750 times more than the fossil and nuclear energy needed in 2005. Assume conversion efficiency from solar energy to electricity of 10% then Solar in deserts could give 75 times more energy than fossil and nuclear in 2005
  53. 53. 75 times more energy from solar than we need??!
  54. 54. 75 times more energy from solar than we need??! Great !!!!!!!!
  55. 55. 75 times more energy from solar than we need??! Great !!!!!!!! all problems solved !!!!!!
  56. 56. 75 times more energy from solar than we need??! Great !!!!!!!! all problems solved !!!!!! Let’s have a pizza!!
  57. 57. Unfortunately....
  58. 58. Unfortunately.... there may be again problems...
  59. 59. Unfortunately.... there may be again problems... Major problem: installment is a huge venture, i.e. the technological problems may eventually be solvable but solar power may be more expensive than fossil and nuclear in economic competition i.e. it seems there may again be rather severe economic/political obstacles
  60. 60. what about the future?
  61. 61. what about the future? what about population growth?
  62. 62. 2010 Revision of the World Population Prospects, United Nations Department of Economic and Social Affairs (UNDEP): Medium fertility variant: The world population is to reach 10 billion by 2100 if fertility in all countries converges to replacement level (1 babygirl per woman) After 2100 it would decline with this fertility.
  63. 63. 2010 Revision of the World Population Prospects, United Nations Department of Economic and Social Affairs (UNDEP): Medium fertility variant: The world population is to reach 10 billion by 2100 if fertility in all countries converges to replacement level (1 babygirl per woman) After 2100 it would decline with this fertility. Low fertility variant: fertility of 0.5 babygirls per woman: 8.1 billion in 2050 and decline towards the second half of this century to reach 6.2 billion in 2100.
  64. 64. 2010 Revision of the World Population Prospects, United Nations Department of Economic and Social Affairs (UNDEP): Medium fertility variant: The world population is to reach 10 billion by 2100 if fertility in all countries converges to replacement level (1 babygirl per woman) After 2100 it would decline with this fertility. Low fertility variant: fertility of 0.5 babygirls per woman: 8.1 billion in 2050 and decline towards the second half of this century to reach 6.2 billion in 2100. High fertility variant: fertility of 1.5 babygirls per woman: 10.6 billion in 2050 and 15.8 billion in 2100
  65. 65. 2010 Revision of the World Population Prospects, United Nations Department of Economic and Social Affairs (UNDEP): Medium fertility variant: The world population is to reach 10 billion by 2100 if fertility in all countries converges to replacement level (1 babygirl per woman) After 2100 it would decline with this fertility. Low fertility variant: fertility of 0.5 babygirls per woman: 8.1 billion in 2050 and decline towards the second half of this century to reach 6.2 billion in 2100. High fertility variant: fertility of 1.5 babygirls per woman: 10.6 billion in 2050 and 15.8 billion in 2100 Probably strong growth in less developped regions like in parts of Africa: Africas population was in 2011 equivalent to 61 per cent of the population of the Americas, Europe and Oceania. In 2100, Africa could be five times as populous as Northern America and over 4 times more populous than either Europe or Latin America and the Caribbean
  66. 66. What does this mean for energy consumption?
  67. 67. energy consumption population GDP per capita energy intensity GDPworld EC EC = N ∗ N ∗ GDPworld
  68. 68. energy consumption population GDP per capita energy intensity GDPworld EC EC = N ∗ N ∗ GDPworld GDPworld : Gross Domestic Product (“Income”) of the world in a year GDPworld /N: Gross Domestic Product of the world in a year per capita economic growth (per capita): change of GDP (per capita) in time (a growth of 1.4 % of GDP per capita means that GDP per capita roughly doubles in about 50 years) EC: world energy consumption averaged over a year energy intensity: usually slightly decreases, for simplicity see it as a constant for the moment population GDP intensity ˙ E2001 = 6.145 ∗ 109 ∗ 7470$ ∗ 0.29W /$ = 13.31 ∗ 1012 W = 13.31 TW 13.5 TW
  69. 69. Using this formula one gets with the medium population variant and an average world economic growth (per capita) of 1.4 % (and a decreasing energy intensity!) roughly that:
  70. 70. Using this formula one gets with the medium population variant and an average world economic growth (per capita) of 1.4 % (and a decreasing energy intensity!) roughly that: Energy consumption will double by 2050 and be three times more in 2100 than now
  71. 71. Using this formula one gets with the medium population variant and an average world economic growth (per capita) of 1.4 % (and a decreasing energy intensity!) roughly that: Energy consumption will double by 2050 and be three times more in 2100 than now With a constant energy intensity (eventually due to recycling run away effect, higher energy needs for resource retrieval) it would roughly be six times more by 2100, and with the high fertility variant energy consumption would get an additional factor of roughly 1.5 i.e. energy consumption would in this case be 9 times more in 2100 than now.
  72. 72. Using this formula one gets with the medium population variant and an average world economic growth (per capita) of 1.4 % (and a decreasing energy intensity!) roughly that: Energy consumption will double by 2050 and be three times more in 2100 than now With a constant energy intensity (eventually due to recycling run away effect, higher energy needs for resource retrieval) it would roughly be six times more by 2100, and with the high fertility variant energy consumption would get an additional factor of roughly 1.5 i.e. energy consumption would in this case be 9 times more in 2100 than now.
  73. 73. Using this formula one gets with the medium population variant and an average world economic growth (per capita) of 1.4 % (and a decreasing energy intensity!) roughly that: Energy consumption will double by 2050 and be three times more in 2100 than now With a constant energy intensity (eventually due to recycling run away effect, higher energy needs for resource retrieval) it would roughly be six times more by 2100, and with the high fertility variant energy consumption would get an additional factor of roughly 1.5 i.e. energy consumption would in this case be 9 times more in 2100 than now. Note that this is within the lifetime of people who are born now.
  74. 74. Conclusion: If the current world political/economical system is not changed soon then there may probably be great problems soon.
  75. 75. Conclusion: If the current world political/economical system is not changed soon then there may probably be great problems soon. left out in argumentation: the ailing world financial system, social problems...
  76. 76. OK. seems something has to be changed but....
  77. 77. OK. seems something has to be changed but.... 2. Why simulate with a MMOG ?
  78. 78. As pointed out earlier - the economy in MMOGs (like in everquest) is complicated enough to simulate real macroeconomic behaviour.
  79. 79. As pointed out earlier - the economy in MMOGs (like in everquest) is complicated enough to simulate real macroeconomic behaviour.
  80. 80. As pointed out earlier - the economy in MMOGs (like in everquest) is complicated enough to simulate real macroeconomic behaviour. The digital set-up of a MMOG allows to use and analyse game-play and settings in a scientific way.
  81. 81. As pointed out earlier - the economy in MMOGs (like in everquest) is complicated enough to simulate real macroeconomic behaviour. The digital set-up of a MMOG allows to use and analyse game-play and settings in a scientific way. Day-to-day world politics had sofar no big success in changing the fundamental problems. Fundamental changes are usually avoided due to the unpredictability of the consequences of such changes.
  82. 82. As pointed out earlier - the economy in MMOGs (like in everquest) is complicated enough to simulate real macroeconomic behaviour. The digital set-up of a MMOG allows to use and analyse game-play and settings in a scientific way. Day-to-day world politics had sofar no big success in changing the fundamental problems. Fundamental changes are usually avoided due to the unpredictability of the consequences of such changes. Using a MMOG in order to test new political/economic systems is less invasive than a revolution. Sans culotte, by Aurevilly
  83. 83. About realization of concept Sketch of technical specifications:
  84. 84. About realization of concept Sketch of technical specifications: Since one has to scientifically evaluate, analyse and process the game and e.g. include scientific data, discuss findings etc. the MMOG game environment needs to be connected to scientific workplaces.
  85. 85. About realization of concept Sketch of technical specifications: Since one has to scientifically evaluate, analyse and process the game and e.g. include scientific data, discuss findings etc. the MMOG game environment needs to be connected to scientific workplaces. Some aspects connected with that:
  86. 86. About realization of concept Sketch of technical specifications: Since one has to scientifically evaluate, analyse and process the game and e.g. include scientific data, discuss findings etc. the MMOG game environment needs to be connected to scientific workplaces. Some aspects connected with that: → the specification of data (what type, what is the data about etc.) within the game has to be rather high (semantic web)
  87. 87. About realization of concept Sketch of technical specifications: Since one has to scientifically evaluate, analyse and process the game and e.g. include scientific data, discuss findings etc. the MMOG game environment needs to be connected to scientific workplaces. Some aspects connected with that: → the specification of data (what type, what is the data about etc.) within the game has to be rather high (semantic web) → the serialization (the way data is ordered) has to be easy manageable
  88. 88. About realization of concept Sketch of technical specifications: Since one has to scientifically evaluate, analyse and process the game and e.g. include scientific data, discuss findings etc. the MMOG game environment needs to be connected to scientific workplaces. Some aspects connected with that: → the specification of data (what type, what is the data about etc.) within the game has to be rather high (semantic web) → the serialization (the way data is ordered) has to be easy manageable → the data in games within the environment needs to be easily usable via well defined interfaces
  89. 89. About realization of concept Sketch of technical specifications: Since one has to scientifically evaluate, analyse and process the game and e.g. include scientific data, discuss findings etc. the MMOG game environment needs to be connected to scientific workplaces. Some aspects connected with that: → the specification of data (what type, what is the data about etc.) within the game has to be rather high (semantic web) → the serialization (the way data is ordered) has to be easy manageable → the data in games within the environment needs to be easily usable via well defined interfaces → one needs a supportive environment for scientific exchange/collaboration
  90. 90. The following realization pathway appears to make sense:
  91. 91. The following realization pathway appears to make sense: → Improve accessibility, interoperability and manageability of scientific data (already some progress: LOD (linked open data web), WDS (World Data System), Wikipedia etc.
  92. 92. The following realization pathway appears to make sense: → Improve accessibility, interoperability and manageability of scientific data (already some progress: LOD (linked open data web), WDS (World Data System), Wikipedia etc. → Improve online communication/collaboration/data manipulation tools, find a global standard for scientists, which makes information interchange easier (“a global open scientific network”)
  93. 93. The following realization pathway appears to make sense: → Improve accessibility, interoperability and manageability of scientific data (already some progress: LOD (linked open data web), WDS (World Data System), Wikipedia etc. → Improve online communication/collaboration/data manipulation tools, find a global standard for scientists, which makes information interchange easier (“a global open scientific network”) → Seems suggestive: Set up a platform for scientists, which represents/provides an access (linking) to such a global scientific network as well as to global scientific data and which provides data management tools. Such a platform may also eventually provide services to the public. (like an online science parliament which hands out scientifically motivated advices on complicated issues , see “On the need for a global academic internet platform” http://arxiv.org/pdf/0803.1360v1)
  94. 94. → Such a platform/network could serve as a hub for the MMOG environment (similar to how some online games are taking place in facebook and other networks)
  95. 95. → Such a platform/network could serve as a hub for the MMOG environment (similar to how some online games are taking place in facebook and other networks) → The hub should however be not just an access point to a game, but could indicate the scientific extra information, like the for the game used data, display results from monitoring tools (Game-Cockpit) etc.
  96. 96. Some further comments on realization: → development of a commercial MMOG game alone (i.e. not the environment) can cost 10 million $
  97. 97. Some further comments on realization: → development of a commercial MMOG game alone (i.e. not the environment) can cost 10 million $ → the development of a professional commercial computer game alone (not necessarily a MMOG) can easily take 5 years
  98. 98. Some further comments on realization: → development of a commercial MMOG game alone (i.e. not the environment) can cost 10 million $ → the development of a professional commercial computer game alone (not necessarily a MMOG) can easily take 5 years → the experience of professional game developpers and platform developpers is needed for such a project, however if some people at the respective companies are not voluntarily philantropic then this may get rather expensive
  99. 99. Some comments on the approach to the set-up of the game environment:
  100. 100. Some comments on the approach to the set-up of the game environment: It should be capable of hosting a MMOG with similar capabilities to a standard MMOG.
  101. 101. Some comments on the approach to the set-up of the game environment: It should be capable of hosting a MMOG with similar capabilities to a standard MMOG. Additional information/technological needs for such an environment can be best assessed if one has already some game proposals at hand.
  102. 102. Some comments on the approach to the set-up of the game environment: It should be capable of hosting a MMOG with similar capabilities to a standard MMOG. Additional information/technological needs for such an environment can be best assessed if one has already some game proposals at hand. Thus development of a game prototype for a game with the working title “Utopia” started in 2009.
  103. 103. Most contents of this talk, a short outline for the game environment and a wiki for other game ideas is on an open project at azimuthproject.org and in an article draft at http://www.randform.org/blog/?p=3827. The azimuthproject is an online collaboration of scientists, which gathers, analyses and discusses scientific information about global problems.
  104. 104. Short outline of some key concepts of the game Utopia
  105. 105. Short outline of some key concepts of the game Utopia Utopia has several stages of gameplay there are sofar:
  106. 106. Short outline of some key concepts of the game Utopia Utopia has several stages of gameplay there are sofar: 1. stage: Determining local needs to come up with a set-up for survival
  107. 107. Short outline of some key concepts of the game Utopia Utopia has several stages of gameplay there are sofar: 1. stage: Determining local needs to come up with a set-up for survival 2. stage: Luxury corrections to set-up
  108. 108. Short outline of some key concepts of the game Utopia Utopia has several stages of gameplay there are sofar: 1. stage: Determining local needs to come up with a set-up for survival 2. stage: Luxury corrections to set-up 3. stage (optional): Transition from real set-up to new set-up
  109. 109. Short outline of some key concepts of the game Utopia Utopia has several stages of gameplay there are sofar: 1. stage: Determining local needs to come up with a set-up for survival 2. stage: Luxury corrections to set-up 3. stage (optional): Transition from real set-up to new set-up 4. stage: Real time strategy game play based on different economic rules
  110. 110. First stage: Determining local needs for survival
  111. 111. First stage: Determining local needs for survival Using scientific cartography containing the most current (world) set-up of population, living space, production data etc. the current “real” set-up shall be changed to a new set-up which ensures a very basic set of living needs, like enough nutrition, living space, education, etc. The new set-up is subject to the constraint that some notion of “exchange” should approximately be minimized. Exchange can be here: exchange of goods, energy, commuting to workplace (“exchange of humans”) etc. Exchange should be weighted by aspects like environmental friendliness, usefulness etc. In such a new set-up food should rather come from local farms etc. If scientific data is missing one could eventually think about assessing data via games (“guess how many number of people are living in the appartments of the street you are just walking through”.)
  112. 112. Second stage: Luxury corrections
  113. 113. Second stage: Luxury corrections It is to be expected that a given real set-up will be quite different to a set-up which was determined in the first stage. One can fix an amount of the excessive infrastructure/goods of the real set-up for “luxury distribution”. In the 2. stage this “extra” infrastructure/goods which is not needed for immediate survival like extra living space, higher education, musical instruments, dish-washers, extra transport (travel), TV etc. can be distributed, with an regard to environmental friendliness. The “luxury distribution” may be locally different (has to be negotiated) and could even encompass “unjust” distribution, like that some local people/organisations may obtain more luxury. This could be e.g. determined in polls. Here influences to birthrates could be implemented (e.g. soft ones like reduction of TV and alcohol consume for families with many childs).
  114. 114. Third stage (optional): Transition from real to new set-up
  115. 115. Third stage (optional): Transition from real to new set-up In this set-up strategies of how a real set-up could be changed into a set-up from the second stage, can be developped.
  116. 116. Fourth stage: MMOG Real-time strategy game play
  117. 117. Fourth stage: MMOG Real-time strategy game play One can start now with a sim-city like set-up, where each participant has enough for survival and a bit more. Depending on the fixed amount of infrastructure/goods of the second stage one can approximately determine (based on global resources etc.), which extra infrastructure/goods could provide an extra surplus (apart from the luxury distribution). The distribution of this surplus (via money) and eventually the distribution of parts of the luxury distribution could be seen as an “economic surplus”, which can be distributed by the game participants. Income can be generated from this surplus depending how “successful” investments are (in terms of an adjustable mix of revenue and socalled beneficiary and eventually seperately beneficiary innovation points in replacement e.g. for patents).
  118. 118. Fourth stage: MMOG Real-time strategy game play continuation The safety of the basic set-up of stage one has to be ensured, this can be done by mostly decoupling these needs from the market, like via state-owned housing, farm adoptions etc. Jobs shall be paid according to how unpleasant/dangerous the corresponding work is. Eventually one could think about reducing pensions as corrective measure for fertility above replacement level. The goal is to find a stable game solution.
  119. 119. Thank you!

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