Preface.- 1 Systems Description and Models in Economics.- Purpose of This Chapter.- 1.1 A Systems Description of Economics Systems.- 1.2 Paradigm Shift.- 1.
3 Conception of This Book.- 1.4 Methodological Issue.- 1.5 Three Types of Realities.- 1.6 Beyond the Systems View of Natural Science.- 1.
7 An Epistemological Framework for a Poly Agent System.- 2 Mathematical Research of Evolution and Structural Change.- -Social Learning Dynamics and Its Bifurcation-.- Aim of This Chapter.- 2.1 Structural Change and Bifurcation in Social Sciences.- 2.2 Game Theory and Evolutionary Games.
- 2.3 Social Learning Dynamics.- 2.4 Asymmetrical Social Learning Dynamics.- 3 A Social and Organizational Learning Model of Decision Making.- -Application of SLD and Agent Based Simulation-.- Purpose of This Chapter.- 3.
1 Indirect Control.- 3.2 Norm Formation, Mutual Commitment and Structural Change.- 3.3 Social Learning Dynamics of the Norm Game.- 3.4 Centralized and Hierarchical Commitment and Support.- 3.
4.1 Type of Commitments.- 3.4.2 Educational Effect and Supporting Commitment.- 3.5 The Historical Change of Social Commitment Structure.- 3.
6 Commitment and Learning Rationality.- 4 The Tragedy of the Commons and Its Agent Based and Gaming Modeling.- Aim of This Chapter.- 4.1 Gaming Simulation and ABM.- 4.2 Environment Management Gaming.- 4.
3 How to Play Environment Management Gaming.- 4.4 The Facilitator''s Guide of Environment Management Gaming.- (1) Purpose of the Facilitator''s Guide.- (2) Assumption.- (3) Preparation of Gaming.- (4) Reproduction Rate.- (5) Gaming Termination.
- (6) Institutional Design.- (7) Debriefing.- 4.5 Human Gaming Simulation of the Commons.- 4.6 Agent Based Simulation and Classifier.- 4.7 Agent Based Simulation of the Commons.
- 4.8 Agent Based Simulation of the Commons.- 4.8.1 Agent Based Simulation and Fact Finding.- 4.8.2 Change of Value.
- 4.8.3 Tax and Subsidy as Institutional Mechanisms of Agent Society.- 4.8.4 Random Strategy and Docking Method.- 5 State Space Complexity and Exchange Algebra.- Purpose of This Chapter.
- 5.1 Introduction.- 5.2 Axiomatic Foundation of Economic Exchange.- 5.3 Exchange Algebra.- 5.3.
1 Concept of Exchange and Economics.- 5.3.2 Redundant Algebra.- 5.3.3 Exchange Algebra.- 5.
4 Concluding Remarks.- 6 The National Economic Field and Algebraic Reconstruction of SNA.- Aim of This Chapter.- 6.1 The Virtual Economy.- 6.2 The Structure of Economic Field and SNA.- 6.
3 Classification of Transactions.- 6.3.1 Introduction.- 6.3.2 Main Decision Making.- (6.
3.2.1) [Price[e](t): Decision Making].- (6.3.2.2) [Material Purchase, Production, Selling: Decision Making].- (6.
3.2.3) [Equipment Investments: Decision Making of Buying Machinery].- (6.3.2.4) [Employment: Decision Making for Wages and Numbers in Employment].- (6.
3.2.5) [Financing: Decision Making].- (6.3.2.6) [Financial Parameters: Decision Making].- (6.
3.2.7) [Government: Policy Making].- 6.3.3 Accompanying Decision Making.- (6.3.
3.1) [Government Production and Consumption].- (6.3.3.2) [Household Consumption Expenditure].- (6.3.
3.3) [Depreciation and Scrapping of Equipment].- (6.3.3.4) [The Adjustment of Value Added Depending on the Change of Product Stock Price].- (6.3.
3.5) [Income Transfer by the Payment of Interest and Tax].- (6.3.3.6) [The Issue and Redemption of Central Bank Notes].- (6.3.
3.7) Transfer Transactions.- 6.3.4 Bottom Up Construction of Macro Economic Variables.- (6.3.4.
1) [Sector-Deposit: S(w)].- (6.3.4.2) [Sector-Investment:l(w)].- (6.3.4.
3) [Sector-Value added: Y(o))].- (6.3.4.4) [Sector-Consumption: C(w)].- (6.3.4.
5) [Sector-Export & Import: EX[e](w), IM[e]((o)].- (6.3.4.6) [Macro National Economic Variables].- 6.4 National Economic Field: Aggregation.- 6.
5 National Economic Field and Bottom Up Reconstruction of SNA.- 6.5.1 Sector-National Economy Field: Flow Quantities.- 6.5.2 Sector-National Economy Field: Stock Quantities.- 6.
6 Integrated National Economic Field.- 6.6.1 Integrated National Economy Field: Flow Quantities.- 6.6.2 Integrated National Economic Field: Stock Quantities.- 6.
6.3 Basic Identity Equation among Macro Economic Variables.- 6.7 Conclusion.- 7 Gaming Simulation and the Dynamics of a Virtual Economy.- Aim of This Chapter.- 7.1 Introduction.
- 7.2 Assumption of Virtual Economy Gaming.- 7.3 Three Types of Gaming Simulation for a Virtual Economy.- 7.3.1 Dictator''s View Model.- 7.
3.2 Bird''s Eye View Model.- 7.3.3 Human Gaming of a Bird''s Eye View Model.- 7.4 Multi Player''s Gaming Model.- 7.
5 The Failure and Success of Economic Growth by Gaming.- (1) A Case of Failure: Crash.- (2) A Successful Case.- 7.6 A Multiplier Analysis of a Virtual Economy.- 7.7 Agent Based Simulation of Bird''s Eye View Model.- 7.
8 Long Term Growth Path.- 7.8.1 Maximizing Consumption Utility Case.- 7.8.2 Maximizing Investment Utility Case.- 7.
9 Conclusion.- 8 Network Oriented Industrial Structures.- Aim of This Chapter.- 8.1 What Is a Network?.- 8.1.1 A Network as a Platform.
- 8.1.2 The Concept of a Network in Sociology, Economics, and Business Administration.- 8.2 Industrial Networks in the Software Industry.- 8.2.1 Network Platforms in the Information Industry.
- 8.2.2 Industrial Structure as Connections of Objects.- 8.2.3 Knowledge Oriented Transformation in the Computer Industry.- 8.3 Networks of Medium and Small Enterprises.
- 8.3.1 An Industrial Agglomeration Network.- 8.3.2 Providing an Industrial Agglomeration Network with Information Capabilities.- 8.4 The Merits of a Network and Networks of Medium and Small Companies.
- 8.4.1 Inequalities that Reveal the Merits of Networks.- 8.4.2 Two Possibilities of Knowledge Oriented Transformation of the Industry and the Centralization and Distribution of Knowledge.- 8.4.
3 Open Technology Society.- Notes.- 9 Learning Dynamics in Platform Externality.- 9.1 Platform Concept.- 9.2 Platform Externality.- 9.
3 Model of Platform Externality and Lock In.- 9.4 Bifurcation Analysis of Social Learning Dynamics.- 9.5 Platform Goods and Technological Innovation.- 9.5.1 Technological Innovation and the Product Lifecycle.
- 9.5.2 Examples of Platform Goods and Technological Innovation.- (1) Electric Power Network.- (2) ADSL Service.- (3) Game Machine Market and Competition among Business Models of the Market.- (4) Platform of Distribution Industry.- (5) Case Study of the Photocopier Market.
- (6) Microsoft OS and Network Strategy.- 9.5.3 The Technological Innovation Strategy of Platform Providing Companies.- (1) Competition of Service Goods.- (2) Competition among Platform Goods.- 9.5.
4 Institutional Design of a Platform-type Industry Structure.- 9.6 Cultural Platforms.- 9.6.1 Introduction.- 9.6.
2 Language and Culture as Platform Goods.- 9.6.3 Competition and Coexistence of Cultural Elements.- 9.6.4 Design of a New Civilization.- References.