An earlier piece Examining
the Nature of Goods, discussed the classification of goods around the notions
of exclusion and rivalry. The brick and
mortar era made it relatively easier to classify goods on this basis. Digital goods
emerged on the horizon with the rise in the technology industry. The role of
digital goods both in production, consumption and the impact has been swift,
wide and deep.
Discussions on the nature of digital goods commence
from an attempt in defining the good. One such authoritative attempt was by
Danny Quah in 2002. For Quah, a digital good is a payoff-relevant bit-string,
i.e., a sequence of binary digits, 0s and 1s. These combinations of zeroes and
ones potentially impact the efficacy of an individual or an economy. Implied is
digital goods is akin to a recipe. Each bit-string is encoded with economically
valuable instructions influencing the payoff on both production and
consumption. Thus as opposed to orthodox analysis of goods revolving around
production, the digital goods emphasize the landscape of consumption too. Besides, at this juncture, it is appropriate
to include DNA and other bio-goods in the category of digital goods. DNA, RNA
etc. too are economically encoded instructions in a bio-string generating
payoffs in the functioning of a body of living organism.
Further Quah argues, for a good to be called a
digital good, it must possess five distinct physiognomies. They are non-rival, infinitely expansible, discrete,
aspatial, and recombinant. These idiosyncratic
features merit deeper investigation.
Non rivalry indicates a use by one agent will not
degrades it value and utility to another agent. As observed in the previous
piece, the good possessing the quality of non-rivalry does not erode the
quantity of consumption by a user for the mere fact somebody else is using
simultaneously or sequentially. A webpage can be opened and viewed
simultaneously by multiple users without the webpage owner having to produce
multiple webpages. Implied the marginal production is zero for every user in
the network. Software given its characteristic of concurrent usage is non rival
by inborn nature. However, non-rivalry doesn’t
lead to non-exclusion. Though, digital
goods do possess non exclusion, they however can be designed to be excludable.
Microsoft licensing its Windows operating system, newspapers restricting number
of free page views etc. all reflect the attempt to exclude and thus
transformation into club good.
To Quah, a good is infinitely expansible when it can
be produced to infinity at zero marginal costs. Digital music and images, are being
produced in large numbers. The large scale production entails zero marginal
costs. Moreover the free redistribution of digital goods over the internet,
easily send the music companies into a state of nervous anticipation. Physical goods might have been expansible but
had finite limit. Watching a cricket match in a stadium is expansible but determinate.
Ditto for watching a movie at a theatre or a multiplex or attending a live
music show maybe classical or popular. Yet the same time, when watched in
digital medium, it demonstrates infinite expansibility. A cricket match on television
is infinitely expansible at thousands watch with marginal costs of production
being zero. The rise of online music industry from iTunes to Rhaspody or
earlier with Napster all owe to the typology of digital goods being infinitely
expansible. So is the success of platforms like Netflix.
Digital goods being discrete imply an indivisibility
of the goods. There cannot be half digital good. A MP3 file comes in whole and
cannot be divided into parts. However, in practice the division into parts
leads to a new digital product itself which shall be taken for discussion at a
later stage. Yet it would be worth
remembering there is nothing called a half idea, half bit string or half DNA
etc.
Since the digital goods are not available as
fractions, the significance rests in the instantiation of the goods. Implied is digital goods require huge
investment to create the first copy of the good. Yet reproducing multiple
copies virtually costs zero or is negligible. The cost of producing a movie
might run into crores yet reprinting the reel is virtually negligible. To produce
an operating system, firms like Microsoft, Linux, Google, Apple etc might have
entailed billions of dollars, once the first CD or DVD of OS is out, it hardly
costs anything to replicate in thousands of computers and mobile devices around
the universe. The music industry’s grouse against online pirate platforms
revolves around instantiation. The industry argument rests the production of music
runs into millions if not more and the pirate platforms circumventing barriers
of entry and distribution reproduce for free. The relatively zero price
distribution apparently takes away the revenues from the industry leaving it
little incentive for innovation and reproduction. Knowledge industries without exception are
in-built on the premise of instantiation. New pricing models like equating
marginal revenue to marginal utility are being viewed as an answer to the
above. All the three selves described thus
far exhibit increasing returns with allusion to the output.
Further digital goods, being aspatial, are nowhere
and everywhere in unison. Digital goods
are copies so is their communication to all other parts of the world. A pdf
file on a laptop is a digital good. When it is copied onto another laptop, the
copy too becomes a digital good in itself. A file stored in remote server on
the cloud is a digital good so are the numerous copies being downloaded across
systems through the world.
Recombinant in essence means the production of new
digital goods by merging antecedents and further having features absent in the
original, parent digital goods. In fact,
pharmaceutical industry focuses on recombinant nature of DNA in its attempts to
produce miracle cures. Emergence of gene editing etc is because of the property
of recombinant. Similarly the software products when tinkered with gives rise
to new products.
All digital goods are either robust or fragile. Robust
are those goods which can be modified or tinkered for specific purpose with
ultimate objective being restoration of the original good. Many files are
zipped for easy transfer to other locations and consequent restoration of the
original file. Fragile goods are those which at slightest contamination becomes
dysfunctional. An operating system with slight tampering becomes useless.
Understanding of digital goods is essential for
insights into the functioning of the emergent economy dominated by digital
presence with physical often being a complement. The future would perhaps
increasingly see many physical goods as manifestations of the digital and physical
being embedded of the digital.
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