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Media 2.0
Workshop @ La sQuola
BIELLA 25 marzo 2010

     Lorenzo Benussi
lorenzo.benussi@gmail.com



          1
                            1
MATTINA                           programma
1.Media 2.0
2.Internet Economics              10.00 -10.30 intro
3.Open Source Business            10.30 - 11.30 parte 1
Models
                                  11.45 - 13.00 parte 2
4.Distribuzione 2.0
                                  13.00 - 14.30 lunch
5.Interattività 2.0
                                  14.30 - 15.00 laboratorio 1
POMERIGGIO                        15.00 - 16.30 laboratorio 2
1.Simple Business Modelling
2.Workshop
                              2
                                                                2
Chi sono

                               Fellow, Centro NEXA
Research & Business            Politecnico di Torino
Development
                               Fellow, Dipartimento di
Consorzio TOP-IX               Economia Università di
                               Torino




                           3
                                                         3
Media 2.0
     Come Internet ha modificato i modelli
   di produzione, distribuzione e di business;
“cambia il modo di giocare e le regole del gioco”




                       4
                                                    4
Digital technology could enable an extraordinary range
of ordinary people to become part of a creative process.
To move from the life of a consumer […] to a life where one
can individually and collectively participate in making
something new.
(The future of ideas, Lawrence Lessig)




                             5
                                                              5
The networked information economy makes individuals better
able to do things for and by themselves, […] the emergence of
this new set of technical, economic, social, and institutional
relations can increase the relative role that each individual is
able to play in authoring his or her own life.
(The Wealth of Networks, Yochai Benkler)




                              6
                                                                   6
The Appropriation and reuse are central to culture, of course.  I have had
a few questions at talks about Hip Hop culture, and I always say I wish
Web 2.0 was more like Hip Hop.  Imagine if you usually didn't get to
know who was rapping, or if you could only know a name, but not the
person's story?  Would that be culture? Hip Hop is about people - some
vastly more talented or ethical than others - but the actors are
humans with character and history, not information fragments. 
( You Are Not a Gadget, Jaron Lanier)




                                    7
                                                                             7
“The project of the next president is figuring out how you
create bottom-up economic growth, as opposed to the
trickle-down economic growth.” 
( Barack Obama, Interview on The New York Time, 2 febbraio 2008)




                               8
                                                                   8
When I say that innovation is being democratized, I mean that
users of products and services—both firms and individual
consumers—are increas- ingly able to innovate for themselves.
(DEMOCRATIZING INNOVATION, Eric Von Hippel)




                              9
                                                                9
internet
  economics
   alcune caratteristiche
economiche dei beni digitali




                               10
                                    10
la “commedia” della
      scarsità
  e dei rendimenti
 marginali crescenti

         11
                       11
Digital goods are different…
                                                 A) Expensive to produce,
                                                 cheap to reproduce
                               Unique cost       B) High fixed costs,
                               characteristics   low marginal costs

Digital goods
                                                 A) Experience goods
                               Unique demand
                                                 B) Non exclusive
                               characteristics
                                                 C) Overload

 Fonte: Shapiro&Varian, 1999

                                                                12


                                                                            12
13


     13
Open source
business model
   cosa si può imparare
 dai modelli di produzione
         F(L)OSS




                             14
                                  14
la cattedrale        il bazaar




                15
                                 15
What does free/open source software mean?
Open source, free software vs proprietary software?
  “Object code” vs “source code”: the “comedy” of software
  intellectual property
The community: modular division of labour, interactive
  learning and shared information
Copyleft vs Copyright? The Four Freedom of “free software”:1)
  use, 2)see, 3)modify and 4)distribute and do it again…
And more practically why everybody use it?




                                                  16


                                                                16
Market
                                        IPR
  The FOSS Phenomenon
                                                   FLOSS
                                Technology


                                                        Community
1) Technology: software and operating system - Blender,
   OpenOffice, GNU/Linux
2) Set of IPR rules - General Public Licence; LGPL; BSD; free
   documentation licence; CC; etc.
3) Market - the ICT market (but also Media, TLC, etc.)
4) Model of division of labour: web communities and the bazaar



                                                           17


                                                                         17
Free/open source business models .1




Fonte: Nilendu&Madanmohan, 2002         18


                                              18
Free/open source business models .2




Fonte: Nilendu&Madanmohan, 2002        19


                                             19
Free/open source IPR




Fonte: O’Mahony, 2003                          20


                                                    20
Free/open source business models
       A) Externally funded ventures
       1. Public funding                                                           1.   Sviluppatori
       2. Needed improvement funding                                               2.   Integratori
       3. Indirect funding
       B) Internally funded or revenue
                                                                                   3.   Architetti di sistemi
           based                                                                   4.   Sistemisti
       1. Best knowledge here' without
           constraints
                                                                                   5.   Distributori
       2. Best knowledge here' with                                                6.   Produttori HD
           constraints
       3. Special' licenses (dual licensing, time-
           based licenses)
       C) Unfunded developments


Fonte: European Working Group (2001) on Libre software and FLOSS metrics project                    21


                                                                                                                21
Distribuzione
       2.0
essere consapevoli della propria
  identità artistica su internet
    (e sapere cosa farsene)




                                   22
                                        22
skip the intermediaries
long live the intermediaries


             23
                               23
la lunga coda




      24
                24
Confrontando i dati di vendita di libri e le visite on-line ci si accorge
che esiste una grande quantità di titoli potenzialmente interessanti
ma totalmente assenti (per motivi di costo) dalla distribuzione fisica




                                   25
                                                                        25
un nuovo sistema dei media




            26
                             26
creativo
    =
produttore
    =
 manager
    27
             27
Interattività 2.0
L’utente, interagendo con il
sistema e con altri utenti, produce
informazioni che sono la base del
processo di estrazione di valore.
L’interazione è componente
fondamentale dei business model
su Internet (adv, customization,
collaboration, ecc.).




                                      28
                                           28
Social Media
   Revolution
     Perché leggere un libro
(Facebook) è tendenzialmente
  più interessante che leggere
 l’elenco del telefono (google)




                                  29
                                       29
Internet
  è fatta di
conversazioni
   la rete possiede una sua
           semantica
 che produce conversazioni
(SEO, social media mkt, ecc.),
  è importante scegliere le
     conversazioni giuste


                                 30
                                      30
The
   gamification
     of media
i meccanismi di gioco sono utili
per creare nuove (ricche) forme
          di interazione e
     l’interazione serve per
      gestire la complessità
    (sviluppo, mercati, ecc.)


                                   31
                                        31
Media 2.0
      partecipazione
        interazione
         comunità
    esperienza (la tua)
prodotti correlati (derivati)

            32
                                32
il medium è il messaggio
Marshall McLuhan


I. The technology changes the way of thinking and the
   way to express.

II. The network is the medium and the message is a mix
    of bits (byte) of data (knowledge).

III. Internet is an expansion of our brain and the digital
     network is going to reproduce it.

                 just play the game...
                             33
                                                             33
creativity comes first
          34
                        34
Fine della mattinata


       GRAZIE
lorenzo.benussi@gmail.com


             35
                            35

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Media 2.0

  • 1. Media 2.0 Workshop @ La sQuola BIELLA 25 marzo 2010 Lorenzo Benussi lorenzo.benussi@gmail.com 1 1
  • 2. MATTINA programma 1.Media 2.0 2.Internet Economics 10.00 -10.30 intro 3.Open Source Business 10.30 - 11.30 parte 1 Models 11.45 - 13.00 parte 2 4.Distribuzione 2.0 13.00 - 14.30 lunch 5.Interattività 2.0 14.30 - 15.00 laboratorio 1 POMERIGGIO 15.00 - 16.30 laboratorio 2 1.Simple Business Modelling 2.Workshop 2 2
  • 3. Chi sono Fellow, Centro NEXA Research & Business Politecnico di Torino Development Fellow, Dipartimento di Consorzio TOP-IX Economia Università di Torino 3 3
  • 4. Media 2.0 Come Internet ha modificato i modelli di produzione, distribuzione e di business; “cambia il modo di giocare e le regole del gioco” 4 4
  • 5. Digital technology could enable an extraordinary range of ordinary people to become part of a creative process. To move from the life of a consumer […] to a life where one can individually and collectively participate in making something new. (The future of ideas, Lawrence Lessig) 5 5
  • 6. The networked information economy makes individuals better able to do things for and by themselves, […] the emergence of this new set of technical, economic, social, and institutional relations can increase the relative role that each individual is able to play in authoring his or her own life. (The Wealth of Networks, Yochai Benkler) 6 6
  • 7. The Appropriation and reuse are central to culture, of course.  I have had a few questions at talks about Hip Hop culture, and I always say I wish Web 2.0 was more like Hip Hop.  Imagine if you usually didn't get to know who was rapping, or if you could only know a name, but not the person's story?  Would that be culture? Hip Hop is about people - some vastly more talented or ethical than others - but the actors are humans with character and history, not information fragments.  ( You Are Not a Gadget, Jaron Lanier) 7 7
  • 8. “The project of the next president is figuring out how you create bottom-up economic growth, as opposed to the trickle-down economic growth.”  ( Barack Obama, Interview on The New York Time, 2 febbraio 2008) 8 8
  • 9. When I say that innovation is being democratized, I mean that users of products and services—both firms and individual consumers—are increas- ingly able to innovate for themselves. (DEMOCRATIZING INNOVATION, Eric Von Hippel) 9 9
  • 10. internet economics alcune caratteristiche economiche dei beni digitali 10 10
  • 11. la “commedia” della scarsità e dei rendimenti marginali crescenti 11 11
  • 12. Digital goods are different… A) Expensive to produce, cheap to reproduce Unique cost B) High fixed costs, characteristics low marginal costs Digital goods A) Experience goods Unique demand B) Non exclusive characteristics C) Overload Fonte: Shapiro&Varian, 1999 12 12
  • 13. 13 13
  • 14. Open source business model cosa si può imparare dai modelli di produzione F(L)OSS 14 14
  • 15. la cattedrale il bazaar 15 15
  • 16. What does free/open source software mean? Open source, free software vs proprietary software? “Object code” vs “source code”: the “comedy” of software intellectual property The community: modular division of labour, interactive learning and shared information Copyleft vs Copyright? The Four Freedom of “free software”:1) use, 2)see, 3)modify and 4)distribute and do it again… And more practically why everybody use it? 16 16
  • 17. Market IPR The FOSS Phenomenon FLOSS Technology Community 1) Technology: software and operating system - Blender, OpenOffice, GNU/Linux 2) Set of IPR rules - General Public Licence; LGPL; BSD; free documentation licence; CC; etc. 3) Market - the ICT market (but also Media, TLC, etc.) 4) Model of division of labour: web communities and the bazaar 17 17
  • 18. Free/open source business models .1 Fonte: Nilendu&Madanmohan, 2002 18 18
  • 19. Free/open source business models .2 Fonte: Nilendu&Madanmohan, 2002 19 19
  • 20. Free/open source IPR Fonte: O’Mahony, 2003 20 20
  • 21. Free/open source business models A) Externally funded ventures 1. Public funding 1. Sviluppatori 2. Needed improvement funding 2. Integratori 3. Indirect funding B) Internally funded or revenue 3. Architetti di sistemi based 4. Sistemisti 1. Best knowledge here' without constraints 5. Distributori 2. Best knowledge here' with 6. Produttori HD constraints 3. Special' licenses (dual licensing, time- based licenses) C) Unfunded developments Fonte: European Working Group (2001) on Libre software and FLOSS metrics project 21 21
  • 22. Distribuzione 2.0 essere consapevoli della propria identità artistica su internet (e sapere cosa farsene) 22 22
  • 23. skip the intermediaries long live the intermediaries 23 23
  • 24. la lunga coda 24 24
  • 25. Confrontando i dati di vendita di libri e le visite on-line ci si accorge che esiste una grande quantità di titoli potenzialmente interessanti ma totalmente assenti (per motivi di costo) dalla distribuzione fisica 25 25
  • 26. un nuovo sistema dei media 26 26
  • 27. creativo = produttore = manager 27 27
  • 28. Interattività 2.0 L’utente, interagendo con il sistema e con altri utenti, produce informazioni che sono la base del processo di estrazione di valore. L’interazione è componente fondamentale dei business model su Internet (adv, customization, collaboration, ecc.). 28 28
  • 29. Social Media Revolution Perché leggere un libro (Facebook) è tendenzialmente più interessante che leggere l’elenco del telefono (google) 29 29
  • 30. Internet è fatta di conversazioni la rete possiede una sua semantica che produce conversazioni (SEO, social media mkt, ecc.), è importante scegliere le conversazioni giuste 30 30
  • 31. The gamification of media i meccanismi di gioco sono utili per creare nuove (ricche) forme di interazione e l’interazione serve per gestire la complessità (sviluppo, mercati, ecc.) 31 31
  • 32. Media 2.0 partecipazione interazione comunità esperienza (la tua) prodotti correlati (derivati) 32 32
  • 33. il medium è il messaggio Marshall McLuhan I. The technology changes the way of thinking and the way to express. II. The network is the medium and the message is a mix of bits (byte) of data (knowledge). III. Internet is an expansion of our brain and the digital network is going to reproduce it. just play the game... 33 33
  • 35. Fine della mattinata GRAZIE lorenzo.benussi@gmail.com 35 35