The NBA's Undercover Secret
The Future of Money
Futurist Douglas Rushkoff, famous for correctly predicting the rise of social media, is trying to convince Craigslist's Craig Newmark to create “craigbucks.” He thinks it's the obvious next step in the evolution of money. “People could buy and sell things exclusively on Craigslist using craigbucks,” Rushkoff enthuses. “Sure they'll want to keep their Visas and their MasterCards, but they'll want a specialized, alternative form of cash too.”
The idea is not as far-fetched as it may seem. Economists already have a term for this kind of community-specific money; they're called "complimentary currencies" and they naturally take root when conditions are right. For example, in 2006, a Chinese online social network called QQ produced “QQ coins” that became widely traded, used for almost a billion dollars a year in transactions. Even though the currency was designed just to buy things on the QQ network, other websites started accepting QQ coins for payment of even non-virtual goods, and a black market sprung up to convert QQ coins directly to Yuan. The Chinese government cracked down: They feared that QQ could trigger inflation of the Yuan by increasing the total money supply in China.
An even more popular form of complimentary currency has grown up around cell-phone minutes. Today Kenyans use a service called M-PESA that helps people swap mobile-phone minutes as cash— you can literally pay for something at the store by transferring mobile minutes to the clerk's phone. Today the M-PESA is used for $10 million worth of trades a day, a figure that translates out to $3.6 billion a year, or about 10 percent of the Kenyan GDP.
Underground currencies thrive in nations whose governments are unstable or restrictive. According to Transparency International, a good-government NGO, Kenya's government is among the most corrupt in the world. And in China, it's illegal for people to gamble and view pornography, and yet the demand for them remains strong—hence, the rise of the QQ coin, which is perfect for buying both. When the banks or nations that issue currencies are unstable or unusable, people naturally seek out alternatives. The novelty of QQ coins and minutes is that they are a form of cash designed to be stored in cell phones instead of wallets.
Cash has an enduring appeal, and not just in uncertain times or economies. The amount of U.S. bills in circulation has actually increased over the last decade. Dave Birch, one of the U.K.’s leading financial pundits and the director of Consult Hyperion, a high-tech advisory group, points out that the essential character of cash is trust. Cash is simply a money system we are certain has worth,whether it’s backed by a government or some other guarantor of value.
When the developed world gets over its bias for "printing press–era cash technology" then complementary currencies will be commonplace here too, Rushkoff predicts. He sees a future that has people literally reprogramming their economic systems, using computer networks and handheld devices to administer new forms of grassroots cash. Those currencies could be almost anything: Cash we can use only at one local restaurant, cash cards for Wal-Mart or other chain stores, babysitting dollars we can trade in our neighborhoods.
There are some small examples of people of this future here now. In Japan, people trade “elder-care units,” which are measured in time spent caring for elders in the community, and they've become quite valuable as the population in that country ages. In the United States, hours of service are exchanged via the online Time Bank or locally in Ithaca, New York. Then there are the “Life Dollars,” an electronic currency used in the Pacific Northwest. The experiments have been successful, albeit quite small. The total amount of Ithaca hours in circulation is $100,000, while Life Dollars are used for perhaps $2,000 worth of transactions per month.
Newmark isn't sold on the "craigbucks" idea, but that isn't stopping Rushkoff. "If he doesn't want to do it, I can do it myself," he says with a laugh. Complementary currencies start from the ground up, and a future craigbuck may be no exception.
Actualizing the Internet of Things
We have discussed at various times the convergence of the digital and physical worlds. There are many ideas and products that currently exist that link the two worlds and can usefully integrate into THE GAME. Beginning this summer, a new product by the startup Fugoo will attempt to facilitate and accelerate, at a relatively low cost, an Internet of Things.
Fugoo co-founders John Hui, Chris Chung and Wayne Inouye started eMachines, the low-price PC maker, back in the day. These days, they are hoping to release a brick-size box, the Fugoo Block, that will plug into specially outfitted home appliances and connect them to the Internet, and one another, delivering information and content to "anywhere and everywhere". Fugoo has partnered with Microsoft, VIA Technologies and Foxconn Technology Group to form the Open Fugoo Alliance. The stated goal of the Alliance is to:
"Accelerate innovation by developing the first complete, open, and free hardware and software platform, the Fugoo Block. The Fugoo Block opens development for OEM manufacturers such as toy, furniture and appliance manufacturers to easily create new products that are 'smart' and Internet enabled. In addition, developers can easily design and build customized applications to engage all types of Fugoo users."To spur innovation and content created for the Fugoo, the Alliance will soon offer a software development kit for application developers and a Fugoo connector for OEM manufacturers.
Cloud Gaming
Yesterday, a company called OnLive released a service that could break the cost barrier of game consoles and high-end PCs. After seven years in development, OnLive has developed a svelte set-top box that will allow users to access the "latest and most advanced games instantly, on any TV via a sleek, inexpensive MicroConsole, or on almost any PC or Mac" essentially utilizing a demand-based gaming model.
The advantage is OnLive virtually eliminates the upfront cost of buying a gaming console or PC and the upgrade costs that go with purchasing these gaming systems. The OnLive platform is currently supported by Electronic Arts, Ubisoft, Take-Two Interactive Software, Warner Bros. Interactive Entertainment, THQ, Epic Games, Eidos, Atari Interactive and Codemasters. An obvious extension of the demand-based gaming platform is an eventual demand-based entertainment platform where one could also view and access movies, download and/or stream music, shop and interact online and so forth. However, Microsoft, Nintendo and Sony have struggled selling this vision of an online living room hub to gamers, specifically, and consumers, in general. Time will tell...but, clearly an interesting new entry into the gaming world.
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