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Peer to Peer

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Peer to Peer
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Peer to Peer







As a new mode of production, governance,

and property

The P2P „Tipping Point‟

 “The most profound finding of the 2006 Edelman Trust Barometer is that

in six of the 11 countries surveyed, the “person like yourself or your peer”

is seen as the most credible spokesperson about a company and among

the top three spokespeople in every country surveyed. This has advanced

steadily over the past three years.



 In the US, for example, the “person like yourself or your peer” was only

trusted by 22% of respondents as recently as 2003, while in this year‟s

study, 68% of respondents said they trusted a peer. Contrast that to the

CEO, who ranks in the bottom half of credible sources in all countries, at

28% trust in the US, near the level of lawyers and legislators. In China,

the “person like yourself or your peer” is trusted by 54% of respondents,

compared to the next highest spokesperson, a doctor, at 43%.



 "only 13% of consumers say they buy products because of their ads.

Contrast that to 60% of small business owners in North America that say

they use peer recommendations to make their buying decisions and over

70% of 18-35 year olds who report the same for their media purchases."

Understanding P2P

 Part 1: Understanding P2P



 Part Two:P2P Business Models



 Part Three: P2P and the Market



 Part Four: Civilizational Politics of

P2P

1. Understanding P2P

 P2P is the relational dynamic at work in

distributed networks



 Hierarchical, de-centralized networks,

distributed networks

Complexity and Hierarchy

Levy: from the molar to the

molecular

Archaic Molar Molecular

Life Natural Artificial Genetic

Selection Selection splicing

(natural time) (generationa (real-time)

l time)

Matter Mechanical Thermo- Nanotech

(outside) Dynamic (cold)

(Warming)

Information Somatic Mediatic Digital

(co-presence) (mass)



Human Organic Organiza- Self-

tional organized

Groups

Usage of P2P depends on

consciousness

P2P as technological infrastructure

Web 2.0 Timeline

P2P as Technological Infrastructure

 Point to Point infrastructures for P2P

communication: internet, web, IM, filesharing,

grid computing



 A Read/Write infrastructure for autonomous

publication and distribution: blogging,

podcasting, webcasting



 An infrastructure for glocal cooperation: Wiki‟s,

Social Software, Web 2.0., creating the capacity

to GLOBALLY SCALE GRANULAR PRODUCTION

Web 2.0 and P2P

 In Web 2.0, the value is created by the

user/participants: The Web 2.0 unlocks the

„wisdom of crowds‟



 Web 2.0 tools enable that participation: The Web

2.0 renders data independent of the application;

and applications independent of the program:

mash-ups and open API‟s



 Web 2.0 business models fund the participation

through an attention economy, BUT, „there‟s a

price to be paid‟ (implicit social contract)

Web 2.0 Participatory Aspects

 Must allow for cooperation: blogs, wiki‟s,

forum

 Must allow for „participation capture‟ and

automatic archiving

 Must allow aggregate rating & reputation

schemes

 Must allow affinity searching and

recommendation schemes

 Must allow presentiality (buddy lists)

 Must allow cooperative contextuality

building: social bookmarking, tagging

 Must allow remixing, re-use of content and

services: widgets, mash-ups

 Web 2.0‟s semi-openness

P2P Social Processes

 1. The ability to produce in common: Peer

Production as a third mode of production



 2. The ability by participants to manage

distributed projects by themselves: Peer

Governance as a third mode of

governance



 3. The ability to protect the common

project from private appropriation: Peer

Property as a third mode of non-

exclusionary property

The Revolution of Equipotentiality









“….People would experience others as equals in the sense of their being both superior

and inferior to themselves in varying skills and areas of endeavor (intellectually,

emotionally, artistically, mechanically, interpersonally, and so forth), but with none of

those skills being absolutely higher or better than others…”

Jorge Ferrer

Characteristics of Peer Production (1)





 No division of labour, but distribution of

labour: equipotentiality



 No exclusivity, but inclusivity: anti-

credentialism



 No composite tasks, but granular tasks:

self-selection



 No products, but always unfinished

„artefacts‟

Characteristics of Peer Production (2)



 No a priori, but a posteriori

distributed control: communal

validation (collective choice systems,

algorithms)



 No panoptism, but holoptism:

participation capture, usage is

production



 Not owned, but shared content

Conditions for Succes

 Benkler: 3 characteristics of successul group efforts:



 1) must be modular. That is, they must be divisible into components, or

modules, each of which can be produced independently of the production of

the others. This enables production to be incremental and asynchronous,

pooling the efforts of different people, with different capabilities, who are

available at different times."



 2.) “For a peer production process to pool successfully a relatively large

number of contributors, the modules should be predominately fine–grained,

or small size. This allows the project to capture contributions from large

numbers of contributors whose motivation levels will not sustain anything

more than small efforts toward the project ...."



 3.) “... a successful peer production enterprise must have low–cost

integration, which includes both quality control over the modules and a

mechanism for integrating the contributions into the finished product, while

defending “itself against incompetent or malicious contributors.

Why is Peer Production Emerging

Now?

 Yochai Benkler advances a powerful hypothesis, that

lowering the capital requirements of information production



1. reduces the value of proprietary strategies and makes

public, shared information more important,



 2. encourages a wider range of motivations to produce,

thus demoting supply-and-demand from prime motivator to

one-of-many, and



 3. allows large-scale, cooperative information production

efforts that were not possible before, from open-source

software, to search engines and encyclopedias, to

massively multi-player online games.

Peer Governance as 3rd modality

Centralized Decentralized Distributed



Hierarchy Heterarchy Autonomy

Economics Centralized Market Peer Production

Planning



Politics Absolute Separation of Peer

monarchy powers Governance



Property Collective State Private Common

Exclusionary Inclusionary

Peer Property





 Conclusion: P2P is a third mode of production,

governance, and property

The Evolution of Hierarchy (1)

Degrees of Moral Relationship

Insight between hierarchy,

cooperation,

autonomy

Premodern no rights of political Hierarchy defines, controls

participation and constrains co-operation

and autonomy





Early Modern political participation Hierarchy empowers a

through representation measure of co-operation

and autonomy in the

political sphere only



Late Modern political representation Hierarchy empowers a

with varying degrees of measure of co-operation

wider participation and autonomy in the

political sphere and in

varying degrees in other

spheres



P2P Era equipotential rights of The sole role of hierarchy

participation of everyone in is in its spontaneous

every field emergence in the initiation

and continuous flowering of

autonomy-in-co-operation

in all spheres of human

endeavor



by John Heron

Evolution of Hierarchy (2): Power

 Premodern era: custom and force:

“Make die, and let live”





 Early modern era: disciplinary societies

“Make live and let die”





 Late modern era: control societies

“control the desire; a posteriori control,

the metaphor of the elastic”





 P2P era: reputation societies?

Evolution of Hierarchy (2): Power

Period Machine Dates Diagram Manager Consciousness

(Agency of)



Sovereign Mechanical 1757 Centralization Hierarchy Monarchy

Society

(make die,

Let live)

Disciplinary Thermodyna 1844 Decentralization Bureaucracy Separation/

Society -mics (telegraph) balance of powers

(let die,

make live)

Control Cybernetics 1954 Distribution Protocol Organized civil

Society (computers) society (NGO)





Collective Internet/Web 1994 P2P Transparency Peer Circles

Intelligence

Society

Evolution of Cooperation

“it‟s no longer about incentives, but about

removing impediments”

Cooperation & Game Quality of

Time frame Typology Cooperation

Motivation

Typology =>

Formats

Pre-modern Adversarial Zero Sum: Low,

(feudal, Win-Lose 1+12



Intrinsic positive

P2P as a new way of working

A few people do all Many people do a

the work little of the work

You have to pay all of You don‟t have to pay

them most of them

It‟s hard to get It‟s easy to get

involved involved



Support from people Support from a legion

you know of strangers

Typology of Peer Governance

 1. The forms of peer governance of open/free communities and

peer production groups: adhocracy



 2. The forms of governance/ownership/income distribution for the

derived and monetizable service and market-oriented production

models that derive from commons-related projects (formal modes

of capital and IP ownership)



 3. Choice from wide selection of governance and institutional

formats for peer projects. Plug-and-play management models



 4. Political governance models for the whole of society that are

inspired by peer to peer models or principles: peer governance

supplements and informs/re-forms representative democracy



 5. Political theories and movements inspired by the P2P ethos



 KEY ISSUE: boundary between peer governance and

„representational‟ democratic rules

Characteristics of P2P Hierarchy

 Usually consists of a core leadership embodying the original

aims of the project, sometimes - the „benevolent dictator‟

• Linux: coders – trusted Lieutenants – Linus Torvalds

• Wikipedia: contributors – core editors – Jimmy Wales



 Teams are led by flexible meritocratic leaders: jazz band

logic



 Principle of non-dependence or reverse dependence



 Large projects are led by a non-profit foundation -

possibility of corporate spin-offs

How To Spot A Successful Open

Source Project

 Community: A handful of lead developers, a large body of contributors, and a substantial--or at

least motivated--user group offering ideas.



 Disruptive goals: Does something notably better than commercial code. Free isn't enough.



 A benevolent dictator: Leader who can inspire and guide developers, asking the right questions

and letting only the right code in.



 Transparency: Decisions are made openly, with threads of discussion, active mailing list, and

negative and positive comments aired.



 Civility: Strong forums police against personal attacks or niggling issues, focus on big goals.



 Documentation: What good's a project that can't be implemented by those outside its

development?



 Employed developers: The key developers need to work on it full time.



 A clear license: Some are very business friendly, others clear as mud.



 Commercial support: Companies need more than email support from volunteers. Is there a solid

company employing people you can call?

What with the Power Law?

 The Power Law



• "In systems where many people are free to choose

between many options, a small subset of the whole will

get a disproportionate amount of traffic (or attention, or

income), even if no members of the system actively

work towards such an outcome. The very act of

choosing, spread widely enough and freely enough,

creates a power law distribution."



 The Dunbar Number



 Counteracting the Power Law?



• It does not always apply (Krebs studies)

• Open communities show better spread

• Knowing networks can be designed to foster diversity,

autonomy, openness

• Towards Value-conscious design

Peer Property

 Universal common property regimes

are different from private property

and public collective property

 Individual authorship + share-alike +



free distributed access

 Examples: 1) Creative Commons for

individual expression and sharing; 2)

GPL for creations of „Commons‟

Physical vs. Information Commons



Traditional Information

Commons Commons

Type of Rival Non-rival &

Resource Anti-rival

Scope Local Non-local



Actors Territorial Global Affinity

Groups Groups

Governance Communities Cyber

Collectives

The Circulation of the Common

 Peer production needs open and free access to the raw

material for its production: open/free paradigm and

movements



 Peer Governance is the participatory process for the

production of the common: the participatory/cooperation

paradigms and movements



• “when costs of participation are low enough, any

motivation may be sufficient to lead to a

contribution.”



 Peer Property uses new legal and institutional formats to

protect its production: the Commons-based paradigms and

movements



 The Common Property format creates open/free raw

material: the viral circle spirals onward

Part Two: P2P Business Models

PRECONDITIONS FOR PEER PRODUCTION:





• Abundance/Surplus/Distribution of intellect



• Abundance/Distribution of the means of information

production and sharing



• Lowering of „need for capital‟, which becomes a posteriori,

not a priori condition for success; entrepreneurship is

divorcing from capitalism



• Conclusion: the treshold of participation, i.e. the capability

to bypass centralized capital outlays is diminishing in

human, physical and financial capital

Why P2P will grow

Immaterial production Material production









For Profit









For Benefit

Conditions for expansion of

„physical‟ peer production

 The „distribution of everything‟: further

distributive advances in financial and industrial

capital

• Desktop manufacturing, fabbing, multi-purpose

machinery, implications of nanotech/biotech for

distributed production





 Separating the design and material production

phase of the industrial process: open design

communities with built-only markets



 Finding integrated processes for the physical,

logical, and digital „commons‟ (e.g. Semapedia,

German White Bicycle program, Bookcrossings)

User Innovation 1

 The Democratization of Innovation means that users of products

and services, both firms and individual users, are increasingly able

to develop what they need for themselves.





 Manufactured-Innovation means that firms develop innovations at

private expense, then sell it.





 User-Innovation means that lead users develop innovations that

they need, then make it freely available. Lead users foreshadow a

more general demand. But the concept should not obscure the fact

that many users innovate, and that such innovation is distributed

amongst different players offer incremental parts of the solution.





 Commercialisation phase should not obscure the fact that user

innovation communities can bypass manufacturers altogether.

Example: Kite-building communities; Some firms are moving to

'build-only' formats, leaving innovation to the user communities.

The User Innovation Cycle

 1) individual user develops innovation

• invention, prototyping phase





 2) user diffuses innovation through networked media

• information diffusion phase





 3) a community forms around it and develops a working prototype

• pre-commercial replication phase





 4) a manufacturer may develop a commercial version adding some features

• commercial phase





 Examples: Examples: email, mountain bike, sports bra, desktop publishing,

Gatorade, white-out liquid

The Laws of Asymmetric

Competition

 1. In a competition between a for-profit

entity with closed proprietary strategies,

and a for-benefit institution working with a

community and a commons, the latter will

tend to win out



 2. In a competition between for profit

companies, those using open/free,

participatory, and commons oriented

strategies will tend to win out

Participation as a competitive

advantage

 “Free”, as in free beer, as a competitive

advantage

 Open source as a competitive advantage

 Open participation as a competitive

advantage

 Co-evolving with a commons as a

competitive advantage

 From Walled Gardens to Community

Switching Costs

Mixing Openness and Closedness



 Joe West:



 “in standardization, firms face an inherent conflict

between value creation and value capture. A

completely open standard creates lots of value, none

of which can be captured; a completely closed

standard captures 100 percent of no value created.

So a profit–maximizing firm must seek an

intermediate point that partially accomplishes both

goals.



 Thus to pay the bills, there has to be value capture

somewhere: everything has some level of openness

and some level of proprietary–ness. Typically,

standards that are open in one area are often not

open in another.”

The role of capital?

 The cost of starting an internet company have gone down

by 80% over the last 8 years



“Companies no longer need to raise lots of cash, no longer

need lots of people, no longer need to even directly sell

anything at all to be considered successful. They need

revenue, of course, but that's mainly through advertising.

And they need to create something people want to use. But

Super Bowl ads? Forget those.





 So there is plenty of money available -- nearly $1 trillion --

but it is coming at a time when, as I have just described, a

whole new class of start-ups has appeared that doesn't

want VC money -- at least not very much of it.”



 Conclusion: 1) emergence of „non-capitalist‟ social

entrepreneurs; 2) capital needed „a posteriori‟, after prior

success

Modalities of Sharing

Types of individual engagement

 1. The classical "prosumer mode", in which

everybody is working basically for themselves in

using and customizing products



 2. The Web 2.0 "swarm mode" in which

people are loosely aggregated in doing things :

“the strength of weak ties”



 3. The "community mode", production of

common artefacts



These three modes are pretty separated, but there is a "hidden

continuum" structurally connecting them, they become "mutual

enablers".

User vs. corporate typology

Type of Users Type of Corporation



Prosumer Mode Crowdsourcing







Swarming Mode Platform Enablers







Community Mode Commons-dependent

Types of Corporate Engagement

 Externalizers/Crowdsourcers: external

producers are integrated in the corporate

value chain







 Participation enablers (Web 2.0 paradigm):

enable the loose interconnection of individuals; and

monetize the common attention: Ebay







 Commons-dependent: corporations monetizing

derivative value created by peer communities (FLOSS

companies)

Corporate Co-Creation Strategies

The Direct Economy Model of Xavier Comtesse





 Passive consumption: The consumer is getting products or services with no real interaction

and no real choice. He has to take whatever is available.





 Self Service: The consumer is now given the ability to choose between various products or

services. This first step is already a huge step forward, as the consumer can go around the vendor

to pick and choose what he wants.



 DIY: Do It Yourself: At this level, the consumer starts getting involved in the value chain. This

is what IKEA offers, where you are not just buying a product, you are actually also delivering it to

your home and building it yourself. This case is an example of the first disruption from the standard

retail value chain.



 Co-design: At this level, the consumer starts adding value by customizing the product and

therefore defining his needs himself (as opposed to buying a product defined by the product

management team). This is what Dell is asking from customers when they have to pick and choose

options to build a computer.



 Co-creation: This is the ultimate level of involvement, where the consumer is actually involved

in the design of the product or service itself. This is what Open Source does for developers, and

what Wikipedia does for knowledge consumers. Similarly Procter and Gamble has a “Connect and

Develop” program that lets innovators define products.

Autonomy in Production (1)

The Direct Economy Model updated for peer production:









 Criteria 1: outside, or inside the market?





 Criteria 2: production of use value or

production of exchange value





 Criteria 3: individually oriented, or

community oriented

Autonomy in Production (2)

The Direct Economy Model updated for peer production:



 Direct peer production of use value with no concern for

monetization: the adventure economy of couchsurfing.com



 Direct peer production of use value with concern for equitable

monetization: OS Alliance, ecopyleft, user ownership theory



 Direct production of use value by groups with commons-oriented

business ecology



 Direct production of use value by individuals with monetization of

attention through proprietary platforms



 Direct production of exchange value by groups: cooperative

production



 Direct production of exchange value by individuals: minipreneurial

ecology, social commerce, social retailing

Media Monetization Strategies

 Audience growth (N+1) = Attention

Economy



 Metcalfe‟s Law (N-square) = Transcational

Multiplication, Social Commerce



 Reed‟s Law (N-quadrupling) = Long Tail

communities, Group-Forming Networks



 Van Till‟s Law: what you can in the

groups is beyond measure

What does it mean for

marketing?

 Differentiation according to polarity:

emergence of community-oriented

business models



 Social commerce, social retailing, affinity

marketing



 Network facilitators, vendor relations

management



 Zero-advertizing brands

Commons-dependent business

strategies

1. support seller

• revenue is generated by selling two broad categories of items -- physical

goods and/or services that can be used to justify higher prices

• most if not all open source licences would work for this model



2. Loss leader/market positioner

• no charge open source product is used as a loss leader for traditional

commercial software

• open source product generates little or no revenue part customers are

attracted for other products sold using the traditional model



3. Widget frosting

• intended for companies in business primarily to sell hardware but use the

open source model for enabling tools distributed at no charge along with the

hardware

• most revenue is generated through sales of the hardware



4. Brand/franchise licensing

• a company makes the research tool itself open source but retains the rights

to its product trademarks and related intellectual property and charges other

companies for the right to use those trademarks in creating derivative

products distributed under the same brand name

• this requires that the product exist in two different forms with two different

names -- official (trademarked), e.g. Netscape and unofficial, e.g. Mozilla

Crowdsourcing

 Jeff Howe: "For the last decade or so, companies have been

looking overseas, to India or China, for cheap labor. But now it

doesn‟t matter where the laborers are – they might be down the

block, they might be in Indonesia – as long as they are connected

to the network.



 Technological advances in everything from product design

software to digital video cameras are breaking down the cost

barriers that once separated amateurs from professionals.

Hobbyists, part-timers, and dabblers suddenly have a market for

their efforts, as smart companies in industries as disparate as

pharmaceuticals and television discover ways to tap the latent

talent of the crowd. The labor isn‟t always free, but it costs a lot

less than paying traditional employees. It‟s not outsourcing; it‟s

crowdsourcing."



 Examples: Innocentive, Crowdspirit, Café Press, stock

photography

Crowdsourcing Players

 Creators (core)



• This is the group of people that is the most enthusiastic about the collaborative

offer, and they go to great lengths in pursuit of creating something unique. They

submit original content and remix each others‟ material to produce solutions that

will earn them respect, status, acceptance, reputation, as well as material rewards.





Critics (inner ring)



• Critics are the people that do not produce original solutions, but are highly involved

in the conversation around them. They criticize, offer development suggestions to

creators and act as evangelists by actively spreading the word about the stuff they

like (or alternatively, stuff they hate) by e.g. blogging.





 Crowds (outer ring)



• The larger crowd is participating but not conversing as intensively as the critics.

They tag, recommend, rate, vote, send e-mail links to friends and sometimes write

an occasional review. The interaction is therefore quite shallow compared to the

previous level. There is however a great wisdom to be gathered from all this

grassroots activity: their input elicited carefully, the crowds through their actions

help organizing the alternative solutions and understanding their worth.

The Flirt model of crowdsourcing

 Facilities

• Facilities have to be in place for the participants to have a place for meeting and

interaction. However it doesn‟t always mean that the company has to build a social

network service from scratch.



 Language

• The customers are not stupid. They have to be treated with respect. Fake bloggers

and „user-generated content‟ crafted by ad agencies are bound for a beating.



 Incentives

• The blood, sweat & tears from your customers don‟t come for free. The incentives

required by the different groups vary, and some are willing to work for less than

others, but the issue has to be given extra careful thought in engaging the

community in an exchange meaningful to all participants.

 Rules

• Don‟t expect to a swarm of creativity by creating an open environment where

everybody is free to do whatever might occur to them. Naturally, you have to think

about e.g. manufacturing constraints





 Tools

• The people obviously need to have access to the tools necessary to create and

participate. These tools can be provided by the company (like Lego‟s Digital

Designer, a piece of software that let‟s you design your own lego models) or it may

be assumed that people already have them (digital cameras / cameraphones in the

developed world).

Wisdom of Crowds?

 James Surowiecky:



 “There are four key qualities that make a crowd smart.



 1) It needs to be diverse, so that people are bringing different

pieces of information to the table.



 2) It needs to be decentralized, so that no one at the top is

dictating the crowd‟s answer.



 3) It needs a way of summarizing people‟s opinions into one

collective verdict.



 4) And the people in the crowd need to be independent, so that

they pay attention mostly to their own information, and not

worrying about what everyone around them thinks."

P2P and Markets

Differences between peer production and the market:

 Markets do not function according to the criteria of collective intelligence

and holoptism, but rather, in the form of insect-like swarming intelligence. Yes,

there are autonomous agents in a distributed environment, but each individual only

sees his own immediate benefit.



 Markets are based on 'neutral' cooperation, and not on synergistic

cooperation: no reciprocity is created.



 Markets operate for the exchange value and profit, not directly for the use

value.



 Whereas P2P aims at full participation, markets only fulfill the needs of

those with purchasing power.



Amongst the disadvantages of markets are:



 They do not function well for common needs that do not assure full payment

of the service rendered (national defense, general policing, education and public

health), and do not only fail to take into account negative externalities (the

environment, social costs, future generations), but actively discourages such

behavior.



 Since open markets tend to lower profit and wages, it always gives rise to

anti-markets, where oligopolies and monopolies use their privileged position to

have the state 'rig' the market to their benefit. The theoretical peer-like qualities of

agents in free markets are absent from capitalism

P2P and the Market: Immanence

 P2P is highly dependent on the market



 The market is highly dependent on peer production and

social innovation



 Many peer production projects rely concretely on a business

ecology – i.e. Linux & IBM



 An increasing number of corporations are commons-

dependent



 Peer production and externalization are part of the value

chain, the production chain, the cost-benefit calculations of

corporations

P2P and the Market:

transcendence

 P2P remains a non-reciprocal form of production



 No pricing, no corporate hierarchy, no market

allocation of resources



 P2P is dependent on the market, but also

restricted by the market: unrealized social value

waiting to be unlocked



 P2P can be part of a political project to transcend

the current political economy

P2P and the Market as field of

tension



 Who rules: from cognitive capitalists,

via vectoralists to netarchists



 From the Second to the Third

Enclosures?



 From a crisis of value capture to a

crisis of accumulation?

Institutions vs. Communities

The politics of Web 2.0

 Web 2.0 and peer producers, the

dolphin/shark dilemma:



• 1) Who owns the platform (netarchical and

vectoralist strategies)

• 2) Is the infrastructure open/free;

• 3) Participatory design: is true sharing

possible?

• 3) Who owns the content? (third enclosures)

• 4) Monetization strategies (revenue sharing)

What kind of „intersubjectivity‟?

Alan Page Fiske‟s Relational Model

 Reciprocity: The Gift Economy (tribalism)



 Authority Ranking: The Tributary Economy

(feudalism)



 Market Pricing: The Market Economy

(capitalism)



 Communal Shareholding: The Sharing

Economy (peer to peer)

Economic Evolution (projection)

 The primary economy is based on reciprocity, which derives from common

ancestry or lineage. It is based on families, clans, tribes and exchange mostly

operates through gifts which create further obligation. Wants are defined by the

community. Leadership is in the hands of the lineage leadership. Key issue:

belonging.



 The secondary economy arises together with power monopolies which

engender coercion as a means to force cooperation. We enter the domain of

class societies, and production is organized by the elite in power, which holds

together through the symbolic power which transforms power into allegiance.

Respect for power, in the form of tribute, taxes, etc.. is normative. The key question

is: 'to deserve power or to deserve subjection'.



 The tertiary economy arises with the entrepreneur and capitalism. It is

based on 'equivalent', i.e. 'fair' exchange, which is normative. Power arises

from relative productivity, relative monopoly over a needed good, and from the wage

relationship which creates dependence. Cooperation is no longer correlated to

belonging. Relationships are impersonal.



 The quaternary economy, based on peer to peer processes, is based on

'ideological leaders' which can frame common goals and common belonging

and is based on membership and contribution. Contributing to the best of one's

ability to common goals is normative and the key question becomes: to follow an

existing group or to create one's own, i.e. to convince or be convinced..

A peer-informed economy? (1)

 Today: treating scarce goods as if they

were infinite; treating abundant goods as

it there were scarce: the current economy

is based on pseudo-abundance and

pseudo-scarcity





 Tomorrow: A steady-state economy

coupled with growing immaterial assets

and a well-being economy: the P2P

political economy is based on real

abundance and scarcity

A peer-informed economy? (2)

 Today: the commodification of everything; cognitive and affective

capitalism; the colonization of the life-world in the market state



 Tomorrow: a pluralist economy combining:



• A core of non-reciprocal peer production



• A reciprocity-based gift economy for services and traditional

pre-capitalist economies (open money reform)



• A vibrant market based on non-externalization, non-scarce

monies and new corporate formats



• Governance based on multi-stakeholdership

P2P Politics: Strategies



• Three strategies:



 Transgressive = ignoring the old:

Filesharing, Piratbyran



 Alternative/Constructive = building the

new: Creative Commons, GPL



 Reformist = changing/adapting the old:

legislative reforms (DAVDSI France)

Systems of Influence

P2P Politics: Goals

 Recognition of true scarcities through true costing

• Reforming the market: natural capitalism, living economies





 Impeding artificial scarcities

• IP reform (against illicit monopoly rents from IP)

• Monetary reform





 Promoting true abundance

• Sustainability of peer production: p2p to market?

• Universal basic income?

Democracy vs. Self-governance

 One vote, binary decicions vs.

Many differentiated decisions





 Discontinuous participation and batch processing Vs.

Continuous, real-time bubbling up





 Polyphony, with prior perspective, arrested products Vs.

No prior code, permanent evaluation.





 Autonomy is about direct expression without representation



 Politics is no longer about having/taking power, but about

augmenting the potential for autonomy

P2P = a total social fact







As a new mode of production, governance,

and property

THANK

YOU

Contact Information

Wiki: www.p2pfoundation.net

Blog: blog.p2pfoundation.com

Email: michelsub2004@gmail.com


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