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The Sharing Economy isn’t about sharing

Sharing is largely incidental to what has come to be known as the “sharing economy.” It is simply a solution to the larger problem of allocating resources. Let’s say you have a possession—it doesn’t have to be a car or a domicile. Let’s call it a widget. You use it some, but definitely not all of the time. This is silly. You have paid for full-time ownership of the widget yet it sits dormant most of the time. Other people who want to use a widget will buy their own widgets and also use it some of the time. Assuming…

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Block’hood is everything vertical cities promise to be… and aren’t

What is a neighbourhood beyond a collection of functions such as greenspace, housing, shops, and schools—figurative building blocks that can be strung together to build a functioning environment? The neighbourhood-as-collection-of-blocks metaphor appeals to videogame creators and audiences because it is an easily digestible abstraction and one that can easily be mapped onto basic game mechanics. This is how Sim City eventually bequeathed games like Oskar Stålberg’s Brick Blocks, in which you extruded a block of flats out of a base grid. Now this variant on the venerable city-building genre is getting beautified in Jose Sanchez’s Block’hood. Block’hood, which is due to…

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At last, a city-building game that allows for meaningful economic experimentation

We are all low-poly before God and the free market. Polynomics is about the latter case, though the distinction is far from precise. Slated for an initial release in early 2016, Polynomics is an economic simulator. You play as the federal government of an unnamed area, issuing a currency, collecting taxes, and enforcing laws. The non-player characters in this world, which might also be called citizens, are perfectly rational actors who seek to maximize their utility through each of their actions. The intersection of all these wants and needs with (your) government objectives can be a messy one, and Polynomics…