Axa Assurance Maroc - Insurer Innovation Award 2024
Testing new toy economies/political structures in MMOGs
1. Testing new toy economies/political structures in
MMOGs
Nadja Kutz
Berlin
June/July 2011
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. 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. 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. 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. A MMOG is developped using a software which may be called
game engine or game environment.
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. 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. 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.
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. Looking at MMOGs a question arised, which finally let to this talk:
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. Motivation
Why should one?... try to
find a new macroeconomic system with a
MMOG?!
19. 1. Why a new macroeconomic system?
For some asking this question appears already superfluous, for
others not.
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.
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)
26. 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
28. Famous example where recycling is less taking place:
recycling of greenhouse gases (as waste byproducts from energy
production)
29. 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
30.
31. 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
32. 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
35. 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).
36. 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?
37. 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
38. Example: a popular breeder type are Fast reactors. (e.g. favorite
US future reactor design)
39. 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):
40. 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
41. 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)
42. Moreover nuclear technologies which reduce waste are rather in
research state and/or are too expensive. An example from
world-nuclear.org:
43. 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.”
44. 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
45. 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
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 )
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
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
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
53. 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.
54. 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
55. 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
62. 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
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.
66. 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.
67. 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
68. 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
70. energy consumption population GDP per capita energy intensity
GDPworld EC
EC = N ∗ N ∗ GDPworld
71. 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
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:
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
74. 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.
75. 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.
76. 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.
77. Conclusion: If the current
world political/economical
system is not changed soon
then there may probably be
great problems soon.
78. 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...
81. As pointed out earlier - the economy in MMOGs (like in everquest)
is complicated enough to simulate real macroeconomic behaviour.
82. As pointed out earlier - the economy in MMOGs (like in everquest)
is complicated enough to simulate real macroeconomic behaviour.
83. 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.
84. 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.
85. 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
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.
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:
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)
90. 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
91. 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
92. 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
94. 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.
95. 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”)
96. 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)
97. → 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)
98. → 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.
99. Some further comments on realization:
→ development of a commercial MMOG game alone (i.e. not the
environment) can cost 10 million $
100. 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
101. 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
102. Some comments on the approach to the set-up of the game
environment:
103. 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.
104. 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.
105. 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.
106. 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.
109. Short outline of some key concepts of the game Utopia
Utopia has several stages of gameplay there are sofar:
110. 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
111. 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
112. 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
113. 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
115. 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”.)
117. 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).
119. 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.
121. 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).
122. 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.