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[[!meta tile="Os Jogos e os Homens"]]
[[!meta title="Os Jogos e os Homens"]]
A máscara e a vertigem
......
[[!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
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