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Griffin wrote:You do realize this is already done, right? I mean, it wasn't long ago there was that big news wave when they figured out that rare protein folding via a free protein folding game they'd distributed to people.
Ah, Foldit, that's what it was called.
Zamfir wrote:People who play in an MMO game (or many other online activities) are already providing a very valuable service to other people, namely themselves to play/socialize/whatever with.
Sometimes a company manages to turn that into revenue for themselves, like Blizzard. In other places, like this forum, people offer that service to each other and back again without much monetizing involved. I don't think the second model is deeply inferior to the first, even if the first contributes to the GDP and the second doesn't.
In other words, when I play a game with someone for an hour we can be both happy. Instead, we could both spend an hour making a widget that the other likes, and then trade the widgets. Perhaps that makes us just as happy, perhaps more, perhaps less. But it's dangerous to call the first a waste of time and the second a valuable productive activity.
Qaanol wrote:As another example, if 10 million copies of a book sell for $20 each, that counts as $200 million in economic terms. If instead someone published the book and sold it at cost, say $2 each, and 50 million copies sold, that would only be half as much revenue economically. But it would put the book in 5 times more hands, meaning much more total benefit (in whatever form it may take) is created by that book.
savanik wrote:Qaanol wrote:As another example, if 10 million copies of a book sell for $20 each, that counts as $200 million in economic terms. If instead someone published the book and sold it at cost, say $2 each, and 50 million copies sold, that would only be half as much revenue economically. But it would put the book in 5 times more hands, meaning much more total benefit (in whatever form it may take) is created by that book.
Books are a bad example here, because of imperfect information transfer. Lowering price on a good of unknown quality (a book) can cause it to be perceived by the market as less valuable than an equivalent good that's priced higher and thus reduce demand. It's also influenced by a form of confirmation bias. If it's priced that high, then it must be worth that much, especially after you shelled out that much money - right?
Particularly, you see this a lot in the consulting business. A computer consultant who charges $25 an hour must be fresh out of college, where a computer consultant who charges $250 an hour must be highly experienced, even if they both have the same end work performance.
SpringLoaded12 wrote:You're like a modern-day Holden Caulfield, except that no one would read a book about you.
Mathy wrote:Griffin wrote:You do realize this is already done, right? I mean, it wasn't long ago there was that big news wave when they figured out that rare protein folding via a free protein folding game they'd distributed to people.
Ah, Foldit, that's what it was called.
Oh god. Now I just feel stupid.
Galaxy Zoo: Hubble uses gorgeous imagery of hundreds of thousands of galaxies drawn from NASA's Hubble Space Telescope archive. To understand how these galaxies, and our own, formed we need your help to classify them according to their shapes — a task at which your brain is better than even the most advanced computer. If you're quick, you may even be the first person in history to see each of the galaxies you're asked to classify.
More than 250,000 people have taken part in Galaxy Zoo so far, producing a wealth of valuable data and sending telescopes on Earth and in space chasing after their discoveries. The images used in Galaxy Zoo: Hubble are more detailed and beautiful than ever, and will allow us to look deeper into the Universe than ever before.
Thanks for your help, and happy classifying.
The Galaxy Zoo team.
sourmìlk wrote:Monopolies are not when a single company controls the market for a single product.
You don't become great by trying to be great. You become great by wanting to do something, and then doing it so hard you become great in the process.
Belial wrote:I'm all outraged out. Call me when the violent rebellion starts.
SpringLoaded12 wrote:You're like a modern-day Holden Caulfield, except that no one would read a book about you.
Qaanol wrote:The player should have an incentive to keep his or her residents alive and well. Spending time, energy, and resources building an army means those resources don’t get used making life better, so other players will get ahead in the scoring. Actually going to war means people will die, which decreases the player’s score. It’s possible to conquer land through war, and holding it for a long time could in theory get the player ahead in the long run, but they’d need to already be quite strong to make it worthwhile.
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