Consider the paradigm economics book of the 1950s, published for United States markets, in which a proportion of profits, set by the board, is directed towards Good Will, an actual line item. Here will go your charitable donations.

Fast forward, and we have computer game arcades and apathetic youth, many of them skateboarders. What do they know of the world? What do we teach them?

Our Good Will company has an idea (the proverbial light bulb goes on): we’ll reward them for playing the games we sponsor, with the thrill of spending some of our Good Will money on worthy causes, in return.

Lets start with a far fetched example, as the Memory Palace people tell us that caricatures are easier to remember.

The chemical plant in your vicinity makes millions, but only if it’s able to recruit chemists. The local games parlor is a teenage hangout.

Put in a game that sends good vibes to Organic Chemistry (as a topic, a potential college major), and if a kid gets really good at it, let us amplify her winnings towards a portfolio she picks (from a menu).

The keyword in the previous paragraph is “amplify” as in “transistor”.

What a transistor does is modulate a big current with a small one.

A tiny voice controls a bigger one.

Big energy is channeled by smaller energy. That’s one way to see a “tube” (a device predating the transistor, in terms of function).

A company is happy to let the local community channel winnings (Good Will), and the local community wants to give all neighbors opportunities to charitably give.

One of the special privileges of the rich is they get to divvy up spoils and hand them out to worthy causes, through foundations.

With contemporary fintech, we’re able to give anyone who wants to play a turn at bat.

They may not have much to give, in terms of personal funds, but then sometimes a game is a means to valve what the sponsoring donors commit. Amplification is going on.

Skateboarding teenagers get to experience supporting orphanages in Southeast Asia because that arcade game in the corner is devoted to this purpose, and is popular with a clique.

The game has its own mystique, as did Uru, and Myst before that. Those with high scores know the orphanages have benefited, and they come by regularly to donate more.

Some companies take a less imaginative approach: take in our immersive game experience and in exchange we’ll donate to your favorite cause. That’s basically: watch our commercial, commit some biometrics, and we’ll help you support doctors without borders with their work. They’re doing market research.

Skeptics object that rewarding the player directly is always more effective, so why not stick with the standard gambling model? The question is “more effective at what?”. If the goal is to heighten awareness of the many charities out there, then a private game with crypto winnings may not be the whole answer. We want to give donors (everyday players) some decision making responsibilities. We want infrastructure that gives players opportunities to exercise judgement.

Probably I’m inspired by Freedom Toasters when I think of standalone computer games with a dedicated purpose. The Freedom Toasters were there to share free software with South African freedom lovers. They would burn you a disk, with your selection of goodies. I’ve never used one, but I’ve seen pictures, and met with Mark Shuttleworth for some days in Greater London that time.

A game box hardwired to send cryptocurrencies somewhere, is a memorable device. Players feel drawn to it. It takes quarters to play. Once inside, you’re immersed in a learning environment that wants you to commit funds. Companies that back this machine have provided funds for future stars to pass forward, to the game’s worthy causes. How magical.

Back to reality, there’s a whole chip set that needs designing, if we might think of it that way. New circuit designs for motherboard Earth.

Why all this arcade decor though? Why not admit that cell apps could do the same? Play from home.

I’ve already modeled the Personal Workspace (PWS) in GST. The Coffee Shop is social and higher bandwidth. You go there to learn more. Making it virtual and playing from the PWS is not a substitute for having real physical establishments, though I won’t say “brick and mortar” has to be my main metaphor.

Most skyscrapers are steel and glass, lots of concrete.

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