This is a pet idea I came up with while being bored to unconsciousness in my Sociology 101 class (the subject material is, at least conceptually, fascinating, merely the pace of delivery and over-simplification of highly nuanced concepts is boring).
Somewhere whilst I was doodling away explanations as to the theory of socialization as an interaction process came to mind, my neighbour was playing Pokemon with another classmate somewhere else in the lecture hall. Then, deep in my hyper-nerd subconcious an idea for a game/toy emerged.
Socialization is an interactive process and social interaction is both an exchange of “social capital” and a method of communicating culture etc etc. What if we took that to a game scenario where you interact with an agent, a proxy avatar, in an isolated or at least separated setting. Then, based on the nature of that interaction watched that agent perform in a “social” setting with other agents.
It would be a highly complex wind up toy, wherein through methods of play and interaction you train your agent how to behave. Then, using that information you’ve given it it will seek to maximize the gain of social capital whilst minimizing loss.
However, other agents will be seeking to do the same thing. So a game situation presents itself. Your agent can gain favour by being dramatic, telling jokes, being flirtatious, being intelligent, charismatic, demeaning, etc. Your agent can lose favour by capitulating, being demeaned, recipricating flirts, laughing at jokes and responding to other agent’s charisma.
There also presents an interdependence phenomena where a small “knot” of agents woud likely exchange social capital in a cyclical fashion or act as a “team” to affect the social capital of others.
I’m not sure how it would all fix out but, I think, it could prove an interesting study not only in social network construction but on the idea of a strictly capitalist view of social interaction to test how closely it follows reality.