Gaming the Attention Economy1
Daniel Estrada, University of Illinois, UrbanaChampaign
[email protected]
Jonathan Lawhead, Columbia University
[email protected]
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.
1. Natural Human Computation
Human computation (HC) involves the creation of mixed organicdigital systems to solve
difficult problems by outsourcing certain computational tasks to the human brain. However, we
can distinguish between HC approaches that require a user to engage with a specific (and
arbitrary) program or system, and HC approaches that simply leverage a user's normal activity
to compute the solutions to complex problems. We call this latter approach natural human
computation (NHC). An instance of HC is natural when the behavior necessary for carrying out
the proposed computation is already manifest in the system.
Eusocial insect colonies are models of natural computation (see Gordon, 2010; Moses et
al. and Pavlic and Pratt, this volume). The information processing potential of ant colonies
emerges from the smallscale, everyday interactions of individual ants: everything individual ants
do is computationally significant, both for the management of their own lives and for the colony’s
success. This alignment between individual and colonylevel goals means that ant colonies need
not direct the behavior of individual ants through any sort of topdown social engineering. The
queen issues no royal decrees; insofar as she has any special control over the success of the
colony, that control is a product of her influence on individual colony members with whom she
comes into contact. The sophisticated information processing capabilities of the colony as a
whole are a product of each ant obeying relatively simple local interaction rulesthose local
interaction rules, however, allow an aggregate of ants to influence each others’ behavior in such
a way that together, they are capable of far more complicated computing tasks than individual
Our sincere thanks to Pietro Michelucci for his prompt, helpful, and encouraging comments on drafts of
this paper. His patience and assistance in its production has been invaluable.
1
colony members would be on their own. Crucially, the computational power of the colony just is
the concerted action of individual ants responding to the behavior of other ants: any change in
the colony’s behavior will both be a result of and have an impact on the behavior of colony
members. In this sense, natural ant behavior is both stable and natural: the computing activity of
the colony can’t disrupt the behavior of colony members out of their standard behavior routines,
since those standard behavior routines just are the computing activity of the colony. The stability
of this behavior can in turn support a number of additional ecological functions. The regular
harvesting of individual bees not only supports the activity of the hive, but also solves the
pollination problem for flowers in what we might call “natural bee computing”2 which piggybacks
on the behavior. NHC approaches take these natural models of computation as the paradigm
case, and seek to implement similar patterns in human communities.
We have sketched a definition for NHC in terms of stable and disruptive computation,
and turn now to discuss these concepts directly. Disruptive computation requires a change in
an agent’s behavior in order to make their performance computationally significant. Human
computation is increasingly stable as its impact on agent behavior is reduced. Describing an
instance of human computation as “natural” is not itself a claim that the human activity is stable
or disruptive, since NHC techniques can be used to to extract computationally significant data in
both stable and disruptive contexts. Rather, describing an instance of HC as natural makes the
more limited claim that the computation in question was not itself a source of disruption. We
introduce the vocabulary of stability and disruption to clearly articulate this aspect of NHCs.
It may be instructive to compare NHC and gamification (Deterding et al., 2011;
McGonigal, 2011) as strategies for human computing. Gamification makes an HC task more
palatable to users, but often alters user behavior in order to engage with the computational
system. In contrast, NHC systems transparently leverage existing behaviors for computation.
For instance, reCAPTCHA (von Ahn et al., 2008) repurposes an existing task (solving
textrecognition puzzles to gain access to a website) to solve a new problem (digitizing books for
online use). This pushes HC to the background; rather than explicitly asking users to participate
in the solution of word recognition problems, it piggybacks on existing behavior. Gamification is
not always disruptive in the sense used here; in some cases described below gamification
techniques can serve to stabilize (rather than disrupt) the dynamics of systems to which they are
applied. This suggests that we need a more robust vocabulary to map the conceptual territory.
Michelucci (this volume) distinguishes between “emergent human computation” and
“engineered human computation.” Emergent HC systems analyze uncoordinated behavior from
populations to do interesting computational work, while engineered HC systems might be highly
designed and coordinated for specific computing needs. We see natural human computation as
a concept that is complementary to but distinct from Michelucci’s distinction. The defining
characteristic of NHC is the potential for extracting additional computational work from human
Of course, bees and flowers achieved this stable dynamic through millions of years of mutualistic
interaction; as we discuss in section 4, we expect any HC technique to require some period of adaptation
and development.
2
activity without creating additional disturbances in that behavior. This definition makes no
assumptions about the degree to which these behaviors have been designed or coordinated for
particular computing functions. In fact, we assume that natural human behavior involves
organizational dynamics that cut across Michelucci’s distinction. NHC systems like Swarm!,
described in Section 2 below, can be understood as a method for discerning natural
organizational patterns as a potentially fruitful source of human computation.
We’re thinking about NHC in terms of the impact a computing task has on the behavior of
its computers; NHC tasks introduce minimal disruptions to existing behavior. In contrast,
Michelucci's distinction isn't concerned with the impact HC has on its agents. Rather, it is
concerned with the performance of the computing task in question. Emergent cases of
computing are where the goal is best accomplished by passively analyzing agents for specific
computational results, more or less independent of other aspects of their behavior. Engineered
systems require increasingly coordinated activity to achieve computational results. For these
reasons, we consider Michelucci’s distinction to be a systemlevel or “topdown” perspective on
computing tasks, while the stable/disruptive distinction is an agentlevel or “bottomup”
perspective on the same tasks. Or to cast the issue in technophenomenological terms:
Michelucci is taking a designer’s perspective on human computing, where purposes (functions,
tasks, goals, ends) are imposed on a computing population; on the other hand, we’re interested
in the user’s perspective, where the generation and pursuit of purposes is a constitutive aspect
of one’s ongoing committed engagement with the world.
It is worth reiterating that the sense of “natural” being articulated cuts across the
categories represented in Table 1 below. We can think of these categories as defining the axes
of a continuous space of possible computing systems. Claiming that a given system is
emergent and disruptive (for instance) is to locate within this space. However, claiming that a
given instance of human computation is natural is to point out a very different sort of fact about
the system. In the context of human computation, naturalness is something like an indexical,
describing words with userelative content like “here” or “now.” Rather than giving an absolute
location in the space defined by the distinctions discussed above, calling an instance of HC
“natural” is to assert a fact about the HC system relative to the current state of the computational
substrate. A NHC might be engineered, emergent, disruptive, or stable to some greater or
lesser degree; the ascription of naturalness depends only on a comparison between the
system’s state now and the state that would be necessary for performing the desired
computation. The distinctions between emergent, engineered, stable, and disruptive HC
systems can be more clearly illustrated if we consider a few representative examples. An
absolute attribution of naturalness in any of these cases is not possible, as “naturalness” is an
index to a userrelative state. As such, the following examples contain no direct appeal to
“naturalness”, since the degree of naturalness for some HC process may vary between
individual users with distinct behavioral profiles. Using Yelp in deciding on some service, or using
ZR to motivate your run, will integrate naturally into the usage patterns of some users and may
be more disruptive in the lives of others.
Consider the following cases:
Stable
Disruptive
Emergent
American Idol predictions
Yelp
Engineered
Zombies Run
FoldIT
Table 1
Emergent/Stable: HC systems are emergent when they exploit uncoordinated behavior
in a population, and they are stable when that computing goal is met without further disruption.
reCaptcha has already been mentioned as an example of HC that falls in this quadrant. A more
illustrative example can be found in Ciulla et al. (2012), which describes modeling approaches to
the Twitter datastream that successfully anticipate the results of a recent American Idol voting
contest. In this study, users Tweeted their thoughts on the contest of their own accord3 , without
coordination and independently of their potential use in predictive speculation, and so meets the
definition of emergent. Solving the prediction task required no additional input from the users
beyond this existing social behavior, and so also meets the definition of stable.
Engineered/Stable: Engineered computing tasks are highly coordinated and designed
for specific computing purposes. These designs can be stable in our sense when the
computation fits existing patterns of behavior rather than creating new ones. BOINC’s
successful @HOME distributed computing projects (Anderson 2004) are familiar examples of
stable computing strategies, using spare processor cycles for useful computational work without
occupying an additional computational footprint. For a more explicitly gamified example, consider
the 2012 exercise motivation app called “Zombies Run”4 . Zombies Run (ZR) is designed to work
in tandem with a player’s existing exercise routine, casting her as a “runner” employed by a
postapocalyptic settlement surrounded by the undead. The game’s story is revealed through
audio tracks rewarding player for gathering supplies, distracting zombies, and maneuvering
through the dangerous postapocalyptic wasteland, all accomplished by monitoring a few simple
features of the user’s run. The app motivates runners to continue a routine they’ve already
developed, using tools already appropriated in that behavior; the app isn’t designed to help users
to start running, it is designed to help them keep running. This is a defining feature of
engineered/stable systems: while they are the product of deliberate design, the design’s primary
effect is to reinforce (rather than alter) existing patterns of behavior. While ZR players aren’t
(necessarily) performing any particularly interesting computing function, the app provides a clear
example of how a highly designed, immersive app can nevertheless be stably introduced into a
user’s activity.
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.
4
From the UKbased Six to Start. https://www.zombiesrungame.com/
3
Emergent/Disruptive: A computational state is disruptive when implementation would
involve a significant reorientation of the behavior and/or goals of the agents under consideration.
This can occur in emergent computing contexts where individuals are acting independently and
arbitrarily. Yelp.com is a popular webbased service that compiles crowdsourced reviews of
local businesses and services. These reviews are used to compute a rating of a given service
based on search criteria. And indeed, solving this computing problem itself changes the activity
of the population: Luca (2011) finds that the a onestar rating increase amounts to a 59 percent
increase in revenue. In other words, the selfdirected, emergent activity of Yelp reviewers is
disruptive to the behavior of the dining community, effectively redirecting a portion of them to
services with higher ratings. It may be supposed that Yelp’s disruptive status is a consequence
of feedback from the HC system being used to guide the decisions of future diners. However,
Zombies Run provides an example where feedback on HC behaviors can reinforce those
behaviors with little disruption. This suggests that Yelp’s economic impact involves more than
providing feedback on the HC task; it reflects something about the specific computations
performed by the system. We will return to this point in section three.
Engineered/Disruptive: FoldIT is a puzzlesolving game in which the puzzles solved by
players are isomorphic to protein folding problems (Khatib et al. 2011). FoldIT is a paradigm
case of gamification: it makes a HC task more palatable to the users, but significantly disrupts
their behavior in the process by demanding their focus on the game. FoldIT is engineered in the
sense that the task has been deliberately designed to provide computationally significant results,
and disruptive in the sense that the task is a departure from the behavior in which players
otherwise engage.
The above examples are offered in the hopes of making clear a complex conceptual
landscape that serves as the backdrop for the discussion of natural human computing. A full
discussion of the dynamics of purposive human behavior is beyond the scope of this paper, but
we understand our contributions here as a step in that direction. Despite the perspectival
dimensions of “naturalness,” we can talk sensibly about designing natural human computing
systems that leverage existing HC work in minimally disruptive ways. We turn now to describe a
NHC system that demonstrates these features.
2.0 Introducing Swarm!
Swarm!, an application under development for Google Glass5 , is an implementation of
NHC methods for solving a class of economic optimization problems. Swarm! uses the GPS
coordinates of players to construct a locationbased real time strategy game that users can
“play” simply by going about their everyday routines. Individual cognitive systems have limited
resources for processing data and must allocate their attention (including their movement
Glass is a wearable computer designed and manufactured by Google. The Glass headset features a
camera, microphone with voice commands, optical display, and a touchsensitive interface. It duplicates
some limited functions of a modern smartphone, but with a handsfree design. Fig. 1 depicts a user wearing
a Google Glass unit.
5
through space and time) judiciously under these constraints. Therefore, we can interpret the
data gathered by Swarm! as a NHC solution to the task of attention management: Swarm!
generates a visualization of aggregate human activity as players negotiate their environments
and engage objects in their world.
Fig. 1
The Swarm! engine is designed as a basic NHC application: it’s a game that’s played just
by going about your normal routine, frictionlessly integrating game mechanics into a player’s
everyday life. Swarm!6 simulates membership in a functioning ant colony, with players
assuming the role of distinct castes within one colony or another. Players are responsible for
managing their own resources and contributing to the resource management of the colony.
Swarm! data is visualized as colorful trails on a map card presented on request to the Glass
display in order to engage the resulting behavior. These trails are designed so they can not be
used to locate or track any individual uniquely. Instead, we’re interested in the broader patterns of
behavior: where do players spend their time? When is a certain park most likely to be visited?
When and where do players from two different neighborhoods cross paths most frequently?
2.1 Swarm! mechanics
Ant behavior is coordinated through purely local interactions between individuals and a
shared environment without any central direction (Dorigo, 2000). Individual ants exchange
information primarily through direct physical contact and the creation of pheromone trails.
Pheromone trails, which can be used to indicate the location of resources, warn of danger, or
request help with a tricky job, are temporary (but persistent) environmental modifications laid
down by individual that help ants coordinate with each other and organize over time to manage
colony needs.
Swarm! adopts the pheromone trail as its central mechanic. By moving around in
physical space, players lay down “trails” that are visible through the ingame interface as colorful
lines on a map. These trails encode contextspecific information about the history and status of
user interactions around a location. Just like realworld ants, Swarm! trails are reinforced by
6
Complete game bible can be found at http://www.CorporationChaos.com
repeated interaction with a region of space, so the saturation of trails in a particular location
represents the degree of activity in that location. Trails also encode some information about
ingame identity, but the focus of Swarm! is on impersonal aggregate data and not unique player
identification. Since trails are semipersistent and fade slowly with time, the specific time that a
player passed a location cannot be deduced by looking at the map. Players also have the option
to define “privacy zones” around their homes and other sensitive areas where Swarm! data
collection is prohibited.
Swarm! gameplay is styled after many popular resource collection games, with central
goals revolving around finding enough food to stay alive, disposing of trash (“midden”), and
defending the colony from incursions by rivals. However, Swarm!’s central innovation is its
emphasis on selforganized dynamic game maps and frictionless player interaction. Player
interactions result primarily from trail crossings: when one player crosses the trail laid down by
another player, an appropriate contextdependent event is triggered. Note that this activity does
not require players to be present simultaneously at one location. Trails laid down by users decay
gradually over time, and require reinforcement to sustain. Thus, crossing the trail of a rival ant
means that ant (or possibly several ants from the same colony) have reinforced this trail within
the decay period. In other words, all player activity is rendered on the map as “active” and will
trigger engagements and events specific to those interactions.
Players also have castespecific abilities to augment the structure of the game map.
These abilities are triggered by more indepth interaction with a locationfor instance, spending
an extended amount of time in the same public place, or taking some number of pictures of an
important game location. Each caste has a unique set of strengths, weaknesses, and abilities
that affect the range of ingame options available to the player. These augmentations can
provide powerful bonuses to members of a player’s colony, hinder the activities of rivals, or alter
the availability of resources in the area. Strategic deployment of these abilities is one of the most
tactically deep and immersive aspects of Swarm! gameplay.
For illustration, consider the following ingame scenario (Fig 2). Suppose a player (call her Eve)
consistently moves through territory that is controlled by an enemy colonythat is, she crosses a
region that is densely saturated with the trails of hostile players. Moving through this region has a
significant negative impact on Eve’s resource collection rate, and unbeknownst to Eve (who
doesn’t like to be bothered by game updates) this penalty has been adversely affecting her
contributions to her colony for weeks, keeping her at a relatively low level than where she might
be otherwise. However, suppose that one day Eve decides to actively play Swarm!. Upon
downloading the latest game map she observes the impact this region has had on her collection
rate. Swarm!’s game mechanics reward this attention to detail, and allow Eve to do something
about it. When Eve photographs the locations that are controlled by a rival colony, she creates
an ingame tag that calls attention to her predicament and provides castespecific ingame
effects that potentially offset the impact of the rival colony’s trail. In other words, her action
(taking a picture) has produced an ingame structure that warps the map and partially
ameliorates the penalty that she would otherwise suffer. This ingame structure might attract
other active players to the territory to build more structures that further magnify these changes.
In this way, close attention to (and interaction with) the game map is rewarded, while casual
players are still able to contribute meaningfully to the overall game dynamic.
This reveals an important aspect of Swarm! related to the distinctions drawn in Section
1. Although the game is designed to passively harvest aggregate user behavior, it also
incentivizes the curation of that data allowing for active user engagement. Thus, some users
may experience Swarm! as unobtrusive and stable, with computation occurring largely in the
background, while others may enjoy significant disruptions as they actively play the game.
Moreover, the two might interact with each other through ingame mechanics around shared
spaces without either player being aware of the other’s presence. When Eve tags a highly
trafficked area of the map with her picture, she is highlighting an attractor7 in both the physical
space and the game space. Those attractors emerge naturally in the behavior of some Swarm!
players, and Eve’s active engagement with the trails further augments the map to highlight the
relevance of those attractors. These attractors can in turn coordinate others to further document
and engage an area, filling out the digital profile of regions that are of central use in human social
behaviors, and effectively turning Swarm! players into an engineered team of selfdirected,
selforganized content curators. Every Swarm! player’s behavior is thus influenced both by the
structure of the game map, and the structure of the game map is influenced by the behavior of
Swarm! players. However, since the initial structure of the Swarm! game map is dictated by the
antecedent behavior of Swarm! players, this mechanic only serves to reinforce extant patterns of
behavior.
An attractor is just a location or state in a system toward which nearby states or locations tend to be
“sucked.” Minimumenergy 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
Fig. 2 Our player Eve (indicated with the green trail) considers a regular interaction at a busy
intersection with a hostile colony (red trail), which imposes castespecific effects on a region.
Image credit: Kyle Broom
The resulting model highlights patterns of natural human behavior that can be directly
harvested for computational work. For instance, consider the problem of locating a working
electrical outlet at the airport8 . Traditional resource distribution structures (like the financial
markets or public regulatory structures) have until now failed to provide enough incentive to
curate a digital outlet location map for wide public use, despite its potential value to both
customers (who may wish to charge their electronics while they wait for a connecting flight), and
the airport businesses (who might be able to draw customers and control the flow of airport
patrons by advertising their location). Online databases like Yelp work well for services that have
existing advocates, like restaurant owners, who can represent those interests by responding and
reacting to Yelp reviews, but little incentive exists for a curation task like this. On the other hand,
with suitable resolution Swarm! provides an immediate visual representation of the activity of
airport patrons that allows for intuitive predictions about where the outlets might be: look for
clustering behavior near walls. Moreover, Swarm! rewards active players for tagging public
spaces with pictures and notes that fill in details of the interaction history at that location. The
result is an NHC method for computing a solution to the problem of finding electrical outlets
without the need for natural advocates or market representation to explicitly engineer this
behavior.
8
Credit goes to Robert Scoble for raising the example during a recent conversation about Swarm!.
This example has Swarm! players uncovering the usevalue of objects which have been
underrepresented by other records of social value, and it has accomplished this without
creating any additional demand on social behaviors. Perhaps a close analog is the use of GPS
requests for identifying traffic congestion (Taylor, 2000), but the game mechanics of Swarm!
generalizes the approach for a broad range of human activities. We turn now to a general
discussion of the strategies described above.
2.2 NHC Applications of Swarm!?
Consider the mechanic described in Section 2.1 for modifying the game map by taking
and tagging pictures. A strategicallyminded Swarm! player will not use this ability at just any
location (Rashid, 2006; Ames & Naaman, 2007); rather, she will study the structure of local trails
over the course of a few days, and engage with the map in a tacticallyoptimal locationthat is, a
location that already experiences heavy traffic of the right sort. In this way, the Swarm! map will
become a fairly detailed representation of patterns of player engagement with the real world;
locations that are naturally highly trafficked will become increasingly important, and thus
increasingly saturated with trails and ingame structures.
The fact that interesting locations in the game tends to mirror the interesting locations in
the real world is central to Swarm!’s design. While Swarm!’s mechanics might well have some
influence on the behavior of more strategicallyminded players, that influence will remain a mirror
of the aggregate pregame behavior of the community, and thus a useful starting point for NHC
data collection about use behavior. Ingress, a somewhat similar augmented reality game
developed by Niantic Labs for Android mobile devices (Hodson, 2012), makes for an instructive
contrast case. Ingress features two ingame “teams” (Enlightened and Resistance) involved in
attempts to capture and maintain control of “portals,” which have been seeded by Google at
various realworld locations. Players take control of a portal by visiting the location (sometimes
in cooperation with other players), and remaining there for a set amount of time. Players may
also “attack” portals controlled by the opposing team through a similar locationbased mechanic.
Notice the difference between tracking the behavior of Ingress players and tracking the
behavior of Swarm! players. Despite both games featuring similar locationbased mechanics,
the fact that Ingress’ portalsthe significant ingame attention attractorshave been seeded by
the game’s designers renders the activity of Ingress players a poor proxy for their natural, out of
game behavior, and thus a poor proxy for NHC data collection. In contrast, Swarm! players
create the structure of the map themselves, and the strategically optimal approach to modifying
it involves reinforcing existing patterns of behavior. The structure of the Swarm! map reveals at
a glance sophisticated facts about the natural attention patterns of Swarm! players. It is this fact
that makes Swarm! an important first step toward a mature NHC application.
Transitioning Swarm! from a NHCoriented game to a real NHC application will involve
tightly integrating Swarm!’s mechanics with realworld tasks. We suggest that Swarm!’s
existing mechanics might be easily tied in to a service like Craigslist.org. Craigslist is a popular
and free webbased service facilitating the exchange of good and services that run the gamut
from used cars and furniture to prospective romantic encountersall of which are organized
geographically and easily searchable. The Swarm! platform, with its builtin mechanics for
tracking location, activity, and experience could serve as a platform for visualizing Craigslist
service requests and evaluating the results of the transaction. If successful, such a system
would allow for a selforganized, entirely horizontal resource and labor management system for
its users. Such integration would be a large step toward turning Swarm! into the sort of robust
economic HC application that we discuss in Section 4.
Consider the following hypothetical future ingame scenario: Eve, our intrepid player from
Section 2.1, has access to a Craigslistlike service integrated with an advanced version of
Swarm!, and this service informs her (on request) about posts made by other players in her
immediate geographical region. With access to this information, Eve can decide whether or not
to accommodate the requests of other players in her vicinity. Suppose, for instance, that Eve
notices a posting near her home base requesting a 40 watt CFL lightbulb to replace a bulb that
just burned out. Eve was targeted with the request because her patterns of behavior repeatedly
cross paths with the requesting user; depending on how sophisticated the service has become,
it might even recognize her surplus of light bulbs. In any case, Eve knows that she has several
matching bulbs under her kitchen sink, and considers using the bulb to gain experience and
influence within Swarm!. Eve notices that the specified drop point is on her way to work, and
agrees to drop the bulb by as she walks to the subway. Perhaps the dropoff is coordinated by
each party taking a picture of the object using QR codes that signal drop off and receipt of the
object. Upon completion, this transaction augments player statistics within Swarm! to reflect the
success of the transaction. As a result, Eve’s public standing within the player community
increases, just as it would have if Eve had participated in a coordinated attempt to seize a food
source for her colony. Her increased influence within game environment might increase the
chances that her next request for a set of AA batteries is also filled.
This mechanic creates an environment in which contributing to the welfare of other
Swarm! players through the redistribution of goods and services is rewarded not monetarily, but
through the attraction of attention and the generation of influence and repute. The attention
attracted by the request is converted into user experience upon completion of the task, allowing
the user’s behavior to have a more significant impact on the dynamics of the game. Again, this
mechanic helps to blur the line between ingame and outofgame interactions: the ingame
world of Swarm! is a distillation and reflection of the everyday outofgame world of Swarm!’s
players. Eve’s history as a Swarm! player disposed to help other players in need might be
intuitively presented to other members of her colony through features of her trail. When Eve
makes a request for aid other players will be more disposed to respond in kind.9
Although our examples have focused on minor transactions of relatively little significance,
The influence of perceptions of fairness on economic interactions is an increasingly wellstudied
phenomenon among economists and psychologists. For a comprehensive overview, see Kolm & Ythier
(2006), especially Chapter 8 (Fehr & Schmidt).
9
the game mechanics described here suggest a number of important principles for designing HC
systems that harvest the computational dynamics of natural human activity, and the profound
impacts these applications might have on a number of vitally important human activities,
including education, politics, and urban development. We focus the remaining discussion on
economic considerations.
3. Naturally optimizing the economy
We can think of the global economy as being a certain kind of HC system in which the
problem being computed involves the search for optimal (or nearoptimal)10 allocations of raw
materials, labor, and other finite resources (“the economic optimization problem”). This
approach to economic theory is broadly called “computational economics” (see e.g. Velupillai,
2000; Norman, 1996), and it takes economic theory to be an application of computability theory
and game theory. Historically, some economists have argued that a free capitalist market
composed of minimally constrained individual agents (and suitable technological conditions
supporting their behavior) provides the most efficient possible economic system (Hayek, 1948).
We shall conclude our paper with a discussion of NHC applications as an alternative approach
for tackling the economic optimization problem.
Kocherlakota (1998) argues that money is best thought of as a “primitive form of
memory” (ibid. p. 2). That is, money is a technological innovation that provides a medium for a
limited recording of an agent’s history of interactions with other agents. On this view, rather than
being an intrinsic store of value or an independent medium of exchange, money is merely a way
to record a set of facts about the past. Kocherlakota argues that this technological role can be
subsumed under “memory” in a more general sense, and that while access to money provides
opportunities for system behavior that wouldn’t exist otherwise, other (more comprehensive)
kinds of memory might do all that money does, and more: “...in at least some environments,
memory [in the form of high quality information storage and access] may technologically
dominate money” (ibid. p. 27).
If this characterization is correct, then solving the economic optimization problem
involves accomplishing two distinct tasks: identifying precisely what information should be
recorded in economic memory, and we must devising ways to store and manipulate that
information. We might understand Yelp as recording user accounts of a service that attempts to
meet these memory challenges. Yelp users leave comments, reviews, and ratings that provide a
far more detailed and relevant transaction history with customers than is represented by the
relative wealth of the business as a market agent. Luca (2011) finds not only that these reviews
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), Chapter 13 of Raz (1988), and Sen
(1997).
10
have an impact on revenue, but that impact is strengthened with the information content of the
reviews, suggesting one place where money may be showing evidence of domination by rich
sources of memory.
Swarm! offers a natural approach for meeting the same challenges, in which NHC is
leveraged to help solve the economic optimization problem without introducing new economic
frictions. This computational work is accomplished through the recording of trails that represents
incremental changes in the use history of that location. As Swarm! maps become increasingly
detailed and populated they likewise come to function as an effective representation of the
attention economy (Simon, 1971; Weng, 2012) in which the saturation of trails around an object
approximates a quantitative measure of the value of objects relative to their use11 . We treat this
measure as the aggregate “usevalue” of the object (Vargo et al., 2008), and argue that a model
of the usevalue of objects allows for novel NHCbased solutions to a variety of standard
problems in the optimization of economic systems. A full articulation of the attention economy is
not possible here, but we will provide a sketch of one possible implementation using the Swarm!
framework.
4. Developing the Attention Economy
Recall the central mechanic of Swarm!. GPS data about players’ movement patterns
are aggregated, whether or not a player is actively engaged with the game. Strategicallyminded
players are rewarded for tagging and modifying the map in a way that gives rise to a detailed
reflection of how all Swarm! players use the space covered by the map. The data collected by a
Swarm!like application has the potential to encode many of the facts that might otherwise be
encoded less explicitly. Monetary transaction records act as proxy recordings for what we have
called usevalue. The mechanics of Swarm! suggest a way to measure usevalue directly by
recording how economic agents move through space, how their movement is related to the
movement of others, what objects they interact with, the length and circumstances of those
interactions, and so on. By tracking this data, we can transform the everyday activities of agents
into records of what those agents value and to what degree. This is the “high quality information
storage and access” that Kocherlakota suggests may come to technologically dominate
currency as economic memory. Still, a number of practical challenges must be surmounted
before a NHC/AE based approach to solving the economic optimization problem is realistically
viable.
Any implementation of an attention economy in which the economic optimization problem
is solved with NHC will clearly involve data collection on a scale that goes far beyond what’s
possible in Swarm! or with Google Glass, as the mere tracking of gross geospatial position will
not record enough information to (for instance) assay the value of individual material objects like
pens and lightbulbs. Swarm! is an incremental step in that direction, with the more modest and
technologically feasible goals of acclimating people to regular engagement with AE platforms,
11
As opposed to value relative to exchange. See Marx (1859).
and with developing the social norms appropriate to the demands of an AE. The structure of
human communities is strongly coupled to the technology available during their development.
Absent major catastrophes, the sort of ubiquitous computing and social norms necessary for the
implementation of an AE will continue to develop in tandem.
Indeed, the success of AE in some sense depends on the development of social
customs and attitudes to compensate for the more invasive social coordination technologies that
dominated the Industrial Age, which are almost universally characterized by the establishment of
hierarchical institutions of control. In such a system, power is concentrated in the hands of the
very few, to be executed within very narrow channels of operation. For the disenfranchised,
finding ways to circumvent or usurp this power is often a more attractive than accumulating
power through socalled “legitimate” meansespecially as the powerful increasingly protect their
positions through deliberate corruption and abuse, thereby weighting the system heavily against
“fair play”. In other words, enterprising opportunists looking for success in systems with limited
hierarchical control have a disproportionate incentive to “game the system”, or exploit loopholes
in the rules in ways that give them a disproportionate advantage. Preventing the exploitation of
such loopholes requires an ever increasing concentration of power, creating greater incentives
to break the system, and greater costs for failing in those attempts. Social customs discouraging
such behavior must be imposed from the top, often with violence, as a means of retaining
control, since these customs are not reinforced from below.
In contrast, the AE describes a selforganizing system without hierarchical control or
concentrations of power, because the rules for operating within the system also support the
success of the system as a whole, and so are supported from the bottom without need for
topdown enforcement. In other words, the impulse to game an attention economy can be
actively encouraged by all parties, since individual attempts to gain a disproportionate advantage
within the system simultaneously reinforce the success of the system overall. Recall from
section 2.1, when Eve snaps a picture of a highly trafficked block. This apparently selfinterested
act to improve her own ingame resource collection rate is simultaneously a contribution to the
economic optimization problem, and is therefore reinforced by her colony’s goals. Of course,
Eve is not only rewarded by pursuing selfinterested goals; potentially everything Eve does in an
attention economy is computationally significant for her community, and therefore her
community can support Eve in the pursuit of any goals she wishes without worrying about how
her actions might upset the delicate balance of power that supports institutional control. In an
attention economy, Eve is not rewarded to the extent that she appeals to existing centers of
power; instead, she is rewarded to the extent that her participation has an impact on the
development of her community.
We conclude by mentioning some design considerations inspired by Swarm! for building
an “Internet of Things” that facilitates the the use of NHCs for managing the attention economy.
Most obviously, Swarm! is a step toward the creation of pervasive, universally accessible,
comprehensive record of the relationship between agents, locations, and objects. As we have
said, widespread location and identity tracking of at least some sort is essential for the
implementation of a true AE. This is a major design challenge in at least two senses: it is a
technical engineering challenge, and a social engineering challenge.
The solution to the first challenge will still require technological progress; we do not yet
have ubiquitous distribution of the sort of computing devices that would be necessary to
implement the finegrained level of data collection that a real AE would require. In addition to
aggregate movement patterns, an AE platform will need to track patterns in the relationships
between agents and physical objects. Sterling (2005) introduces the term “spime” to refer to
inanimate objects that are trackable in space and time, and broadcast this data throughout their
lifetimes. Objects that are designed to live in an attention economy must track more than just
their own location and history: they must be able to track their own use conditions, and change
state when those use conditions have been met. This will require objects to be sensitive not just
to their own internal states, but also to the states of the objects (and agents) around them: this is
the socalled “Internet of Things” (Atzori et al., 2010). There is already some precedent for very
primitive functions of this sort. Consider, for instance, the fact that modern highend televisions
often feature embedded optical sensors to detect ambient light levels, and adjust backlighting
accordingly for optimal picture quality. We can imagine expanding and improving on that kind of
functionality to develop (say) a television that mutes itself when the telephone rings, pauses
when you leave the room, or turns itself off when a user engages deeply with another object (for
instance a laptop computer) that’s also in the room. These examples are relatively mundane, but
they are suggestive of the sort of industrial design creativity and integration needed to design
AEoptimized artifacts.
Swarm! approaches this design challenge by imposing some novel clustering methods
represented by the caste and colony system. The colony system is a geographical constraint
designed to cluster colony members to ensure that they aren’t spread so thin as to undermine
the game dynamics. The caste system is a design constraint on the patterns of user activity,
and allows users to tell at a glance the functional results of some possible sequence of
engagements without knowing too many details about other players. This latter feature is
inspired directly by ant colonies, and is important to the organizational dynamics of an AE. In
particular, it gives contexts in which it is appropriate for certain agents to have disproportionate
influence on some computing task, thereby carving out emergent hierarchies and cliques. The
AE/NHC platform is thus applicable to the solution of noneconomic social problems, and can be
leveraged to help compute solutions to other legal, political, and social puzzles.
As an illustration of how NHCs might be applied to the distribution and management of
resources and labor, consider the transaction history for some arbitrary object X. If this record
has been reliably maintained on a userper user basis, it might serve as the basis for resolving
disputes about ownership, rights of use, and other coordination problems traditionally settled by
legal and political frameworks. If I have years of history driving a specific car on Wednesday
mornings, and the use record shows you driving this car some particular Wednesday morning,
then absent some explanation this appears to be a disturbance in use patterns. This information
might itself be enough to warrant a complaint through official channels and initiate the machinery
of the public justice system to account for this disturbance. In other words, a wellmaintained
record of the use history of an object might serve as a foundation for NHC solutions to political
and legal disputes, and provides a framework for dealing naturally with apparent cases of
“stealing” without requiring anything like the disruptive technologies of property, contracts, and
other legal frictions.
This is the real heart of the AE/NHC approach to economic optimization: the NHC acts
entirely upon data about local patterns of attention, use, and interaction without significantly
disturbing the behavioral patterns that generate the data. Rather than indirectly recording facts
about my contribution to (or value of) some object or process in monetary memory, which
requires its own set of social conventions and techniques to maintain, those facts are recorded
directly in the history of my relationship to the object or process. We suggest that careful
management of those facts, combined with a distributed NHC framework, might allow for a far
more efficient economic system than any moneybased system.
We’ve given a characterization of the shape and character of the first of the two design
challenges we mentioned above: the technical engineering challenge. While solving this
challenge is central to the implementation of the AE, we should not overlook the importance of
solving the second challenge either. While technological advances are important, so are
advances in the relationship between humans, technology, and society at large. Just as the
dissemination of other major, epochdefining technologies (like the automobile or the telephone)
were accompanied by a certain degree of widespread anxiety and social disruption, we expect
that the adoption of the ubiquitous computing platforms required for AE implementation (and their
concomitant changes in social practice) will be associated with some unrest as society
acclimates to some of the underlying changes. In this respect, Swarm! is more than just an
experiment in designing a NHC applicationit is an attempt to give society at large a chance to
experience the artifacts and sociocultural practices required for a wellmanaged AE. The more
time we have to grapple with those issues as a community, the smoother the transition to the
future will be.
References
Ames, M., & Naaman, M. (2007, April). Why we tag: motivations for annotation in mobile and online media.
In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 971980). ACM.
Anderson, D. P. (2004, November). Boinc: A system for publicresource computing and storage. In Grid
Computing, 2004. Proceedings. Fifth IEEE/ACM International Workshop on (pp. 410). IEEE.
Anderson, Elizabeth (1995). Value in Ethics and Economics. Harvard University Press.
Atzori, L., Iera, A., & Morabito, G. (2010). The internet of things: A survey. Computer Networks, 54(15),
27872805.
Ciulla, F., Mocanu, D., Baronchelli, A., Gonçalves, B., Perra, N., & Vespignani, A. (2012). Beating the news
using social media: the case study of American Idol. EPJ Data Science, 1(1), 111.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification. using gamedesign
elements in nongaming contexts. In PART 2Proceedings of the 2011 annual conference extended
abstracts on Human factors in computing systems (pp. 24252428). ACM.
Dorigo, M., Bonabeau, E., & Theraulaz, G. (2000). Ant algorithms and stigmergy. Future Generation
Computer Systems, 16(8), 851871.
Fehr, E. & Schmidt, K. (2006). “The Economics of Fairness, Reciprocity and Altruism – Experimental
Evidence and New Theories” in The Handbook of the Economics of Giving, Altruism and Reciprocity,
Volume 1, Kolm, S. and Ythier, J. (eds.). Elsevier. 616691
Morrison, Foster. (2008) The Art of Modeling Dynamic Systems: Forecasting for Chaos, Randomness and
Determinism. Dover Publications.
Greene, K., Thomsen, D., & Michelucci, P. (2012). Massively collaborative problem solving: new security
solutions and new security risks. Security Informatics, 1(1), 117.
Gordon, D. M. (2010). Ant encounters: interaction networks and colony behavior. Princeton University
Press.
Hayek, F. (1948). Individualism and economic order. The University of Chicago Press.
Hodson, H. (2012). Google's Ingress game is a gold mine for augmented reality.New Scientist, 216(2893),
19.
Khatib, F., Cooper, S., Tyka, M. D., Xu, K., Makedon, I., Popović, Z., ... & Players, F. (2011). Algorithm
discovery by protein folding game players.Proceedings of the National Academy of Sciences, 108(47),
1894918953.
Kocherlakota, N. (1998). “Money Is Memory.” Journal of Economic Theory, 81(2), 232251
Luca, M. (2011). Reviews, reputation, and revenue: The case of Yelp. com (No. 12016). Harvard Business
School.
Marx, K. (1859). A contribution to the critique of political economy. , International Publishers, New York,
1979.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world.
Penguin books.
Norman, Alfred. (1996). “Computability, Complexity, and Economics.” Computational Economics, 7(1), 121
Rashid, A. M., Ling, K., Tassone, R. D., Resnick, P., Kraut, R., & Riedl, J. (2006, April). Motivating
participation by displaying the value of contribution. In Proceedings of the SIGCHI conference on Human
Factors in computing systems (pp. 955958). ACM.
Raz, Joseph. (1988). The Morality of Freedom. Oxford University Press.
Sen, Amartya (1997, July) Maximization and the Act of Choice. Econometrica, 65(4), 745779.
Simon, H. (1971). Designing organizations for an informationrich world. In Greenberger, M. (ed.) Computers,
Communication, and the Public Interest, 37–52 The Johns Hopkins Press, Baltimore.
Sterling, Bruce (2005). Shaping Things. Cambridge, Massachusetts: MIT Press.
Strogatz, Steven (2001). Nonlinear Dynamics And Chaos: With Applications To Physics, Biology,
Chemistry, And Engineering. Westview Press.
Taylor, M. A., Woolley, J. E., & Zito, R. (2000). Integration of the global positioning system and
geographical information systems for traffic congestion studies. Transportation Research Part C: Emerging
Technologies, 8(1), 257285.
Vargo, S. L., Maglio, P. P., & Akaka, M. A. (2008). On value and value cocreation: A service systems and
service logic perspective. European management journal, 26(3), 145152.
Velupillai, Kumaraswamy (2000). Computable Economics. Oxford University Press: New York City.
Von Ahn, L., & Dabbish, L. (2008). Designing games with a purpose. Communications of the ACM, 51(8),
5867.
Von Ahn, L., Maurer, B., McMillen, C., Abraham, D., & Blum, M. (2008). reCAPTCHA: Humanbased
character recognition via web security measures.Science, 321(5895), 14651468.
Weng, L., Flammini, A., Vespignani, A., & Menczer, F. (2012). Competition among memes in a world with
limited attention. Scientific reports, 2.