Collective and participative experiences in real-world and online communities
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Collective and participative experiences in real-world and online communities

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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......

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?

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  • 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
    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
  • 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
  • 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,_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
  • 11. More Information
    Get your socio-economic priorities on the FISE agenda
    Technical Manager
    Michael Boniface
    IT Innovation Centre
    Project Coordinator
    Prof. Dr.BurkhardStiller
    University of Zurich