Showing posts with label micropayments. Show all posts
Showing posts with label micropayments. Show all posts

Monday, August 31, 2015

Economic Liberation: Network Economics of Abundance

Economics as API: System Design
The possibility of creating true network economies of abundance and designing personalized economic systems raises a host of issues about what kinds of behavior might result from programmed economic parameters. In moving from indirect advertiser-supported models to direct peer-supported models, for example, one first issue might be the business model - which parts of the system should (can) be free and which paid? For any paid parts, certain externalities and artificial behaviors might be created.

P2P Business Model
One of the great values of peer-produced commons goods like Wikipedia is that it is group-generated content, in part because participation has been free and easy. Further, peer-production not only powers the generation of commons resources but also flexibly shapes them into better products per multiple voices and crowd-structuring of the content. The ethos and objective of crowd-based content has been towards more participation not less. One risk is that the introduction of p2p economic system parameters might inhibit peer production by asking payment for actions that were formerly free, even if users gain more control over how their own personal data is used. Donated resources in p2p networks, freely contributed gift-economy content and hosting, are already the norm and this could persist.

Hybrid Economic Systems (economics as a system parameter)
Personalized economic systems are an equality technology and an illiberty eradication strategy, reversing the lack of liberty of not being able to self-determine one’s own economic reality. Instead, there could be greater empowerment for all individuals in being able to choose and design the economic models in which to participate. As individuals and communities, we might now be able to select the economies that correspond best to our own value systems. This could include specifically selecting a centralized or a decentralized web property or software platform. The floodgates are only just starting to open on the degree of economic system experimentation that might happen before specific models in the decentralized space become standards. Hayek advocated for each financial institution having its own currency as a market barometer of health and competitiveness (The Denationalization of Money (1976)), and this could be extended such that each individual and community has its own currency too.

Migration Plan to Hybrid Economies – Icons identify Economic System
For existing web properties, there could be a strategy to test and explore decentralized models, and ways to incorporate centralized and decentralized economic models simultaneously. This could lead to a propitious migration over time from centralized to decentralized models. One way that this could work is that the landing page of a news website could have the usual content modules of a headline and a few lines of text. This could be accompanied by two (or more) icons at the upper right of the headline identifying the economic system, for example centralized and decentralized. The user could then decide, if wanting to read the full content, whether to click for free content knowing that their data might be monetized however the site wants in the backend, or having control that their data is not going anywhere (confirmed via an inspection of the open-source software) and peer-supporting the content with a micropayment in a pre-specified and known amount. The key point is an overall sense of parameter malleability and feature-selectibility in economic systems, where the user has the freedom to decide. Users can now select economic system like any other parameter in content consumption.

Community-Voted Multi-tier Programmable Economic Systems
Economic system as a selectable parameter might be applied at different levels. For example, at the level of the content item, web property community or vertical (like Stack Exchange or Stack Overflow’s hundreds of communities), the overall website, or the collection of websites in a media consortium (all the ‘Yahoo properties’ or ‘Google properties’ have a certain economic model, for example). Each newly launching sub-property could have its own economic model, specified by the overall site owner, community moderators, facilitators, or organizers, or the community itself. Why not enroll community votes to select the economic model, or maybe launch with one model and then vote at certain liquidity intervals (e.g.; the community now has 100 or 1000 members) regarding economic model to allow different community economic models and preferences to develop over time.

Monday, August 24, 2015

Network Economies: Economic System as a Configurable Parameter

We personalize everything else, why not economic systems too? Starbucks selectability comes to economic system participations! Some interesting implications for personalized economic system design arise per a recent post about ‘Decentralized Reddit.’

The New World: Network Economies of Abundance (chart)
There are two archetypal economic systems. First is the usual indirect model that we are used to as consumers: content is free to consume, and supported by advertising, where personalized data might be sold in the backend to other parties in any number of undisclosed ways; this is true for radio, TV, and Internet content. Second is the direct model of content producers and consumers existing in a network where users (content consumers) might pay for content or for certain premium actions they can do with content like up/down-voting it. The business model is that consumer micropayments support content providers and the cost of content-hosting – this is a true peer-to-peer network ecology. The direct model is now possible due to having large and available liquid networks where supply and demand can meet in an automated auto-discovered way. Examples of decentralized p2p network concepts have been Tor, Napster, the Internet itself, and also now Bitcoin, cryptocurrencies, and blockchain technology. One way to implement the direct model is through micropayments, where users click on icons to allocate pre-specified amounts of Bitcoin or token to take community actions. The central issue in decentralized p2p content systems to be prototyped and tested is user willingness to micropay for content operations.

Economic System as a Configurable Parameter
Datt.co is engaged in developing a software platform for decentralized content hosting communities. Conceptually, this could be like a standalone decentralized reddit. The software platform could also be deployed by existing centralized content communities (like Stack Exchange and Stack Overflow) as an offered parameter at the launch of new communities. Community participants or facilitators could choose the economic model for their community, either 1) advertising-supported (the centralized indirect model), or 2) peer-supported (the decentralized direct model). Other web properties could experiment with this platform to test both kinds of economic models, for example offering private-labeled decentralized versions of Instagram, Twitter, etc. Already-existing blockchain-based decentralized versions of social networking properties like Diaspora, Twister, Gems, Reveal, and BitCloud could further extend their functionality with the decentralized content-hosting platform.

What is decentralization?
In this potentially burgeoning era of personalized economic system design at every level ranging from individual agents to group participations, there is a questioning and defining of key parameters. For example, an ongoing question is ‘What is decentralization?’ Decentralization is more than peer production. While peer production and peer participation might be a feature in decentralized economic systems, true decentralization connotes that the model itself should be decentralized, with decision-making made in a flat, non-hierarchical manner. For example, ‘peer production properties’ like AirBnB, Wikipedia, and Reddit are still centrally organized, hosted, and coordinated, and users or community participants are not able to participate in decision-making, for example about how the content they contribute is monetized, or if some of that monetization could be returned to them as content creators. The content is produced by decentralized peers, but decisions about the economy are centralized.

Sunday, June 01, 2008

Next steps for virtual worlds

Interest in virtual worlds is growing, platforms are proliferating and virtual commerce continues to rise but there are several key steps needs to reach the next level: expanding awareness of virtual worlds uses, providing technical interoperability and establishing a financial payment network.

1. Marketing - virtual worlds are not just for recreation
Conceptually, there is a marketing problem. The popular belief, even by technology professionals, is that virtual worlds are exclusively for recreational use, and even more narrowly, that they are children's video games. This stems from three factors: the vast popularity of teen and pre-teen virtual worlds, the fact that this market segment is making the most money in the virtual worlds space and some high profile acquisitions like Club Penguin by Disney in Aug. 2007 for $700m. Maybe this is what happened with the wheel in Peru; it got defined as a children's toy early on and the greater extensibility of the technology went unrealized.

Enterprise Virtual Worlds
Virtual worlds are the natural evolution of the Internet and one of the biggest potential uses is for enterprise applications. Enterprise virtual world killer app #1 is videoconferencing. Companies spend hundreds of thousands of dollars annually on video-conferencing. This can all be replaced with the free infrastructure of virtual worlds, and even improves on the traditional methods as participants have higher levels of engagement and use virtual world workforce collaboration apps.

Enterprise virtual world killer app #2 is the application presentation layer. Virtual worlds are the obvious next generation front-end to any data application. Exponentially more information can be seen at a glance and perceived immediately through visual image rather than read and processed (example: Bashiba). Problem drill down and resolution is also quicker and more effective. Many companies are moving to virtual control centers as the front end to their data applications. IBM features green data centers for both internal and client use to provide lower-cost improved control over nationwide data centers and remote process administration (SLurl). Facilities manager Eolus integrates SAP in the back-end with virtual world platforms in the front-end, representing multiple dimensions of information in a 4-tier virtual map for optimized management of global operations.

Enterprise virtual world killer app #3 is eCommerce. Virtual worlds are the obvious next generation platform for eCommerce, with detailed visual representations of products available for inspection and avatar-based navigation instead of locating items through menus. This trend will strengthen as more cell phones are smart phones and mobile virtual worlds clients are available.

For more information and images of Enterprise Virtual Worlds applications, please see Slides 16-22 of this presentation.

2. Interoperability
The 60+ existing virtual worlds platforms are isolated silos (lists of virtual world platforms: Virtual Worlds Review and VirtualWorldsNews). It is as if every website used a different flavor of html and required a separate login identity. There are two levels of the interoperability challenge. First, export and import functionality needs to be standard between 3d modeling software programs (3DS Max, Maya, etc.) and into virtual worlds platforms. Second, avatars and inventory need to be portable across worlds. One idea is to have a namespace registry system and avatar servers like DNS servers. Open-source platforms like realXtend and OpenSimulator are starting to emerge but do not have the traffic of the vast established worlds like Second Life, There and Entropia Universe.

3. Micropayment Network
The third vital step in moving virtual worlds forward is the establishment of a micropayment network. The breadth and amount of activity could be substantial. The network would be like PayPal, spanning any and all gaming and virtual world platforms, and could also handle web-based and brick-and-mortar transactions. The regulatory hurdles are sizable particularly given the international dimension but one possibility could be harnessing the emerging cell phone payment networks for virtual world micropayments.