Meeting notice: The 04.Jan.20 meeting will be held at 7:30 P.M. at the Royal East (782 Main St., Cambridge), a block down from the corner of Main St. and Mass Ave. If you're new and can't recognize us, ask the manager. He'll probably know where we are. More details below. Suggested topic: I've been playing for a while with the idea that one of the better windows into the look and feel of a nanotech-enabled world are synthetic worlds. Recently Ed Castronova, Associate Professor of Economics, Cal State Fullerton (http://business.fullerton.edu/ecastronova/) published a study of virtual world economics, or "avatar economies". Among his observations three stand out in this regard: -- Economics in the real world assumes that work causes disutility. In an avatar economy, however, it is lack of work that causes disutility. Regardless of earnings and loot rates, people who play games must have something to do or they will be bored. If a game structure limits their ability to be meaningfully engaged in some mission, quest, or activity, they will be unhappy. Work is good. [I've been poking around in the VW "Second Life," which is optimized to encourage the creation of clothes, vehicles, interiors, and structures. Today I dropped by a night club in the game at the invitation of a friend who works there as an exotic dancer. I found it closed (I was too early) and began wandering around the neighborhood. In the back of the club I found a female avatar building a house. I mentioned the club and she said it was the bane of the neighborhood. Loud music, etc. Crowds. Server lag. Plus people kept dropping cigarette butts on her lawn. Think about that. In this world in order to drop a butt on a lawn you have to get out Photoshop and build a butt to begin with. That is work trophism in spades.] -- In RW economics growth is always good. In an avatar economy, however, increases in per-capita wealth -- which make it easier to accomplish various quests and missions -- will lower the challenge level of the game, potentially making it a less interesting puzzle. Growth can be bad. -- Economics, on Earth, takes the population of humans as fixed, and also assumes that their tastes and initial abilities are fixed. In an avatar economy people are free to choose a significant subset of their abilities. They also can choose when to be alive and when not to be, as well as how many different people to be. The choosing economic agent can be a fairly complex entity. All this ring a bell??? <-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-> Disney + nanotech = nanoland. http://www.news.cornell.edu/releases/Jan04/NanoExhibit.bpf.html <-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-> In twenty years half the population of Europe will have visited the moon. -- Jules Verne, 1865 <-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-> Announcement Archive: http://www.pobox.com/~fhapgood/nsgpage.html. <-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-><-> Legend: "NSG" expands to Nanotechnology Study Group. The Group meets on the first and third Tuesdays of each month at the above address, which refers to a restaurant located in Cambridge, Massachusetts. The NSG mailing list carries announcements of these meetings and little else. If you wish to subscribe to this list (perhaps having received a sample via a forward) send the string 'subscribe nsg' to majordomo@polymathy.org. Unsubs follow the same model. Comments, petitions, and suggestions re list management to: nsg@pobox.com.