The Third Industrial Revolution: Retiring Adam Smith

14

October

2018

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Not so long ago, when you want to publish a book (e.g. a blog-bundle) an author has to sell their work to a publisher in return for an advance and future royalties. The book then goes through a copyeditor, compositor, printer, wholesalers, distributors and retailers before it arrives at the end-consumer. When going through all these different stages, each stage adds there profit margin to the book. For an (I)BA student, this elaboration of this self-regulated market exchange economy is probably not needed. In fact, every student learned it one of the first courses when the professor preached about Adam Smith and his book Wealth of Nations.

But what happens when a growing number of authors are writing books and making them available at a very small price, or even for free, bypassing all the stages as described before? Th cost of marketing and distributing each copy is dropping to (near) zero, since an e-book can be produced and distributed at zero marginal cost.

In his book “The Zero Marginal Cost society”, Jeremy Rifkin discusses how the near zero marginal cost phenomena is changing modern society and is retiring basic economy theories of Smith, Keynes and Lange. The “nature laws” of these dinosaurs in social behaviour studies are beginning to loose their power. Rifkin is explaining that a Third Industrial Revolution is happening where the Internet of Things is boosting productivity to the point where the marginal cost of producing many goods and services is nearly zero, making them practically free and shareable resulting in drying corporate profits, property rights and an economic shift from scarcity to abundance.

Are you still thinking that future (I)BA student need to learn this ancient, fairy-tale theories about ‘invisble hands’, or should we leave it to the historians?

Rifkin, J. (2014). The zero marginal cost society: The internet of things, the collaborative commons, and the eclipse of capitalism. New York: Palgrave Macmillan.

 

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Watch me play: Monetizing gaming skills with live streaming

24

September

2018

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“This is the nineteen-ninety-three- nineteen-ninety-four, back to back, block buster video game international champion”. This was the first sentence when video game streamer Dr. Disrespect made his return on live video game streaming platform Twitch for 400.000 concurring viewers. After one hour of gameplay viewers donated more than $15.000 to the streamer. “The Doc”, as Dr. Disrespect often is called, is estimated to earn at least $200.000 a month with live streaming (Gamebyte, 2018)

The first thing that you might ask now is: why are people watching other people play video games? It is unintuitive for many people as to why watching video games would afford any meaningful gratifications since it has been assumed that watching others play does not provide the same thrills as playing video games by oneself (Sjöblom and Hamari, 2017). As unintuitive as it may sounds, Amazon recognized a huge potential in this type of entertainment and bought the biggest live video game streaming platform Twitch for almost €1 billion dollars in 2014 (McMillan and Bensinger, 2014). The potential probably is shown in the communities that are formed around streamers and the millions of viewers that are active on the platform.

The second question is, why are people donating to live video game streamers? Watching streamers is completely free, so why are people willing to spend their hard-earned money to someone who is playing a video game behind a webcam? This particular phenomenon is studied by Sjoblom and Hamari (2017) and Gros et al. (2017). Both are concluding that social motivations are one of the main reasons why people are donating. Community members want to support the streamer financially so that they have an incentive to continue streaming. Furthermore, viewers want to be part of the community of the streamer.

All you need to be a streamer is a computer and a video game. When you are able to build a large community, you have a good chance on becoming just as profitable as The Doc. And yes, a wig and a fake moustache might also help…

https://www.youtube.com/watch?v=bpcakw05nVs

 

References:

Gros, D.; Wanner, B.; Hackenholt, A.; Zawadzki, P. & Knautz, K. (2017), World of Streaming. Motivation and Gratification on Twitch’Social Computing and Social Media. Human Behavior’, Springer International Publishing, , pp. 44–57.

Hamilton, W. A.; Garretson, O. & Kerne, A. (2014), Streaming on Twitch: Fostering Participatory Communities of Play Within Live Mixed Media, in ‘Proceedings of the SIGCHI Conference on Human Factors in Computing Systems’, ACM, New York, NY, USA, pp. 1315–1324.

McMillan, D. & Bensinger, G (2014), The Wall Street Journal. 25 August 2014. Retrieved 17 April 2018. https://web.archive.org/web/20140828174620/http://online.wsj.com/articles/amazon-to-buy-video-site-twitch-for-more-than-1-billion-1408988885?tesla=y&mg=reno64-wsj

Sjöblom, M. & Hamari, J. (2017), ‘Why do people watch others play video games? An empirical study on the motivations of Twitch users’, Computers in Human Behavior 75, 985 – 996.

URL: https://www.gamebyte.com/streamers-make-millions-year-heres/

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