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Gaming the Attention Economy

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Handbook of Human Computation

Abstract

The future of human computation (HC) benefits from examining tasks that agents already perform and designing environments to give those tasks computational significance. We call this natural human computation (NHC). We consider the possible future of NHC through the lens of Swarm!, an application under development for Google Glass. Swarm! motivates users to compute the solutions to a class of economic optimization problems by engaging the attention dynamics of crowds. We argue that anticipating and managing economies of attention provides one of the most tantalizing future applications for NHC.

Our sincere thanks to Pietro Michelucci for his prompt, helpful, and encouraging comments on drafts of this paper. His patience and assistance in the production of this paper has been invaluable.

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Notes

  1. 1.

    Of course, bees and flowers achieved this stable dynamic through millions of years of mutualistic interaction; as we discuss in “Developing the Attention Economy”, we expect any HC technique to require some period of adaptation and development.

  2. 2.

    We ignore for the sake of the example any potential feedback from advertising or other systems that reinforce tweeting behavior surrounding the American Idol event.

  3. 3.

    From the UK-based Six to Start. https://www.zombiesrungame.com/

  4. 4.

    Glass is a wearable computer designed and manufactured by Google. The Glass headset features a camera, microphone with voice commands, optical display, and a touch-sensitive interface. It duplicates some limited functions of a modern smartphone, but with a hands-free design. Figure 1 depicts a user wearing a Google Glass unit.

  5. 5.

    Complete game bible can be found at http://www.CorporationChaos.com.

  6. 6.

    An attractor is just a location or state in a system toward which nearby states or locations tend to be “sucked.” Minimum-energy states in mechanical system are commonly attractors. For instance, in a system consisting of a marble confined to the inside of a mixing bowl, the state in which the marble is at rest at the bottom of the bowl is an attractor: no matter where you start the marble, it will eventually end up at rest at the bottom of the bowl. For an accessible introduction to the language of attractors and dynamical systems theory, see Strogatz (2001) and Morrison (2008).

  7. 7.

    Credit goes to Robert Scoble for raising the example during a recent conversation about Swarm!.

  8. 8.

    The influence of perceptions of fairness on economic interactions is an increasingly well-studied phenomenon among economists and psychologists. For a comprehensive overview, see Kolm and Ythier (2006), especially Chap. 8 (Fehr and Schmidt).

  9. 9.

    The definition of “optimal” is disputed, but the discussion here does not turn on the adoption of a particular interpretation. In general, recall that solving the economic optimization problem involves deciding on a distribution of finite resources (labor, natural resources, &c.). Precisely which distribution counts as “optimal” will depend on the prioritization of values. A robust literature on dealing with conflicting (or even incommensurable) values exists. See, for example, Anderson (1995), Chap. 13 of Raz (1988), and Sen (1997).

  10. 10.

    As opposed to value relative to exchange. See Marx (1859).

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Estrada, D., Lawhead, J. (2013). Gaming the Attention Economy. In: Michelucci, P. (eds) Handbook of Human Computation. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-8806-4_75

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  • DOI: https://doi.org/10.1007/978-1-4614-8806-4_75

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