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	<title>Tim Howgego &#187; Identity</title>
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		<title>Valuing Nothing</title>
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		<pubDate>Mon, 07 Dec 2009 19:09:09 +0000</pubDate>
		<dc:creator>Tim Howgego</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Consumerism]]></category>
		<category><![CDATA[Currency]]></category>
		<category><![CDATA[Economy]]></category>
		<category><![CDATA[Future]]></category>
		<category><![CDATA[Identity]]></category>
		<category><![CDATA[Information Management]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[Value]]></category>
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		<category><![CDATA[Virtual Policy]]></category>

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		<description><![CDATA[In 2007 I wrote some introductory Thoughts on a Socio-Economic Environment based on Nothing. This article continues to explore the value of things in a highly intangible, knowledge-based economy. It wanders through internet-based payment systems, economic structure, role of government, organisation of information, community, and society, before disappearing into the realms of philosophy. It contains [...]]]></description>
			<content:encoded><![CDATA[<p>In 2007 I wrote some introductory <a href="http://timhowgego.com/thoughts-on-a-socio-economic-environment-based-on-nothing.html" title="Thoughts on a Socio-Economic Environment based on Nothing.">Thoughts on a Socio-Economic Environment based on Nothing</a>. This article continues to explore the value of things in a highly intangible, knowledge-based economy. It wanders through internet-based payment systems, economic structure, role of government, organisation of information, community, and society, before disappearing into the realms of philosophy. It contains no answers, but may prove thought-provoking. <span id="more-162"></span>On this page:</p>
<ul>
<li><a href="#web" title="Jump to section.">A Tangled Web</a></li>
<li><a href="#economy" title="Jump to section.">Eyeballing the Economy</a></li>
<li><a href="#state" title="Jump to section.">State of Information</a></li>
<li><a href="#serendipity" title="Jump to section.">Communities of Serendipity</a></li>
<li><a href="#consumerism" title="Jump to section.">Virtual Consumerism</a></li>
<li><a href="#same" title="Jump to section.">Different or the Same?</a></li>
<li><a href="#self" title="Jump to section.">Multiplicity of Self</a></li>
<li><a href="#tale" title="Jump to section.">Postscript: A Chronocentric Tale</a></li>
<li><a href="#but" title="Jump to section.">But&#8230;</a></li>
</ul>
<p class="box"><strong>Axiological Interlude</strong><br />Axiology, <em>from Greek</em>, is the study of value. Definitions of &#8220;value&#8221; vary between disciplines, for example: Economists tend to reflect Adam Smith-era notions of value &#8211; benefit to the buyer when used, labor to produce, gains from exchange. Sociologists tend to examine value through cultural perception &#8211; both personal and communal ethical differences &#8211; such as the <a href="http://www.worldvaluessurvey.org/" title="External link: World Values Survey.">World Values Survey</a>. Philosophers initially consider value in terms of whether something &#8220;is good&#8221; &#8211; <a href="http://plato.stanford.edu/entries/value-theory/" title="External link: Stanford Encyclopedia of Philosophy - Value Theory.">value theory</a>. In practice, references to value often encompass (or even confuse) all these things. There&#8217;s a reason that I have not defined value&#8230;</p>
<h3 id="web">A Tangled Web</h3>
<p><a href="http://en.wikipedia.org/wiki/Transaction_cost" title="External link: Transaction cost.">Transaction costs</a> are the key flaw in almost every attempt to build a payment system for the internet. Originally conceived by Ronald Coase, the logic is best explained as a <a href="http://szabo.best.vwh.net/micropayments.html" title="External link: The Mental Accounting Barrier to Micropayments.">mental accounting barrier</a>:</p>
<p>Take a website. The average revenue earned from advertising is (<a href="http://www.elsanglin.com/" title="El's Extreme Anglin' - World of Warcraft Fishing Guide.">in my case</a>) about 1 cent (0.01 <abbr title="United States">US</abbr> Dollar) per visitor. Even with the most efficient payment system in the world, no rational human will waste time trying to evaluate whether to spend 1 cent or not. Assume someone can earn $12 an hour by working. Rationally, if they took more than 3 seconds to decide, they&#8217;d be &#8220;wasting money&#8221;. Trivial example, but it demonstrates why the information economy is increasingly either priced &#8220;free&#8221; or &#8220;expensive&#8221;: Handling tiny payments isn&#8217;t worth anyone&#8217;s effort. (People like <a href="http://www.techdirt.com/" title="External link: Techdirt.">Mike Masnick</a> and <a href="http://www.wired.com/techbiz/it/magazine/17-07/mf_freer" title="External link: Wired - Tech Is Too Cheap to Meter: It's Time to Manage for Abundance, Not Scarcity.">Chris Anderson</a> have written much about the resulting pricing models.)</p>
<p>A visitor that generates 1 cent of advertising revenue reads the website for an average of 4 minutes. Assume the time they spent reading they could have been working, 4 minutes equals 80 cents. Yes, value of time is a rather abstract concept, with many flaws. But there is a huge difference between the value of information received (expressed in time), and the payment for that information (expressed in indirect advertising revenue). There&#8217;s a tendency to under-value. Why do we under-value information? Because information is inherently:</p>
<ul>
<li>non-rivalrous &#8211; the amount one person can consume does not influence the ability of others to consume,</li>
<li>non-excludable &#8211; once produced, there is no way to stop anyone consuming it.</li>
</ul>
<p>Economically, it&#8217;s a <a href="http://en.wikipedia.org/wiki/Public_good" title="External link: Public good.">public good</a>. Individualistic, selfish humans simply take these goods. It&#8217;s (Western) human nature.</p>
<p>My writing is saving readers a lot more than the 4 minutes they spend reading, because (in this case) the information gained avoids time-consuming <em>trial and error</em>. Which points to another truth: Often information cannot be accurately valued at the point in time it is first consumed. This is probably true of everything, but is more extreme for information, which is inherently re-usable in different or unforeseen circumstances, often alongside other information.</p>
<h3 id="economy">Eyeballing the Economy</h3>
<p>This is all part of a wider problem. Our economies are increasingly built around information, knowledge, skills, and other similarly intangible things, rather than physical production, or before that, land. The diagram below is based on the work of <a href="http://www.dhc1.co.uk/" title="External link: DHC.">Derek Halden</a>.</p>
<p><img src="http://timhowgego.com/files/market_failure_circles.png" width="400" height="247" alt="Market Failure (described below)." /></p>
<p>There are 3 circles representing different phases of economic development, chronologically, from left to right. The original diagram showed transport market failure, where the &#8220;Production and Consumption&#8221; market economy caused environmental costs that were resolved within the knowledge sphere. For example, the original transport-orientated diagram shows aspects like workers, vehicles, infrastructure and speed within the production sphere. Noise and emissions are outside in the Knowledge and Experience sphere. Economically, noise and emissions are &#8220;<a href="http://en.wikipedia.org/wiki/Externality" title="External link: Wikipedia - Externality.">externalities</a>&#8221; &#8211; a market failure, often requiring government intervention. Externalities tend to treated like public goods.</p>
<p>The stark implication is that within microeconomic theory, the competitive market is increasingly dysfunctional as the knowledge sphere grows in importance.</p>
<h3 id="state">State of Information</h3>
<p>Creating a competitive market for public goods tends to require government intervention. For example, copyright or patent law can make a public good excludable. Rights can be allocated. In theory, government can even act to reduce transaction costs.</p>
<p>Unfortunately typical state interventions tend to scale poorly:</p>
<ul>
<li>They can&#8217;t be used to effectively monetarise or protect $1&#8217;s worth of information.</li>
<li>They are constructed around single right-holders, when so much &#8220;content generation&#8221; is collaborative.</li>
</ul>
<p>Failing to scale down to the smallest exchange creates an inequitable structure, which only allows the owners of the most valuable rights to make any money from them. Make rights perpetual (give the ability to transfer ownership, especially after death, or as property), and an almost feudal society eventually emerges.</p>
<p>As the vast majority of wealth-generation within the economy becomes information-based, government will effectively control the right to make income. Ultimately such a high proportion of commercial activity becomes government-influenced, that it becomes rational to re-evaluate the reasons for maintaining a free market-based process.</p>
<p>Ironically, political government isn&#8217;t good at dealing with intangible concepts. Prestige, evidence, action &#8211; all are difficult to convey without a physical component. The underlying reason is that <em>people</em> aren&#8217;t good at dealing with intangible concepts.</p>
<p>Much contemporary thought (re-)establishes links with tangible aspects of the world: Home grown food that doesn&#8217;t &#8220;come from the supermarket&#8221;. Holes in the ice-cap as proxies for rising carbon dioxide levels in the atmosphere. It&#8217;s backward. It implies a finite limit on the information economy, since <em>everything</em> needs to be cross-referenced with a physical concept. It often still fails to convey value meaningfully &#8211; for example, financial instruments secured against physical <em>bricks and mortar</em> property, routinely exceed the value of the bricks and mortar, creating a dangerous accounting illusion.</p>
<p>Yet it is possible to simulate the emotions behind physical concepts using intangible forms. The solution lies in people: Specifically, the ability of people to manipulate other people.</p>
<h3 id="serendipity">Communities of Serendipity</h3>
<p>I disagree with <a href="http://www.sptimes.com/2006/03/26/news_pf/Perspective/The_endangered_joy_of.shtml" title="External link: William McKeen - The endangered joy of serendipity.">William McKeen</a>, who declared that the internet made it more difficult to make serendipitous discoveries. Serendipity, &#8220;<a href="http://bjps.oxfordjournals.org/cgi/content/abstract/45/2/631" title="External link: Pek Van Andel - Anatomy of the unsought finding...">making an unsought finding</a>&#8220;, only entered popular English language <a href="http://books.google.co.uk/books?id=l7bcOpKnG-QC&amp;dq=The+Travels+and+Adventures+of+Serendipity" title="External link: The travels and adventures of serendipity: a study in sociological semantics.">in the last 50 years</a>. We didn&#8217;t need the word until recently. Yet randomised discovery is increasingly the only sensible way to proceed:</p>
<ul class="spacedlist">
<li>During the Age of Enlightenment, one could know almost everything worth knowing by <a href="http://en.wikipedia.org/wiki/English_coffeehouses_in_the_seventeenth_and_eighteenth_centuries" title="External link: Wikipedia - English coffeehouses in the seventeenth and eighteenth centuries.">drinking a lot of coffee</a>. Now it&#8217;s impossible to even understand one broad subject entirely. The days just aren&#8217;t long enough.</li>
<li><a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=10002" title="External link: Chase, Chance, and Creativity - The Lucky Art of Novelty.">James Austin</a> defined 4 causes of chance in (medical) research, only one of which was pure luck. Active curiosity, unusual background, and distinct hobbies are also important. Chance, and therefore creativity and discovery, already contains a significant chunk of serendipity.</li>
<li>In a highly intangible economy, with <a href="http://timhowgego.com/financing-hyper-virality-in-the-clouds.html" title="Financing Hyper-Virality in the Clouds.">perfect communication, duplication and automation</a>, <em>theoretically</em> only one person is needed to perform any activity: Once first done, the activity can be duplicated by machines, as often as the rest of society needs. <a href="http://www.huxley.net/bnw/" title="External link: Brave New World.">Clone workers</a>, with identical skill-sets, belong in the age of industrial mass-production.</li>
</ul>
<p>In an optimised information economy, everyone is <em>slightly</em> different. Information discovery still needs to be bounded: Understanding most subjects requires a degree of specialism. And without good tools for constraining serendipity, we might never get anything done!</p>
<p>Serendipity can be bounded by freeform communities &#8211; &#8220;Communities of Serendipity&#8221;. The internet already does this, with limited success &#8211; from &#8220;blogrolls&#8221; and pages of interesting links, through discovery services like <a href="http://www.boingboing.net/" title="External link: Boing Boing.">Boing Boing</a> and <a href="http://www.stumbleupon.com/" title="External link: StumbleUpon.">StumbleUpon</a>, to shared bookmarking, like <a href="http://delicious.com/" title="External link: Delicious.">Delicious</a>. The idea is simple: Find someone with some common interests to you, and then find what else they are interested in. They&#8217;ll probably be similar enough to you, for you to understand anything they link to, but sufficiently different to sometimes expose you to <em>something new</em>.</p>
<p>Communities of serendipity have flaws:</p>
<ul>
<li>They assume reciprocity &#8211; that each member of the community will give as much as they gain from others. Human nature disagrees, something seen in the balance of activity in internet-based collaborative projects &#8211; <a href="http://asc-parc.blogspot.com/2007/05/long-tail-and-power-law-graphs-of-user.html" title="External link: PARC - Long Tail of user participation in Wikipedia.">Wikipedia, a good example</a>.</li>
<li>That people want to be different, when the whole notion of community implies they want to be similar.</li>
</ul>
<p>These flaws become critical when trying to apply a value system &#8211; any form of economy &#8211; to communities of serendipity.</p>
<h3 id="consumerism">Virtual Consumerism</h3>
<p><a href="http://www.hotornot.com/" title="External link: Hot-Or-Not.">Hot-Or-Not</a>&#8217;s virtual flowers <a href="http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/" title="External link: Techcrunch - Virtual Goods: the next big business model.">encompass 3 components</a> &#8211; the image of a flower, the gesture of giving a flower, and the &#8220;trophy effect&#8221; of other people seeing that someone received a flower. The second 2 components are most important to the service&#8217;s success. A lot like the primarily emotional values of giving a physical flower, except <em>there is no flower</em>. And the virtual flower is only valuable within that community.</p>
<p>In many online games and other social virtual environments, an advanced form of consumerism is emerging. <a href="http://plato.stanford.edu/entries/baudrillard/" title="External link: Stanford Encyclopedia of Philosophy - Jean Baudrillard.">Jean Baudrillard</a>&#8217;s <em>System of Objects</em> characterises the value of the intangible component of goods with &#8220;symbolic&#8221; or &#8220;sign&#8221; values &#8211; the value in relation to another subject or group. In traditional consumerism, signs and symbols are in addition to concepts such as &#8220;<a href="http://en.wikipedia.org/wiki/Use_value" title="External link: Wikipedia - Use Value.">use value</a>&#8221; and exchange value.</p>
<p>The virtual consumerism found in many &#8220;virtual goods&#8221; consists <em>only</em> of signs and symbols. No significant production or utility values. If correctly implemented, no possibility of subsequent exchange.</p>
<p>Critically, there is no requirement for production using scarce physical resources. And so the internet transpires to be much more than a resource-efficient transport network: It&#8217;s a sustainable form of consumerism. Broadly the same consumerism that seems fundamental to giving (post-) modern society an <a href="http://en.wikipedia.org/wiki/Philosophy_of_futility" title="External link: Wikipedia - Philosophy of futility.">illusion of purpose</a>.</p>
<p>Virtual possessions can be used to convey far less tangible accomplishments, because in the appropriate virtual environment, virtual goods convey status just like physical goods.</p>
<p>Virtual consumerism is a far more attractive idea than &#8220;virtual currency&#8221; because virtual goods can directly link action to status. Value is more closely aligned to accomplishment: A contemporary failing of exchangeable currency is that the value of money is not precisely the same as the value of value.</p>
<p>The artificial scarcity required for such an economy is self-regulating: Rare (and hence desirable) items are only attained by those that accomplish something unusual. Common feats reward items that &#8220;everyone&#8221; has, and are thus less desirable.</p>
<p>Key to understanding why virtual goods &#8220;are valuable&#8221; is community: The community of people that recognize their meaning. Owning an <a href="http://timhowgego.com/paying-for-points.html" title="Paying for Points.">Amani War Bear</a> is worth nothing on the streets of New York, but everything when idling in Dalaran. Unfortunately this requirement for community highlights a conundrum:</p>
<h3 id="same">Different or the Same?</h3>
<p>It&#8217;s a curious quirk of evolutionary psychology that we claim to value inventiveness and difference, but actually tend to value imitation and sameness. The evolutionary success of humans is based on their ability to learn to overcome new challenges. Yet social acceptance is based on similarity to others. The <em>genius</em> that overcomes society&#8217;s biggest problems is invariably not a &#8220;dedicated follower of fashion&#8221;. Remember serendipity: Difference is core to discovery.</p>
<p>Fortunately, similarity is measured relative to community. And humanity is already organised into many different communities. Some would argue it is <em>best</em> organised into <a href="http://www.lifewithalacrity.com/2004/03/the_dunbar_numb.html" title="External link: Life With Alacrity - The Dunbar Number as a Limit to Group Sizes.">many small communities</a>.</p>
<p>Within defined communities, concepts like virtual consumerism and even serendipity are possible. The problem occurs at the edges, where communities overlap &#8211; and communities of serendipity are all about overlap.</p>
<p>What problem? Money: The value systems of distinct communities are required to use a currency which is interchangeable between systems, even though each community actually has its own distinct values. For example, within their respective professional communities, a banker&#8217;s (infamous) million-dollar bonus conveys much the same value as a box of chocolates to a teacher. It&#8217;s only the exchangeablity of money which consequently appears to value bankers far more than teachers.</p>
<p>Virtual consumerism sidesteps currency as a means of exchange. Money is simply required to offset inequality. Inequality is a community-based concern: We <a href="http://jhfowler.ucsd.edu/egalitarian_motives.pdf" title="External link: Egalitarian motives in humans. PDF.">primarily seek</a> to even the wealth of people <em>like ourselves</em>. (One might even argue that morality itself is community-based.) In small, self-contained communities, inequality becomes irrelevant: Everyone is doing broadly the same thing (so has broadly the same wealth), direct assistance with actions replace indirect exchange, and who cares about anyone outside?</p>
<p>Yet serendipity requires people to be in multiple communities, hence experience the inequality between those communities, and seek to try and balance that inequality. Back to square 1.</p>
<p>Well, maybe not. It depends how we regard ourselves:</p>
<h3 id="self">Multiplicity of Self</h3>
<p>The idea of <em>multiplicity of self</em> grew out of my attempt to reconcile the fact that my <a href="http://www.elsanglin.com/" title="El's Extreme Anglin'.">Gnomish persona</a> was not only better known than my physical persona, but that &#8220;she&#8221; had started to attain a degree of <em>phenomenal consciousness</em> &#8211; in the minds of some of &#8220;her&#8221; readers. This isn&#8217;t simply a case of my own mind effectively acting through an alternative, virtual body. It&#8217;s that the degree of &#8220;existence&#8221; of this self is primarily defined by other minds, not by my own. It is the other people that validate &#8220;her&#8221; &#8211; give her a meaning beyond pixels.</p>
<p>This is a more extreme version of celebrity, where the image of the celebrity in the minds of their fans invariably differs from the reality of the celebrity in that celebrity&#8217;s own minds: Visually, &#8220;she&#8221; is not physically me. It&#8217;s different from acting, since &#8220;she&#8221; is merely <em>acting out</em> me, not impersonating anyone else&#8217;s mind. And far more interactive than a character in a work of fiction.</p>
<p>It follows that the same rules should be applied to the physical me, which makes this very interesting indeed. I&#8217;ve struggled to find a philosophical concept that specifically describes my observation. Perhaps, a sort-of inverted-<a href="http://plato.stanford.edu/entries/existentialism/" title="External link: Stanford Encyclopedia of Philosophy - Existentialism.">existentialism</a> (where existence is primarily defined by everyone else) mixed with <a href="http://plato.stanford.edu/entries/relativism/" title="External link: Stanford Encyclopedia of Philosophy - Relativism.">relativism</a> (in which understanding is relative to others), all integrated into a re-configured <a href="http://plato.stanford.edu/entries/dualism/" title="External link: Stanford Encyclopedia of Philosophy - Dualism.">mind-body dichotomy</a>? I don&#8217;t understand it, and consequently can&#8217;t start to rationalise or debate it.</p>
<p>Conceptually, the multiplicity of self is very useful. Simply: One mind, multiple community-specific persona. Basic actions, rewards and values remain in each community, but the mind transfers information between. The whole system of communities and participation within those is constantly evolving.</p>
<p>It&#8217;s the basis of human &#8220;dandelionhood&#8221; (to twist <a href="http://www.locusmag.com/Features/2008/05/cory-doctorow-think-like-dandelion.html" title="External link: Locus Magazine - Think Like a Dandelion.">Cory Doctorow</a>&#8217;s analogy slightly) &#8211; instead of being focused on one individual self, we can scatter <em>ourselves</em> to the 4 winds. A semi-<a href="http://en.wikipedia.org/wiki/Emergence" title="External link: Wikipedia - Emergence.">emergent</a> reality that retains a sense of the mind&#8217;s individuality, while gradually weakening the absolute notion of self. In turn weakening most established law and governance, up to and including the <a href="http://plato.stanford.edu/entries/sovereignty/" title="External link: Stanford Encyclopedia of Philosophy - Sovereignty.">notion of sovereignty</a>.</p>
<p>Scary stuff. At least for anyone that understood anything I just wrote.</p>
<h3 id="tale">Postscript: A Chronocentric Tale</h3>
<p>Back in 1995, when the internet was new and exciting, a group of academics gathered in Teeside (North East England) to discuss <a href="http://books.google.co.uk/books?id=UZ8CiWdyPWQC&amp;printsec=frontcover#v=onepage&amp;q=&amp;f=false" title="External link: The governance of cyberspace: politics, technology and global restructuring.">The Governance of Cyberspace</a>. Freshly inspired by the works of people like <a href="http://www.williamgibsonbooks.com/" title="External link: William Gibson.">William Gibson</a> and <a href="http://www.rheingold.com/" title="External link: Howard Rheingold.">Howard Rheingold</a>, cyberspace was to become a place where all sorts of utopian and libertarian concepts would challenge 20th century methods of political governance.</p>
<p>That it didn&#8217;t happen comes as no surprise to whose that have studied the history of communications technology. In his 1997 history of the telegraph, <a href="http://tomstandage.wordpress.com/books/the-victorian-internet/" title="External link: Tom Standage.">The Victorian Internet</a>, Tom Standage concluded:</p>
<blockquote><p>&#8220;The hype, scepticism and bewilderment associated with the internet &#8211; concerns about new forms of crime, adjustments in social mores, and redefinition of business practices &#8211; mirror precisely the hopes, fears and misunderstandings inspired by the telegraph.&#8221;</p></blockquote>
<p>Perhaps those <a href="http://www.urbandictionary.com/define.php?term=Chronocentric" title="External link: Urban Dictionary - Chronocentric.">chronocentric</a> <em>revolutionaries</em> of 1995 confused our use of technology to do something, with the deep underlying social drivers behind what we actually do? At a raw emotional level, technology changes very little. The <a href="http://timhowgego.com/do-you-fish-in-real-life.html" title="Do You Fish in Real Life?">correlation between anglers in the virtual world and people that fish in the physical world</a>, is a simple example. Technically, the processes are very different. Emotionally, they are very similar.</p>
<p>I suspect that any proposal not built around what people already do, is likely to become a utopia, because people evolve slower than we might like to think. Likewise, any proposal which embraces peoples&#8217; emotional desires may become a reality without anyone realizing.</p>
<h3 id="but">But&#8230;</h3>
<p>Unfortunately, this article is <em>probably</em> wrong. Almost certainly wrong. So much so, you might ask why I wrote it?</p>
<p>My attempt to write one compact text means that much of the supporting evidence and logic behind statements is missing. But I already know that much is contentious, and within many contentious issues lay further uncertainties. My normal method of analysis and problem solving considers a range of possibilities, and then a range of possibilities that influence the first set of possibilities, and continues this for several iterations. Eventually some themes recur. These themes tend to lead to the solution. In this case, the range of topics is too broad, and the number of iterations of thought too dense. The result is a sequence of ideas that I certainly keep thinking about, and vaguely seem to hang together, but yet remain utterly inconclusive.</p>
<p>In an essay on a similar topic to this article, <a href="http://szabo.best.vwh.net/measuringvalue.html" title="External link: Nick Szabo - Measuring Value.">Nick Szabo concluded</a>:</p>
<blockquote><p>&#8220;The measurement of value is one of the most intractable problems of civilization. Brilliant and highly non-obvious solutions to this problem &#8211; from markets to money to the time-wage to cost accounting &#8211; have constituted some of the most important steps from animal to civilization.&#8221;</p></blockquote>
<p>Perhaps it is inevitable that I&#8217;m still searching for an answer to the question I can&#8217;t even define? Maybe I need the solution to reach the answer? Or is this simply too philosophical to ever reach <em>the answer</em>?</p>
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		<title>WeeWorld</title>
		<link>http://timhowgego.com/weeworld.html</link>
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		<pubDate>Fri, 11 Jul 2008 02:53:17 +0000</pubDate>
		<dc:creator>Tim Howgego</dc:creator>
				<category><![CDATA[Community]]></category>
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		<category><![CDATA[WeeWorld]]></category>

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		<description><![CDATA[ WeeWorld is a teen-orientated social network, best known for their customized avatars, &#8220;WeeMees&#8221;. WeeWorld has evolved into an eclectic mix of community, casual games, and virtual goods. Steve Young, creative director, spoke to a small group in Edinburgh. Steve discussed the motivations and behaviour of WeeWorld&#8217;s users, and explored the challenges of working with [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://timhowgego.com/files/weemee.jpg" width="172" height="209" alt="WeeMee." title="My WeeMee. My online identities seem to be merging..." class="border" style="float: left; margin: 0 7px 7px 0;" /> <a href="http://www.weeworld.com/" title="External link: WeeWorld.">WeeWorld</a> is a teen-orientated social network, best known for their customized avatars, &#8220;WeeMees&#8221;. WeeWorld has evolved into an eclectic mix of community, casual games, and virtual goods. <a href="http://steveyoung.info/" title="External link: Steve Young.">Steve Young</a>, creative director, spoke to a small group in Edinburgh. Steve discussed the motivations and behaviour of WeeWorld&#8217;s users, and explored the challenges of working with 2D WeeMees, particularly as they move into WeeWorld&#8217;s new virtual (synchronous) world.</p>
<h3>Users</h3>
<p>WeeWorld&#8217;s core market are teenagers, mostly in North America. Average age 16 (minimum 13, although younger users may simply lie about their age). 60% are female. The dominant market segment was characterised as &#8220;spoilt rich kids&#8221; &#8211; typically those with their own computers. Of the 23 million registered users, about a million visit the WeeWorld site each month, and 80,000 login each day.</p>
<p>Usage differs from other teen social networks, such as <a href="http://ypulse.com/archives/2007/05/ypulse_intervie_7.php" title="External link: Ypulse Interview: Craig Sherman, CEO of Gaia Online.">Gaia Online</a>: Only 6% of logged-in users visit the site&#8217;s forums, while 80% alter their WeeMee. Teen worlds are evidently not generic.</p>
<p>WeeMees (from the <a href="http://en.wikipedia.org/wiki/Glasgow_patter" title="External link: Wikipedia - Glasgow Patter.">Glaswegian</a>, <em>&#8220;little me&#8221;</em>) can be placed within personalised 2D rooms (in the style of &#8220;cardboard theatre&#8221;), used as characters within casual games, or rendered as avatars in a new virtual world called, simply enough, &#8220;World&#8221;. WeeMees are also used on third party websites and services, including messenger services, such as AIM or Live. Initial ideas for WeeMees had resulted in a lot of avatars simply being copied. <abbr title="Application Programmers Interface">API</abbr>s now provide some control over how WeeMees are reused.</p>
<p>Users&#8217; main aim is &#8220;to gather as many friends as possible&#8221;. And to chat in a variant of the English language that even <a href="http://www.somethingawful.com/hosted/jeffk/" title="External link: Something Awful - JeffK.">JeffK</a> would find almost unintelligible: $iNG-UL?</p>
<h3>Virtual Goods</h3>
<p>WeeMees can be customized for free: Body, clothes and accessories. However users can also buy &#8220;Points&#8221;, which can be spent on specific items.</p>
<p>Points can be purchased via PayPal transactions or pre-paid cards, which are sold in <abbr title="United States">US</abbr> stores. Kids tend to regard these mechanisms like free credit cards: They are <strong>not seen as real money</strong>.</p>
<p>People pay for &#8220;uniqueness&#8221;. However, items need not be complex: The most popular item sold is a simple Alice band.</p>
<p>The most fascinating revelation was that the introduction of the new synchronous (virtual) world <strong>doubled the sales of virtual goods</strong>. This &#8220;World&#8221; is not even out of <em>beta</em> testing yet. &#8220;World&#8221; places WeeMees in the same interactive space as one another. This contrasts to the other areas of the site, where WeeMees are not competing for space. I think that implies the more an avatar needs to stand out from the crowd, the more virtual &#8220;Bling&#8221; is worth to that avatar&#8217;s owner.</p>
<p>WeeWorld is keen to avoid its Points being traded as a virtual currency. Money can only be converted into Points, not back again.</p>
<h3>Design</h3>
<p>The key to WeeWorld&#8217;s success is &#8220;immersion&#8221;. The key to its revenue is &#8220;engagement&#8221;. These concepts guide development.</p>
<p>Although WeeMees are cartoon-like (in the style associated with <a href="http://www.southparkstudios.com/" title="External link: South Park Studios.">South Park</a>), customizations still need to reflect what people would wear in &#8220;real life&#8221;. For example, T-shirts branding needs to be subtle &#8211; a small logo on part of the garment.</p>
<p>The goal for user-generated content (customizations of WeeMees and rooms) is to make it hard for the user to create something that looks bad. For example, MySpace customisations can (and in my opinion, sadly often do) look terrible.</p>
<p>WeeWorld has adjusted to match conservative <abbr title="United States">US</abbr> culture. The cannabis plants created in early experiments are long gone. There are no alcoholic drinks. Negotiations with Walmart even forced WeeWorld to disable the customization of boob (brest) size.</p>
<p>The development of &#8220;World&#8221; posed an interest problem: How should WeeMees move? All the artwork and customizations had been designed for static display, without movement animations. The World uses embedded Flash objects to display information to users, so the amount of data transferred about other users&#8217; movements needs to be minimal.</p>
<p>The solution was to make WeeMees hop. Users can also select a trajectory and fire their WeeMees in a particular direction. Navigating World&#8217;s 2D platform-ed environment is quite cereal, but strangely fun!</p>
<h3>Development</h3>
<p>Social networks are becoming more like virtual worlds, while virtual worlds are becoming more like social networks. WeeWorld is trying to steer a path down the middle. Like all the businesses involved, they are still &#8220;feeling their way&#8221;, finding out what works.</p>
<p>Development time-scales for WeeWorld (and similar products) are very short. Steve was somewhat frustrated that development of the &#8220;World&#8221; had taken <em>a whole quarter</em> (3 months). The contrast to video-game style virtual worlds is stark: Those typically take 3 years to construct.</p>
<p>WeeWorld use a <a href="http://en.wikipedia.org/wiki/Scrum_(development)" title="External link: Wikipedia - Scrum.">Scrum</a>/agile development process (which suits the constantly evolving product). Casual games (a commonly requested feature) are often out-sourced to other developers.</p>
<p>The ability to develop content quickly makes it very easy for good ideas to be copied by competitors. For example, <a href="http://www.zwinky.com/" title="External link: Zwinky.">Zwinky</a> might seem remarkably similar&#8230;</p>
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