"You have no idea how the situation of the movement and H has literally changed overnight... We've suddenly become 'acceptable' in polite society. People who would previously have given H a wide berth now suddenly have to talk with him."

— Rudolph Hess, quoted in Volker Ullrich's Hitler: Ascent, 1889-1939, writing about the Nazi's first large electoral success. 'H' is Adolf Hitler.

"The panel's findings reinforce a conclusion that... should remain stunning and unacceptable to all Americans: A hostile foreign power intervened on behalf of a particular presidential candidate, who is now in the White House, and that power likely intends to meddle again. Also stunning is that, in the face of this continuing national security threat, partisanship has led many Republicans to deny the obvious and smear patriotic intelligence officials."

The Washington Post, speaking of Senate Intelligence Committee work that reiterates findings of the FBI, CIA, and NSA.

Play Time

Analysis of MMORPG play as economic activity

Play Time is an economic analysis of play in massively-multiplayer online roleplaying games (MMORPG). It began as an undergraduate 'honors thesis', but, like most of my projects, it grew to a monstrous size and carried me away with it.

Contents

Play Time was originally written as one long and rather heterogeneous paper, but I have since revised and reorganized it. The work now comprises a general introduction and three separate monographs, of which 'The Problem of Abundance in MMORPG' is the most interesting. It should be accessible to anyone who has taken a few college-level economics courses. PDF and web texts are available:

  • An Introduction [PDF]
  • An overview of the topics to be discussed, along with definitions used throughout the work.
  • An Overview of the MMORPG Genre [PDF]
  • A broad description of the genre, as it stood in early 2004, written in a scholarly style. Most players and designers will not find this interesting.
  • The Problem of Abundance in MMORPG [PDF]
  • This is the paper to read. Identifies the wants and constraints that motivate players and developers, and shows that many definitive aspects of MMORPG design serve economic functions.
  • Principles of MMORPG Asymmetric Trade
  • A fairly detailed undergraduate-level analysis of the microeconomics of 'eBaying'. I haven't finished revising this one yet.
  • References
  • A bibliography for the foregoing works.