To the government regulators, policy makers, and game developers:
Here is an idea for a game, website, or scenario creator to involve the public on solving problems. I will be using the example of the problem of mass violence and gun violence:
Society Future Simulator Game and Tool Presentation
Friday, July 19, 2013
People and society are in need of guidance on what to do in the future. The vision of the future is dim, hazy, and full of widely different possibilities. It is hard for anyone to be able to decide what they are going to do with their life with such a limited view of the future. We are not yet conscious of the future
We might not yet control the weather but we do have control over our selves. We should work with the things we have the greatest control over.
The future is important to plan for and we should value it. As a result of the uncertainty and inability to sense the future we fear it and cling to philosophies that value the present time while conveniently ignoring the possible bad futures, but if we care enough and dedicate ourselves, then we can make a greater future that is more valuable than any moment in the past. Each moment should be better than the previous moment. This world is worth taking care of and improving.
I want to change this problem of the inability to forecast the future. I want to reduce the unknowns and determine the possible futures with an interpretation of the implications of the data of the past and present. In order to determine the general trajectory of society the program will need as much data as possible about the present and past. Just as we know the trajectory of objects in outer space we can determine the trajectory of things of inner space or the mind. We will one day measure the future trajectory of people by calculating what they will do by keeping track of their beliefs, desires, and other things that cause them to act. With the information about behavior causing entities, we can determine each person's future behavior and their life's trajectory. By gathering data on the causes of a person's success in achieving their life goals we can determine if another person will realize a goal of theirs. Then the program can advise and tell you what you need to do, be, desire, and believe in order to succeed at a particular goal or action. It will be the ultimate life and society guidance system. To protect from misuse the system will not allow you to learn how to do anything evil or harmful.
In order to predict the future we have to cause the future we want to happen. The best way to do that is to learn as much as we can about ourselves and what we want for the future. We need a system that tracks everybody's short and long term plans and goals, and we need artificial intelligence that figures out how all the goals relate and add up.
People should have the opportunity to do what is right but society has the responsibility to intervene when people make the wrong decisions too much or when they are harming society and not helping society.
I invite everyone to participate and help with this project and be a part of making a meaningful contribution to society in the most efficient way possible.
Background information and introduction to the innovative concept.
I am interested in the gamification (or making scenarios and goal oriented activities) of government and of life in general. I am interested in collaborative games (where everyone wins if they participate) rather than competitive ones. I have ideas for games that could improve government, people's lives, and educate people. The Civilization games are some of my favorite ones because they give you an experience of being a leader of a civilization and you learn history in the process. My concept is influenced by this game, other games, and popular books that forecast the future.
In the game called "Your Solutions" for now, players would have the ability to define problems and solutions and the effects the problems and solutions have on an entity, population, or civilization that the player is advising. They would also define the global effects and influences of these problems, solutions, and effects. Other people could make decisions in the scenarios to see what happens according to the user or expert defined rules and results of each action. People could build every aspect of the scenario. They would determine what happens in the scenario and/or make decisions in other people's built scenarios to see what happens. People would learn problem solving and forecasting skills in this game.
The Mass Violence Example:
Defining the problem:
For example, a problem arises in the media, someone wants to try to analyze the problem in the game and scenario maker, so they define the problem as "There has been a problem with mass shootings that has become unacceptable. There are people who are mentally unstable and who have a strong reason or desire to hurt people. They are intent on hurting society and terrorizing everyone. They want to take away our sense of safety and our well-being.
Then the players would provide possible solutions like, "A solution could be to restrict access to guns and increase the availability of mental health".
The results of the solutions:
Then players would define the foreseeable and possible effects the choices would have on the game like, "As a result of restricting gun use there is greater level of safety and greater happiness from the reduction of terror, and a negative effect would be greater chance of invasion from other countries since people are not armed, that would lead to another problem such as the lack of weapons for civilians to protect themselves from invasions, then the solution might be to allow weapons but have a lock on the trigger that can be released by someone who has authority to enable the weapon. Also, the gun would have a video camera and cellular communication device to make requests to use the gun. So someone could press an emergency button and say I need to protect myself from an intruder then point the gun and camera at the intruder and then shoot if the light turns green. The gun would have a stun and lethal option to adjust to the level of danger and emergency. The system would be paid for by a tax for things that increase crime rates such as a lack of housing and healthcare, so if someone advocates against affordable housing and health care then they would pay a higher tax on those choices…"The scenarios would be run in the game and everyone would be involved in defining every aspect of every problem, solution, and effect.
The online aspect and problem/solution/effect grading system
This would have an online aspect where users could download problems, solutions, and the global effects of those problems and solutions. They could also grade the user created systems of problems according to the level/grade of fun, complexity, engagement, difficulty, creativeness, happiness produced, and the amount of change the system has on the society and world. Problem/solution systems could also be browsed by topic and genre. These systems could be presented to the participant according to his/her interests uploaded from Facebook. Then users could browse the systems according to the grade of those qualities. They could also browse the most new systems, most creative and/or most complex systems. The grades would be assigned by expert evaluators chosen by the community. There would be a separate grading system for plain user generated grades and votes. Players could collaborate on the solutions by themselves, or in groups or pairs. The pairing could be made according to similarities in interests, education, and work or a random match maker could be an option. Also a special matchmaker would be encouraged where people are paired with those who are very different from you so that people can discuss and learn about solutions and methods from different perspectives.
Getting the policy makers attention efficiently in the real world:
People could vote up things that need the attention of actual politicians. So if a certain decision/policy/change is successful at improving the quality of life and well-being in a well developed scenario (with many factors accounted for) then the change would be voted on, ranked, and graded. Then the highly ranked, graded and voted upon changes would be placed on a petition to be reviewed by expert policy makers who would review and finally implement the solutions in government. Everyone could upload the problems that arise as a result of the solution and change in real-time. The problem/solution cycle would continue when problems arise, solutions are played out in scenarios, and then successful solutions are implemented in the real world from the best solutions.
Ownership of the game:
The public would own and create the game and it would be open source so it could be modified according to individual/group desires.
Other properties of the game concept:
People would specify what they value and relatively how much they value each value. The game would suggest which policies to try out in your scenario according to your values. This way people would easily guide their scenario if they are inexperienced.
Data from people values would be collected and a scenario would be made that plays the average of everyone's values. So people would be playing their own game and be part of leading an MMOG (Massively Multiplayer Online Game). Everyone could see their effect on the MMOG. People could even vote on who should have the greatest impact with their decisions, values, beliefs, and motivations on the MMOG. The collaborators' decision could be weighted according to their level of skill or expertise as well.
The game would allow people to forecast the future trajectory of the world's development, the future of international relationships, technology, science, violence, terrorism, national/world-wide security, well-being, and health. They would determine what to research and see how each research path has different outcomes and advantages.
There could be a schedule that encourages a time when certain kinds of people will play the game.
In the game people would be discontent when hearing about injustices and human rights violations around the world. This discontentment feature would have a greater effect after social media and the Internet is introduced into the scenario which enables discontent people to organize protests and actions for justice.
People could focus exclusively on certain aspects of the game such as research and development while the rest of the scenario is automated for them.
Global unity and well-being could be a goal to pursue in the game. People would decide what the goals of the civilization should be and what milestones should be reached . Polling technology could measure the amount of happiness and discontentment relative to the most ideal state of happiness where desires are fulfilled as soon as they are created. Great amounts of research and technology would be required to reach this ideal level of happiness.
Space exploration and colonization could be an ultimate goal, or some complex or creative technology.
Transcendence could be a goal, where humans learn to probe other dimension and dark matter and energy. A goal like this would have many smaller steps to the ultimate solution. Goal completion would have to follow what steps are necessary, like creating dark matter machine would be a sub goal to probing and exploring the dark matter.
People could vote on the goals for the civilization of the collaborative MMOG.
The game could analyze everything that a person consists of (values, beliefs, desires, motives) in order to suggest what government policies and decisions they would be most likely to make
This scenario maker / player and game would enhance society and relieve people's discontentment that is caused by the feeling of being incapable of contributing to the solutions of the world's problems. People would be excited to see what problems arise for them to solve everyday. Their time would be spent wisely while making decisions in the game and when making contributions to this game.
This game has the potential to unite the world on solving our problems and on choosing our goals as a society.