What is a collection and what is participation on the Internet? How does this affect traditional industries involved in the production and supply of information? How can new business models anchor value to reality? What are the socio-economic challenges ahead?
[2024]Digital Global Overview Report 2024 Meltwater.pdf
Collective and participative experiences in real-world and online communities
1. Socio-Economic Services for European Research Projects (SESERV) European Seventh Framework CSA FP7-2010-ICT-258138 Collective and participative experiences in real-world and online communities Internet of Services Techno-Socioeconomics Working Group Michael Boniface mjb@it-innovation.soton.ac.uk IT Innovation Centre Wednesday 28thSeptember 2011
2. SESERV Project those who study and those who build need to talk some people study the Internet Converged mobile, wired and wireless broadband networks stakeholder conflicts, digital economy shifting context, digital participation governance and regulation Internet-connected sensors, actuators, devices and objects Immersive and interactive media technologies Do social networks drive democracy? Clean-slate vs evolutionary architecture Should governments censor and filter digital content? some people build the Internet future networks, internet of services and clouds internet of things, networked and social media ICT for security, trust and dependability Where’s the value in the digital economy? How do we decide in a world where everything is tracked?
3. What is a Collective? “a group that shares or are motivated by common issues interests, or objectives” not necessarily incentivised by financial gain Internet collectives allows groups to: discuss thoughts and feelings about cultural content co-create open source software implement collective strategies for ecosystems crowd source problems cooperatively reduce carbon emissions hack into systems and disrupt service providers Collectives are a socio-economic topic related to the study of group behaviour deeply linked to capabilities of FI technologies e.g. governance structures, communication mediums, social graphs analytics, etc Source: https://picasaweb.google.com/MaengaDaGreat/AlbumArt
4. What is Participation? “to take part or to share something” giving of oneself to the collective Internet participation typically requires: capacity to participate (connectivity, skills) sufficient trust in the system (e.g. the perceived benefits out way the risks) protection of the vulnerable, especially in high-risk environments Internet participation often requires disclosure of personal information can’t just use fully anonymous data as some applications involve billable, personalised services or incentivised contributions Significant socio-economic tussles between participants and collectives https://picasaweb.google.com/OSSRobertSteele/EarthIntelligenceNetwork
5. Impact on an Industry Music industry in decline Movie industry is struggling Games industry is growing, although slowing down Mobile and social gaming is growing fast
6. The Influence of the Collective Network effects cause the value of a service to increases as new members participate value proportional to the square of the number of users (MetcalfsLaw, some debate) web value is about linking people through socially constructed/annotated content But, networks themselves can destroy, redistribute and change values efficient networks make things happen faster amplification of the values of those connected Systems design can promote values of certain stakeholders engineering for specific business need the balance of power can conflict (tussles) business model transparency an issue (e.g. social networking platforms amplifying the economic value of personal data)
7. Anchoring Value in Reality Economically content is an intangible asset non-excludable when traded, markets don’t work copyright creates artificial scarcity incentives for producers to share, they retain value Copyright only works if measures exist to enforce scarcity but notoriously difficult on the Internet digital rights management (eek Sony!) censorship (eek human rights!) Anchoring value to the real-world an important pattern real objects are scarce in ways that virtual objects are not live performances, rich media visualisation (3D movies), real-time interaction (online games) Incorporating reality into services important for business models linking people through socially constructed IoT applications
8. Socio-economic Challenges for Anchoring Reality Determining the boundaries between public and private data Ensuring transparency for end-users Balancing privacy concerns Enforcing the right to digital choice Developing back-up mechanisms for large-scale system failures/attacks Acknowledging and addressing the possibility of unintended consequences
9. Conclusion The Internet is redrawing the landscape of resource ownership and value business models based entirely on production and supply of information alone face a tough future anchoring in reality will be key Incentive mechanisms for participation in new forms of collective will need to be explored will there be a privacy revolt? increased transparency in business models Significant socio-economic challenges for informed participation and choice in reality apps
10. FISE-WG Events FIA Poznan Session: Value creation, value flows and liability over virtual resources http://fisa.future-internet.eu/index.php/%22FIA_Poznan:_Value_creation,_value_flows_and_liability_over_virtual_resources%22 1st FISE-WG Workshop: How Disruptive Technologies Influence the FI Business Ecosystem 27 October 2011, collocated with the Future Internet Week, Poznan, Poland http://fisa.future-internet.eu/index.php/%22FISE_Workshop:_How_Disruptive_Technologies_Influence_the_FI_Business_Ecosystem%22
11. More Information W: http://www.seserv.org E: getinvolved@seserv.org http://www.linkedin.com/groups?about=&gid=3870856 http://www.twitter.com/seserv Get your socio-economic priorities on the FISE agenda http://limesurvey.oii.ox.ac.uk/index.php?sid=68914 Technical Manager Michael Boniface IT Innovation Centre mjb@it-innovation.soton.ac.uk Project Coordinator Prof. Dr.BurkhardStiller University of Zurich stiller@ifi.uzh.ch