The Digital Economy. Tim Jordan. Читать онлайн. Newlib. NEWLIB.NET

Автор: Tim Jordan
Издательство: John Wiley & Sons Limited
Серия:
Жанр произведения: Кинематограф, театр
Год издания: 0
isbn: 9781509517596
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nor Spotify, for example, are addressed in detail – they do qualitatively examine a multiplicity of digital economic practices, both successful and unsuccessful. This case study work will then be developed with concepts drawn from key debates in existing digital economy theory. The three debates examined are free labour, information surpluses as exploitation, and the breakdown of the producer/consumer divide. All three have substantial existing literatures, but Chapter 7 will show that, in the face of case study evidence and conceptual analysis, all three have significant failings needing further theorisation. Such a plan, it should be noted, means that there will be a significant shift in tone as the argument moves into theoretical debates. Whereas the case study chapters engage with the daily matters of digital economic practices, attempting to both follow and excavate how such practices are formed from different actions and perspectives among users, platform owners, platform workers and so on, examining existing theories of these practices involves conceptualisation. Issues such as the information drawn from freely given activities that users provide to social media, that in turn underpin revenue through advertising, will be repeatedly mentioned within the complexity and materiality of practices, and it requires a shift of emphasis to start drawing out such issues by exploring conceptualisations of them. Practices always involve ideas about what is happening within them, and ideas always refer to (even if obliquely) and rely on a sense of relevant practices; in this sense the shift is one of emphasis from primarily diagnosing the meaning of economic actions in digital contexts to theorising across such contexts how recurrent actions are structured and may be conceived.

      This move to conceptualisation will provide the basis for a model of digital economic practices to be proposed through three linked divisions – value, property and profit – to be set out in Chapter 8. The first two divisions address the creation of a value that is realised by collective activities, such as search or gaming, linked to different forms of information property. Once a digital platform instantiates such a connection, it becomes possible for the third division of profit to be added through a monetisation strategy. Three main monetisation strategies are identified: targeted advertising, disintermediation and reintermediation, and rent not buy. Within this model, the possibility always remains that a digital economic practice may refuse to seek monetisation for profit and instead offer information as a distributed property. In the latter case, radical options open up for digital economic practices that offer information able to be used simultaneously and completely by everyone who can access it.

      Following this modelling of the digital economy, Chapter 9 will consider broad policy questions. The first key issue is to establish where a digital economic practice exists: what is the jurisdiction appropriate to any digital economic company? The argument is made that location can be defined by using the activities of platform users as these are located in places, instead of the information flows resulting from these activities as these are transferable across boundaries. Following this, policy issues around tax are examined, particularly in relation to taxes that derive from the places in which digital economic activities occur. The discussion also includes an examination of the possibility of micro-taxation. Third, the chapter addresses labour issues, particularly those arising in relation to platforms that monetise users freely given time in activities on a platform and to disintermediation monetisation strategies that avoid regulation (particularly regulation of the service providers associated with each platform). Finally, the more radical possibilities offered by information as a distributed property are explored in the context of debates over the information commons.

      Let me start with wealth. In the first three months of 2018, Google1 had a total income of 31.1 billion US dollars (a 26 per cent increase compared to the first three months of 2017), 85 per cent of which, or $26.6 billion, was brought in by advertising. In the same period Google’s net income, or profit, was $9.4 billion (Alphabet Inc. 2018b). In the second three months of 2018, the company’s total income was $32.7 billion, advertising brought in $28 billion (86 per cent), and net income was $3.1 billion (or $8.2 billion excluding fines) (Alphabet Inc. 2018a). A surplus or profit of $12.5 billion in six months is wealth.

      Google’s profit has always been dependent on revenue from advertising that is driven from its search engine. Formed in 1998, the company began as a website with one feature, its search engine. The first ever Google webpage was just the name Google and a box in which a search query could be entered. Its distinctive search capabilities attracted the attention of investors, who funded its losses in the early years. In 2000 Google lost $14.1 million, double its previous year’s losses, but was soon to launch an advertising program called ‘Adwords’. In 2001 the company showed a profit of $7 million, its first ever profit, rising to $100 million the following year, and then steadily upward to a yearly profit $19.5 billion in 2016, $12.6 billion in 2017, and $12.5 billion in the first half of 2018 (Auletta 2011; Levy 2011; Alphabet Inc. 2017).

      Such figures sometimes lead to the judgement that ‘Google is an advertising company’, but while the source of revenue and profit is undeniable, advertising hardly defines Google’s economic practice. It is also not alone as a search engine – before it were Alta Vista, Ask Jeeves and others, alongside it are Baidu, Bing, DuckDuckGo, Mojeek and others. Google is also not alone in monetising a service through advertising – Facebook, many computer games, web portals and other sites