Digital anarchy and the world of unrecorded content

The virtual reality is full of services unrecorded by the traditional economy. Trade statistics do not track cross-border flows of information and digital services, social media, real-time mapping, video conferencing, streaming etc. Wikipedia offers its users over 40 million free articles, there are over 1 billion hours of YouTube videos etc.

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Many online games like WoW have their virtual currencies. Back in July 2017 the exchange rates of WoW “gold” on black markets exceeded Venezuelan Bolivar. This virtual economy is mainly represented by black markets.

The value of virtual objects consists of user man-hours, experience, efforts and virtual “achievements”. This trend lays the foundation for the "capitalization of desires": various games and online platforms become the “engines” fueled by efforts of the community and aimed at producing even more value for this community (and attracting more participants from the physical reality).

The virtual economy can eventually form a new system of capital redistribution, where most users benefit from taking part in various gamified activities. The formation of this reality does not require revolutions or bloodshed: we are talking about the ideologization of the black market, the elimination of the state monopoly on violence, the transition of the society to crypto markets and the sabotage of the traditional banking system.

Consciousness and subjectivity are gradually becoming synonymous with the principled striving for decentralization. Starting from a certain point, the virtual economy will be forced (and able) not only to satisfy the demand for the necessary forms of experience, but also to provide people with real benefits. At the same time, the huge share of harvesting and processing of resources, production and logistics support will be transferred to the robots.

The transition to this new system provides for the possibility of converting life experience into the economical benefits!

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