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	<title>Comments on: Wikinomics lessons from Zombie attacks</title>
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	<link>http://www.wikinomics.com/blog/index.php/2009/04/01/wikinomics-lessons-from-zombie-attacks/</link>
	<description>Exploring How Mass Collaboration Changes Everything</description>
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		<title>By: 05/07 - 3 Zombie Stories &#124; BuyZombie.com</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/04/01/wikinomics-lessons-from-zombie-attacks/comment-page-1/#comment-276757</link>
		<dc:creator>05/07 - 3 Zombie Stories &#124; BuyZombie.com</dc:creator>
		<pubDate>Thu, 07 May 2009 21:51:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=3120#comment-276757</guid>
		<description>[...] Wikinomics lessons from Zombie attacks. This article covers how World War Z shows ways that set institutions would potentially react to a full scale Zombie Outbreak. It uses the demonstration on how the military&#8217;s technology helped be it&#8217;s own downfall and is a pretty fun read for those who like to analyze what you read past just the general fun filled horror story of the apocalypse. A bit short but a good breakdown of why things turned out they did. [...]</description>
		<content:encoded><![CDATA[<p>[...] Wikinomics lessons from Zombie attacks. This article covers how World War Z shows ways that set institutions would potentially react to a full scale Zombie Outbreak. It uses the demonstration on how the military&#8217;s technology helped be it&#8217;s own downfall and is a pretty fun read for those who like to analyze what you read past just the general fun filled horror story of the apocalypse. A bit short but a good breakdown of why things turned out they did. [...]</p>
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		<title>By: David Alexander&#8217;s Blog &#187; Blog Archive &#187; WikiZombie</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/04/01/wikinomics-lessons-from-zombie-attacks/comment-page-1/#comment-266030</link>
		<dc:creator>David Alexander&#8217;s Blog &#187; Blog Archive &#187; WikiZombie</dc:creator>
		<pubDate>Mon, 06 Apr 2009 16:07:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=3120#comment-266030</guid>
		<description>[...] Wikinomics blog has an interesting posting that ties in crowd sourcing and the World War Z: The lesson for me is that succeeding with [...]</description>
		<content:encoded><![CDATA[<p>[...] Wikinomics blog has an interesting posting that ties in crowd sourcing and the World War Z: The lesson for me is that succeeding with [...]</p>
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		<title>By: Twowan</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/04/01/wikinomics-lessons-from-zombie-attacks/comment-page-1/#comment-264711</link>
		<dc:creator>Twowan</dc:creator>
		<pubDate>Fri, 03 Apr 2009 03:05:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=3120#comment-264711</guid>
		<description>Alan,

Just to add to your point regarding my comment... Starting conditions are rules. Say, you were to play a board-game with no starting rules, no dice or paper money but just with four people around an empty blank board. You would hear a lot of talk  at first but basically you&#039;d have people deciding on:
a) what&#039;s the goal, the purpose of the game?
b) how do we play the game? The game rules.
c) how do we agree on the game rules?
d) Are we having fun? Is this worth playing?
In a small group, you could find a consensus after some time. You would have a playable game through &quot;pseudo-democracy&quot;. The most creative mind &quot;leading&quot; the group in accepting a game system developed through collective brainstorming. There is always an &quot;intellectual&quot; leader for the reason that, indeed, we are not zombies or cylons. Intelligence makes might.
If you were to replicate the experiment with a different group of four, you would obtain a completely different game with a completely different set of rules in more or less time.

You can extend this experiment to a larger network. Now, you bring 100 players in the room. Just getting people to talk in order would be in itself a huge challenge. You&#039;d probably have to wait until some guy started punching in the face anyone refusing to listen to him. It seems that the larger the group, the more of a violent nature it develops usually around one leader. (As the French say: &quot;La loi du plus fort est toujours la meilleure&quot; or, in this case,  Might makes Right.)

Our challenge is to have the most creative mind, intelligence, lead this very large group as, unfortunately, the rules of the board game will not spontaneously appear.

Therefore, before the large group assembles, we need rules to organize it. In order to come up with the rules of the board game, we need to come up with rules to organize the network. These two sets of rules have nothing to do with one another. This is the great &quot;eye above the pyramid&quot; challenge of cybernetic providence. 
a) Who writes the rules that organize the large network? 
b) How are these rules enforced? 
This is the democratic challenge. If you ask the large network itself to come up with its own rules, you are back to square one. i.e Might makes Right. It&#039;s a vicious circle where intelligence rarely prevails. 

To organize the large network, somebody, or a very small group of &quot;intelligent&quot; people, has to step out, write the rules and find a way to have them accepted. (Take a dollar bill out of your wallet and look at what&#039;s on the other side of George Washington...)

In our era of the Internet, large scale networks represent a revolution because:
a) the players are physically isolated, yet, in the same room.
b) they can &quot;choose&quot; to enter the room, join the network, . i.e. to play the board game.
c) they can review and accept the cybernetic rules that govern the network before they join.

These conditions allow for 100 or 1000 or 10000 or more players to come up, efficiently, with a common playable board game. (Through collective intelligence, another topic, it may even be the best board game ever invented!) 

But the fact remains that the fundamental power behind the network&#039;s system remains with the &quot;eye above the pyramid&quot;. Whoever that might be...</description>
		<content:encoded><![CDATA[<p>Alan,</p>
<p>Just to add to your point regarding my comment&#8230; Starting conditions are rules. Say, you were to play a board-game with no starting rules, no dice or paper money but just with four people around an empty blank board. You would hear a lot of talk  at first but basically you&#8217;d have people deciding on:<br />
a) what&#8217;s the goal, the purpose of the game?<br />
b) how do we play the game? The game rules.<br />
c) how do we agree on the game rules?<br />
d) Are we having fun? Is this worth playing?<br />
In a small group, you could find a consensus after some time. You would have a playable game through &#8220;pseudo-democracy&#8221;. The most creative mind &#8220;leading&#8221; the group in accepting a game system developed through collective brainstorming. There is always an &#8220;intellectual&#8221; leader for the reason that, indeed, we are not zombies or cylons. Intelligence makes might.<br />
If you were to replicate the experiment with a different group of four, you would obtain a completely different game with a completely different set of rules in more or less time.</p>
<p>You can extend this experiment to a larger network. Now, you bring 100 players in the room. Just getting people to talk in order would be in itself a huge challenge. You&#8217;d probably have to wait until some guy started punching in the face anyone refusing to listen to him. It seems that the larger the group, the more of a violent nature it develops usually around one leader. (As the French say: &#8220;La loi du plus fort est toujours la meilleure&#8221; or, in this case,  Might makes Right.)</p>
<p>Our challenge is to have the most creative mind, intelligence, lead this very large group as, unfortunately, the rules of the board game will not spontaneously appear.</p>
<p>Therefore, before the large group assembles, we need rules to organize it. In order to come up with the rules of the board game, we need to come up with rules to organize the network. These two sets of rules have nothing to do with one another. This is the great &#8220;eye above the pyramid&#8221; challenge of cybernetic providence.<br />
a) Who writes the rules that organize the large network?<br />
b) How are these rules enforced?<br />
This is the democratic challenge. If you ask the large network itself to come up with its own rules, you are back to square one. i.e Might makes Right. It&#8217;s a vicious circle where intelligence rarely prevails. </p>
<p>To organize the large network, somebody, or a very small group of &#8220;intelligent&#8221; people, has to step out, write the rules and find a way to have them accepted. (Take a dollar bill out of your wallet and look at what&#8217;s on the other side of George Washington&#8230;)</p>
<p>In our era of the Internet, large scale networks represent a revolution because:<br />
a) the players are physically isolated, yet, in the same room.<br />
b) they can &#8220;choose&#8221; to enter the room, join the network, . i.e. to play the board game.<br />
c) they can review and accept the cybernetic rules that govern the network before they join.</p>
<p>These conditions allow for 100 or 1000 or 10000 or more players to come up, efficiently, with a common playable board game. (Through collective intelligence, another topic, it may even be the best board game ever invented!) </p>
<p>But the fact remains that the fundamental power behind the network&#8217;s system remains with the &#8220;eye above the pyramid&#8221;. Whoever that might be&#8230;</p>
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		<title>By: Alan Majer</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/04/01/wikinomics-lessons-from-zombie-attacks/comment-page-1/#comment-264639</link>
		<dc:creator>Alan Majer</dc:creator>
		<pubDate>Thu, 02 Apr 2009 21:15:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=3120#comment-264639</guid>
		<description>Rory, good point about not only finding things relevant to your tastes/interests but also seeing other points of view too. Perhaps you&#039;re right, our networks may have too many zombies in them.

Michelle, it is a great metaphor, glad to hear someone else enjoyed it too. How did you come accross the book?

Twowan, interesting point about &quot;noise&quot; being the starting point and needing rules to achieve order. Are there cases where the rules can arise through their own accord? Maybe it depends on starting conditions.</description>
		<content:encoded><![CDATA[<p>Rory, good point about not only finding things relevant to your tastes/interests but also seeing other points of view too. Perhaps you&#8217;re right, our networks may have too many zombies in them.</p>
<p>Michelle, it is a great metaphor, glad to hear someone else enjoyed it too. How did you come accross the book?</p>
<p>Twowan, interesting point about &#8220;noise&#8221; being the starting point and needing rules to achieve order. Are there cases where the rules can arise through their own accord? Maybe it depends on starting conditions.</p>
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		<title>By: Twowan</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/04/01/wikinomics-lessons-from-zombie-attacks/comment-page-1/#comment-264342</link>
		<dc:creator>Twowan</dc:creator>
		<pubDate>Thu, 02 Apr 2009 01:01:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=3120#comment-264342</guid>
		<description>Productive networks need a &quot;system&quot; to achieve a goal. If you put thousands of individuals in a room, even a chat room, you get noise. If one does manage to stir things up, it&#039;s probably going to turn into a mob. Think the world-wide-French Revolution. Luckily, internet networks have their peers physically isolated so they&#039;re not physically too agitated. The &quot;system&quot; needs cybernetic (government) rules in order for the network to achieve something. Wikipedia has a bunch of rules. Same with Facebook and any other large network. Therefore, you are right, the great &quot;art&quot; of the future will be to tailor cybernetic systems that most efficiently produce the desired output. Having soldiers scream to everyone in real-time is definitely not a good idea.</description>
		<content:encoded><![CDATA[<p>Productive networks need a &#8220;system&#8221; to achieve a goal. If you put thousands of individuals in a room, even a chat room, you get noise. If one does manage to stir things up, it&#8217;s probably going to turn into a mob. Think the world-wide-French Revolution. Luckily, internet networks have their peers physically isolated so they&#8217;re not physically too agitated. The &#8220;system&#8221; needs cybernetic (government) rules in order for the network to achieve something. Wikipedia has a bunch of rules. Same with Facebook and any other large network. Therefore, you are right, the great &#8220;art&#8221; of the future will be to tailor cybernetic systems that most efficiently produce the desired output. Having soldiers scream to everyone in real-time is definitely not a good idea.</p>
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		<title>By: Michelle</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/04/01/wikinomics-lessons-from-zombie-attacks/comment-page-1/#comment-264316</link>
		<dc:creator>Michelle</dc:creator>
		<pubDate>Wed, 01 Apr 2009 23:36:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=3120#comment-264316</guid>
		<description>Hi Alan,

I also had a chance to read the book and found it to be quite enlightening. 

I enjoyed using such an outrageous scenario as a metaphor for complete economic disaster and would also recommend the book to my friends.

Cheers,

Michelle</description>
		<content:encoded><![CDATA[<p>Hi Alan,</p>
<p>I also had a chance to read the book and found it to be quite enlightening. </p>
<p>I enjoyed using such an outrageous scenario as a metaphor for complete economic disaster and would also recommend the book to my friends.</p>
<p>Cheers,</p>
<p>Michelle</p>
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		<title>By: Rory</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/04/01/wikinomics-lessons-from-zombie-attacks/comment-page-1/#comment-264204</link>
		<dc:creator>Rory</dc:creator>
		<pubDate>Wed, 01 Apr 2009 17:21:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=3120#comment-264204</guid>
		<description>I really enjoyed this post and your mention of how finding the right collaborative architecture is an art/science.   If I chose to spend my days consuming  media that is counter-productive, my mindset will become equally counter-productive.  This is especially true today where we have access to as much false reporting as fact-based, as well as opinions from people who&#039;s opinions about certain things shouldn&#039;t matter.  The art/science involved in this is first, consuming stuff that is relevant to your interests and tastes, while making sure you are getting enough info to hear all important sides of a story.  Secondly, it is taking the source into consideration.  Lastly, and the most important aspect of consuming media, is putting it all into context and looking at the big picture.  And that last point is the hard part where normal people can turn into zombies.</description>
		<content:encoded><![CDATA[<p>I really enjoyed this post and your mention of how finding the right collaborative architecture is an art/science.   If I chose to spend my days consuming  media that is counter-productive, my mindset will become equally counter-productive.  This is especially true today where we have access to as much false reporting as fact-based, as well as opinions from people who&#8217;s opinions about certain things shouldn&#8217;t matter.  The art/science involved in this is first, consuming stuff that is relevant to your interests and tastes, while making sure you are getting enough info to hear all important sides of a story.  Secondly, it is taking the source into consideration.  Lastly, and the most important aspect of consuming media, is putting it all into context and looking at the big picture.  And that last point is the hard part where normal people can turn into zombies.</p>
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