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The Marginalization of Scarcity, by Robert Levin

Last post 05-18-2008, 12:14 PM by four living creatures full of eyes in front and in back. 0 replies.
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  •  05-18-2008, 12:14 PM 4575

    The Marginalization of Scarcity, by Robert Levin

    This article gives insight into the fascinating concept of agalmics and how economics can be a positive-sum game, especially with the new technologies that are coming.

    John

    http://www.openverse.com/~dtinker/agalmics.html

    The Marginalization of Scarcity
    by Robert Levin

    Thanks to all who have commented thus far. The comments from working
    economists and sociologists were of particular interest, and I can see
    that they are going to produce some changes in the essay. In
    particular, gentle reader, realize as you read that I do not consider
    agalmias to be gift cultures per se; traditional gift cultures are
    largely pre-industrial, and based as much on scarcity as any modern
    technological state.

    Also, when you read my games-theory comments, don't infer that I
    believe economies are zero-sum games. While one or both "legs" of an
    economic transaction can most conveniently be expressed as a zero-sum
    game, that does not extend to economies as a whole, nor even
    necessarily to a single complete economic transaction. I'll plan to
    discuss these points in more detail in follow-ons to this essay.

    Finally, frequent comments have led me to conclude that an important
    element is missing from the definition of agalmics. Agalmic goods are
    non-scarce goods, but they are often produced using scarce goods as
    raw materials. An important example is the initial programming work
    which goes into a free software application. At the current state of
    the human lifespan, programmer time must be regarded as a scarce good.
    I've added the words "production and" to the definition, and I hope
    you'll find this to be a clear and necessary improvement. We are now
    at version 3.0 of the essay.

    Introduction

    The recent growth of interest in Linux and "open source" or "free"
    software raises questions about the nature of the "gift culture" of
    the Internet. Why do people give away information? What do they hope
    to gain? How can the Internet continue to work, in a world in which
    politics based on shared ownership has serious, demonstrated problems?

    The cooperative spirit of the Internet is not a historical fluke. If
    human beings allowed their aggressive, suspicious sides to dominate,
    we'd live in a world in which people took things by force instead of
    buying them. And how would anyone trust the printed word? How could
    education occur in the absence of cooperation? All over the world,
    students listen and educators teach. In a largely unrestricted market
    of record size, individuals freely trade goods and services for other
    goods and services of their choice. Ownership of private property
    remains largely undisputed by men with guns. We live in the
    cooperative state known as civilization.

    Not every human activity is cooperative. Wars still occur. And the
    existence of laws implies that people do disagree about when
    cooperation is a good thing. But it's clear that voluntary interaction
    serves important human needs. The most successful economic systems on
    the planet are based on voluntary interaction. Variants of the "free
    enterprise" model have produced wealth and plenty on a vast scale.
    Political systems based on involuntary interaction, such of those of
    the Soviet Union and various Third World nations, have not been nearly
    so successful at meeting the needs and desires of their citizens as
    have systems which emphasize freedom.

    But will technology change the way human beings interact over the
    coming decades? What trends do we need to understand in order to see
    where things are going? One clear trend in a technological society is
    the marginalization of scarcity. As time goes on, the technology of
    agriculture and manufacture teaches us how to produce goods with more
    efficiency, at less cost. The trend in technology is an exponential
    improvement of knowledge and capabilities. Make anything cheap enough,
    and it will no longer be scarce enough to be considered an economic
    good.

    Contrary trends operate in the marketplace. Intellectual property, a
    system of law in which access to inventions and creative output is
    limited in order to reward their creators, has a powerful conservative
    influence on the market, slowing the adoption of new ideas and
    inventions. Patent law rewards inventors for coming up with useful
    technology; but the reward often comes in the form of purchase of the
    right to control who may use that technology. Large corporations, with
    large legal and accounting staffs and access to capital, have an
    extraordinary advantage in accumulating exclusive rights to new
    technologies. The nature of such organizations is to hold onto these
    assets tightly and release them slowly, so that the most efficient
    return on investment can be achieved.

    But technological change continues to occur, in part because competing
    organizations often need the competitive advantage which new
    technology can provide. So we can be certain that, over time, more and
    more basic goods will become less and less scarce. With these changes,
    it becomes increasingly important to understand how human beings
    allocate non-scarce goods. Indeed, a sort of "economics" of
    non-scarcity becomes an important study. But economics is the study of
    the allocation of scarce goods. We need a new paradigm, and a new
    field of study. What we need is agalmics.

    Definitions

    agalmics (uh-GAL-miks), n. [Gr. "agalma", "a pleasing gift"] The study
    and practice of the production and allocation of non-scarce goods.

    agalmic actor, n. An individual or organization engaged in agalmic activity.

    agalmic software, n. Computer software written and distributed as an
    agalmic activity.

    agalmia, n. The sum of the agalmic activity in a particular region or
    sphere. Analogous to an "economy" in economic theory.

    Characteristics

    To understand human behavior, we must find clear examples to study.
    Agalmic behavior involves the exchange of non-scarce goods, goods
    which can be found in the modern free software community. As we
    examine agalmic behavior, we'll frequently use examples involving free
    software. We can observe the following characteristics of agalmic
    activity:

    It is transfinite. Economic trade is finite; when I give you a dollar
    I have one less than I did. Agalmic activity involves goods which are
    not scarce, so I can give you one without appreciably diminishing my
    supply.

    It is cooperative. Economic activity often involves competition.
    Buyers must allocate their limited funds to the supplier who best
    meets their needs. Since it doesn't involve scarce resources, agalmic
    activity rarely involves competition. Efficient agalmic actors know
    how to encourage cooperation and benefit from the results.

    It is self-interested. Agalmic activity advances personal goals, which
    may be charitable or profit-oriented, individual or organizational. An
    agalmia typically contains both individuals and organizations, with a
    broad mix of charitable and profit-oriented goals. Agalmic profit is
    measured in such things as knowledge, satisfaction, recognition and
    often in indirect economic benefit.

    It is self-stimulating. Examples can be seen in free software
    communities, in which new programmers, documenters and debuggers come
    from the ranks of free software users.

    It is self-directing. Free software users provide feedback to
    developers in the form of bug reports, patches and requests for new
    features. Software projects can be forked by users when an existing
    developer group is not responsive to their needs. Maintainers are then
    free to adopt the new work or go their own way.

    It is decentralized and non-authoritarian. In a free software
    community, developer groups maintain their positions only as long as
    they are responsive to their user bases. No one is forced to
    participate in a project, and the projects people participate in are
    the ones in which they are interested. Involuntary activity places
    limits on exchange and creates scarcities. As such, it is non-agalmic.
    A particular agalmic group may be organized in a top-down fashion, and
    non-agalmic groups may act agalmicly. But alternatives are available
    and participation is voluntary. Authoritarian systems remove personal
    incentives for agalmic behavior.

    It is positive-sum. In games theory, a 'zero-sum game' is one in which
    one player's gain is another player's loss. Conventional economics
    often describes zero-sum games. When two suppliers compete for the
    dollars of a single customer, or when two government agencies compete
    with each other for fixed budget dollars, a zero sum game is played. A
    'positive-sum game' is one in which players can gain by behavior which
    enhances the gains of others. Efficient agalmics is a positive-sum
    game. For example, when a free software programmer gives his source
    code away, he gains a large population of users to report bugs; the
    users gain the use of his programs. By awarding the other players
    points, the player gains points.

    It is not new. Gift cultures have existed during much of human
    history, and other, non-gift cultures have clear agalmic influences.
    Religious communities have engaged in agalmic behavior, as have
    governments, businesses and individuals. Charities, standards
    organizations and trade associations often act agalmicly. It may be
    argued convincingly that civilization itself is an agalmic activity.

    Conclusions

    The behavior of agalmias gives us useful information about the ways
    that societies can change and grow. Open source and free software
    communities provide us with excellent modern day agalmias for study,
    as does the Internet itself. But long term trends in technology
    suggest that material scarcity will likely become less common, and
    agalmic behavior more common. In studying the behavior of agalmias we
    can see intimations of our technological future.

    Robert Levin
    Woodland Hills, California, US
    4 April 1999

    Email: levin@openprojects.net
    Online: lilo at Open Projects Net IRC

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