Classroom Companion: Business


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Introduction to Digital Economics

 
Chapter 6 · Digital Goods and Services


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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 commonsFinancial 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
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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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