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authorSilvio Rhatto <rhatto@riseup.net>2017-09-29 09:19:01 -0300
committerSilvio Rhatto <rhatto@riseup.net>2017-09-29 09:19:01 -0300
commitd06d921ab5b113e9acf26f6cb05ceda41449c290 (patch)
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parentc00235912a3f600be2494c79cf0818f30ad8cbc2 (diff)
downloadblog-d06d921ab5b113e9acf26f6cb05ceda41449c290.tar.gz
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Updates books
Diffstat (limited to 'books')
-rw-r--r--books/sociedade/jogos-homens.mdwn2
-rw-r--r--books/tecnopolitica/cathedral-bazaar.mdwn58
2 files changed, 57 insertions, 3 deletions
diff --git a/books/sociedade/jogos-homens.mdwn b/books/sociedade/jogos-homens.mdwn
index e0d0628..6166e6a 100644
--- a/books/sociedade/jogos-homens.mdwn
+++ b/books/sociedade/jogos-homens.mdwn
@@ -1,4 +1,4 @@
-[[!meta tile="Os Jogos e os Homens"]]
+[[!meta title="Os Jogos e os Homens"]]
A máscara e a vertigem
diff --git a/books/tecnopolitica/cathedral-bazaar.mdwn b/books/tecnopolitica/cathedral-bazaar.mdwn
index 89893d2..5e36e99 100644
--- a/books/tecnopolitica/cathedral-bazaar.mdwn
+++ b/books/tecnopolitica/cathedral-bazaar.mdwn
@@ -1,8 +1,9 @@
[[!meta title="The Cathedral & The Bazaar"]]
+[[!tag jogo software foss economics]]
* Author: Eric S. Raymond
-## Main themes
+## Phenomenology
* Linus Law: "Given enough eyeballs, all bugs are shallow" (page 30);
"debugging is parallelizable" (page 32).
@@ -14,7 +15,7 @@
* Brooks Law: "complexity and communication costs of a project rise with the
square number of developers" (pages 32, 49).
-## Misc
+## Freedom and hierarchy
* Kropotkin is cited at page 52: "principle of understanding" versus the
"principle of command".
@@ -25,3 +26,56 @@
more elaborate and efficient than any amount of central planning could have
achieved." (page 52). Logo em seguida ele nega a existência de um autruísmo
puro.
+
+## Economics
+
+A very liberal point of view:
+
+* Homesteading the Noosphere: "customs that regulate the ownership and control
+ of open-source software [...] imply an underlying theory of property rights
+ homologous to the Lockean theory of land tenure" (65).
+
+* Open Source as a gift economy like a reputation game (81 - 83):
+
+ Most ways humans have of organizing are adaptations to scarcity
+ and want. Each way carries with it different ways of gaining social status.
+
+ The simples way is the _command hierarchy_ [where] scarce goods are allocated
+ by onde central authority and backed up by force. Command hierarchies scale
+ very poorly; they become increasingly inefficient as they get larger.
+
+ [...]
+
+ Our society is predominantly an exchange economy. This is a sofisticated
+ adaptation to scarcity that, unlike the command model, scales quite well.
+ Allocation of scarce goods is done in a decentralized way through trade
+ and voluntary coopreation.
+
+ [...]
+
+ Gift cultures are adaptations not to scarcity but to abundance. They arise
+ in populations that do not have significant material scarcity problems
+ with survival goods.
+
+ [...]
+
+ Abundance makes command relationships difficult to sustain and exchange
+ relationships an almost pointless game. In gift cultures, social status
+ is determined not by what you control but by _what you give away_.
+
+ -- 80-81
+
+He also explains that the reputation game is not the only drive in the
+bazaar-style ecosystem: satisfation, love, the "joy of craftsmanship" are also
+motivations for software development (pages 82-83), which is compatible
+with the gift economy model:
+
+ How can one maximize quality if there is no metric for quality?
+ If scarcity economics doesn't operate, what metrics are available
+ besides peer evaluation?
+
+ Other respondents related peer-esteem rewards and the joy of hacking
+ to the levels above subsistence needs in Abraham Maslow's well-known
+ 'hierachy of values' model of human motivation.
+
+ -- 82-83