89
6
References
Fournier, L. (2014).
Merchant sharing: Towards a zero marginal cost economy. ArXiv, 1405.2051.
Gapper, J. (2017, November 29). Facebook faces
the tragedy of the commons.
Financial Times.
List of most expensive video games to develop. (2020, December 16).
Wikipedia.
Stiglitz, J. E. (2015).
Economics of the public sector. W. W. Norton & Company.
Further Reading
Christensen, C. (1997).
The innovators dilemma: When new technologies cause great firms to fail.
Harvard Business School Press.
References
© The Author(s), under exclusive license to Springer Nature
Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction
to Digital Economics,
Classroom Companion: Business,
https://doi.org/10.1007/978-3-030-78237-5_7
91
Production
Models
Contents
7.1
Physical and Digital
Products – 92
7.2
Basic Production
Methods – 93
7.2.1
In-House Production – 93
7.2.2
Commons-Based Peer
Production – 93
7.2.3
Crowdsourcing – 97
7.3
Production Tools – 98
7.3.1
Crowdfunding – 98
7.3.2
Peer-to-Peer Lending – 100
7.3.3
Free
and Open-Source Software
and Cloud Computing – 100
7.4
Conclusions – 101
References – 102
7
92
7
n
Learning Objectives
After
completing this chapter, you should be able to:
5
Comprehend the difference between production of physical and digital goods.
5
Explain the basic production models described in this chapter and apply them in
the analysis of business models.
5
Understand the importance of online financing methods
and open-source soft-
ware for the development of digital goods.
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