On Fri, 13 Jul 2007, John Verdon <[EMAIL PROTECTED]> wrote:

> Charles,

> thank you for the comments. I think you understand most of what I 
> tried to communicate. 

> The important thing I intended to say, is not that anything can be
> money, but that money (as essentially a number system) can be used to
> represent any subject value. There is no need to get rid of money,
> there is only need to provide better access to it (in its function as
> a mean of exchange) as the result of the aggregated subjective
> perception of the value of individual and group contribution (as
> opposed to need to sell our labour to a particular employer).

> Here again, the transformation of money from concrete object to
> digital bits bring an unprecedented emergent new capability - to but
> extra bits on the bits. That is to add information to the bits that
> represent money/value. Creating smart money. So that not only is
> subjective perception of value scored by all, but extra information is
> added on.  So for instance should a dollar earned speculating on
> millions of dollars on the stock market actually be worth the same as
> a dollar earned digging a ditch, or teaching a child? All sorts of
> contextual information allowing more ways to compare and assess value
> can be added to digital money.

This reminds me of something I've been thinking about lately. During
the height of the dotcom boom, I was distressed at the growth of 
what I considered "vapourware" employment, where people were doing
things, and apparently getting paid for it, somehow, when the job
descriptions didn't contain any words I would regard as concrete,
referring to any actual actions having a direct connection to the
world. It seemed to me that these jobs were sort of makework, and
wouldn't exist if people didn't think that they somehow were required
to play the game of "work and get paid" even when there was not a
lot of work needing to be done. A lot of these jobs were associated
with the proliferation of websites of dubious value, and the great
dotcom shakeout seemed to at least in part corroborate my suspicions.
Others, however, were simply an adjunct to the huge growth of the
service sector, being apparently occupations whose purpose, when
scrutinized closely enough, was to provide a means for clients to
feel better about themselves, or learn to play well with others.

Well, value is what people are willing to play for, so if people
with more money than they know what to do with are happy to pay
to employ professional sycophants, or playground monitors for their
workplace, I guess that means those are valid occupations. 

But what has really got me fascinated lately, and I confess I haven't
quite worked out how I should form the connection that I'm certain
exists between this and the situation I described above, is the
development of jobs in the curious space which is the interface between
the real world and the fictional virtual cyberworlds of online games.
This is a whole new benchmark in vapourware. People who now are
logging on to online Massively Multiplayer Online Role Playing Games
 - MMORPGs - by the _tens_ _of_ _millions_, are willing to pay
substantial amounts of real money to be provided with pre-developed
identities in these virtual worlds, rather than spend the time in
the games to acquire the "brownie points" themselves. It seems to me
there are a large number of sociology graduate theses in this
phenomenon. It is providing employment for boiler rooms full of
third world 21st century technopeasants sitting at banks of computers
playing MMORPGs all day long, to acquire virtual "goods" which can
then be sold to developed world players who can then spend their
leisure hours guiding their virtual characters around the gamespace
in the style to which their realworld wealth leads them to expect
they should be accustomed. 

Now, the developers of the games created a series of virtual 
activities which the players are intended to navigate in order
to gain status for their characters, and this was originally
conceived to be a major part of the gameplay, so it is to say
the least baffling to me why someone would first pay for the
game, then pay for the online gameserver connection, in order
to play the game, and then pay someone to do the major part of
the gameplay for them, just so that they can avoid the experience,
even in a virtual world, of being a lower class, underprivileged
person. Bizarre...

The most interesting aspect of this activity, I suppose, in
connection with the current discussion, is in those interactions
where the "work" results in accumulation of virtual currency
in the game world, which is then purchased by the players, thus
establishing an exchange rate between real and virtual currency,
and thus by extension establishing real economic value for
any activity in the virtual world from which game currency
can be generated.

Anyway, I continue to wrestle with attempts to extrapolate these
trends into the future, trying to imagine how the economy operates
when a substantial fraction of available manhours are expended in 
activities with, in some cases, explicitly no impact whatsoever
on the real world, yet result in real compensation. I don't know
whether this is an auspicious trend, or pathological, or neither.

 -Pete


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