Charles Leadbeater: The era of open innovation

126,518 views ・ 2008-04-14

TED


Please double-click on the English subtitles below to play the video.

00:25
What I'm going to do, in the spirit of collaborative creativity,
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is simply repeat many of the points
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that the three people before me have already made,
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but do them --
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this is called "creative collaboration;"
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it's actually called "borrowing" --
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but do it through a particular perspective,
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and that is to ask about the role of users and consumers
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in this emerging world of
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collaborative creativity
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that Jimmy and others have talked about.
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Let me just ask you, to start with,
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this simple question:
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who invented the mountain bike?
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Because traditional economic theory would say,
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well, the mountain bike was probably invented by some big bike corporation
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that had a big R&D lab
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where they were thinking up new projects,
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and it came out of there. It didn't come from there.
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Another answer might be, well, it came from a sort of lone genius
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working in his garage, who,
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working away on different kinds of bikes, comes up
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with a bike out of thin air.
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It didn't come from there. The mountain bike
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came from users, came from young users,
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particularly a group in Northern California,
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who were frustrated with traditional racing bikes,
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which were those sort of bikes that Eddy Merckx rode,
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or your big brother, and they're very glamorous.
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But also frustrated with the bikes that your dad rode,
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which sort of had big handlebars like that, and they were too heavy.
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So, they got the frames from these big bikes,
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put them together with the gears from the racing bikes,
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got the brakes from motorcycles,
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and sort of mixed and matched various ingredients.
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And for the first, I don't know, three to five years of their life,
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mountain bikes were known as "clunkers."
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And they were just made in a community of bikers,
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mainly in Northern California.
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And then one of these companies that was importing parts
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for the clunkers decided to set up in business,
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start selling them to other people,
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and gradually another company emerged out of that, Marin,
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and it probably was, I don't know,
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10, maybe even 15, years,
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before the big bike companies
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realized there was a market.
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Thirty years later,
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mountain bike sales
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and mountain bike equipment
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account for 65 percent of bike sales in America.
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That's 58 billion dollars.
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This is a category entirely created by consumers
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that would not have been created by the mainstream bike market
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because they couldn't see the need,
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the opportunity;
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they didn't have the incentive to innovate.
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The one thing I think I disagree with
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about Yochai's presentation
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is when he said the Internet causes
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this distributive capacity for innovation to come alive.
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It's when the Internet combines
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with these kinds of passionate pro-am consumers --
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who are knowledgeable; they've got the incentive to innovate;
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they've got the tools; they want to --
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that you get this kind of explosion
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of creative collaboration.
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And out of that, you get the need for the kind of things
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that Jimmy was talking about, which is our new kinds of organization,
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or a better way to put it:
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how do we organize ourselves without organizations?
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That's now possible; you don't need an organization to be organized,
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to achieve large and complex tasks,
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like innovating new software programs.
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So this is a huge challenge
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to the way we think creativity comes about.
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The traditional view, still enshrined
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in much of the way that we think about creativity
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-- in organizations, in government --
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is that creativity is about special people:
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wear baseball caps the wrong way round,
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come to conferences like this, in special places,
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elite universities, R&D labs in the forests, water,
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maybe special rooms in companies painted funny colors,
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you know, bean bags, maybe the odd table-football table.
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Special people, special places, think up special ideas,
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then you have a pipeline that takes the ideas
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down to the waiting consumers, who are passive.
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They can say "yes" or "no" to the invention.
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That's the idea of creativity.
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What's the policy recommendation out of that
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if you're in government, or you're running a large company?
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More special people, more special places.
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Build creative clusters in cities;
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create more R&D parks, so on and so forth.
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Expand the pipeline down to the consumers.
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Well this view, I think, is increasingly wrong.
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I think it's always been wrong,
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because I think always creativity has been highly collaborative,
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and it's probably been largely interactive.
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But it's increasingly wrong, and one of the reasons it's wrong
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is that the ideas are flowing back up the pipeline.
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The ideas are coming back from the consumers,
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and they're often ahead of the producers.
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Why is that?
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Well, one issue
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is that radical innovation,
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when you've got ideas that
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affect a large number of technologies or people,
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have a great deal of uncertainty attached to them.
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The payoffs to innovation are greatest
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where the uncertainty is highest.
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And when you get a radical innovation,
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it's often very uncertain how it can be applied.
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The whole history of telephony
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is a story of dealing with that uncertainty.
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The very first landline telephones,
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the inventors thought
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that they would be used for people to listen in
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to live performances
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from West End theaters.
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When the mobile telephone companies invented SMS,
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they had no idea what it was for;
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it was only when that technology got into the hands
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of teenage users
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that they invented the use.
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So the more radical the innovation,
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the more the uncertainty,
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the more you need innovation in use
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to work out what a technology is for.
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All of our patents, our entire approach
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to patents and invention, is based on the idea
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that the inventor knows what the invention is for;
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we can say what it's for.
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More and more, the inventors of things
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will not be able to say that in advance.
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It will be worked out in use,
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in collaboration with users.
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We like to think that invention is
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a sort of moment of creation:
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there is a moment of birth when someone comes up with an idea.
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The truth is that most creativity
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is cumulative and collaborative;
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like Wikipedia, it develops over a long period of time.
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The second reason why users are more and more important
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is that they are the source of big, disruptive innovations.
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If you want to find the big new ideas,
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it's often difficult to find them in mainstream markets,
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in big organizations.
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And just look inside large organizations
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and you'll see why that is so.
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So, you're in a big corporation.
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You're obviously keen to go up the corporate ladder.
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Do you go into your board and say,
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"Look, I've got a fantastic idea
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for an embryonic product
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in a marginal market,
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with consumers we've never dealt with before,
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and I'm not sure it's going to have a big payoff, but it could be really, really big in the future?"
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No, what you do, is you go in and you say,
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"I've got a fantastic idea for an incremental innovation
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to an existing product we sell through existing channels
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to existing users, and I can guarantee
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you get this much return out of it over the next three years."
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Big corporations have an in-built tendency
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to reinforce past success.
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They've got so much sunk in it
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that it's very difficult for them to spot
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emerging new markets. Emerging new markets, then,
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are the breeding grounds for passionate users.
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Best example:
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who in the music industry,
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30 years ago, would have said,
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"Yes, let's invent a musical form
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which is all about dispossessed black men
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in ghettos expressing their frustration
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with the world through a form of music
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that many people find initially quite difficult to listen to.
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That sounds like a winner; we'll go with it."
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(Laughter).
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So what happens? Rap music is created by the users.
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They do it on their own tapes, with their own recording equipment;
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they distribute it themselves.
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30 years later,
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rap music is the dominant musical form of popular culture --
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would never have come from the big companies.
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Had to start -- this is the third point --
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with these pro-ams.
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This is the phrase that I've used in
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some stuff which I've done
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with a think tank in London called Demos,
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where we've been looking at these people who are amateurs --
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i.e., they do it for the love of it --
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but they want to do it to very high standards.
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And across a whole range of fields --
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from software, astronomy,
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natural sciences,
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vast areas of leisure and culture
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like kite-surfing, so on and so forth --
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you find people who want to do things because they love it,
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but they want to do these things to very high standards.
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They work at their leisure, if you like.
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They take their leisure very seriously:
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they acquire skills; they invest time;
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they use technology that's getting cheaper -- it's not just the Internet:
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cameras, design technology,
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leisure technology, surfboards, so on and so forth.
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Largely through globalization,
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a lot of this equipment has got a lot cheaper.
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More knowledgeable consumers, more educated,
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more able to connect with one another,
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more able to do things together.
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Consumption, in that sense, is an expression
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of their productive potential.
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Why, we found, people were interested in this,
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is that at work they don't feel very expressed.
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They don't feel as if they're doing something that really matters to them,
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so they pick up these kinds of activities.
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This has huge organizational implications
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for very large areas of life.
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Take astronomy as an example,
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which Yochai has already mentioned.
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Twenty years ago, 30 years ago,
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only big professional astronomers
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with very big telescopes could see far into space.
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And there's a big telescope in Northern England called Jodrell Bank,
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and when I was a kid, it was amazing,
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because the moon shots would take off, and this thing would move on rails.
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Now, six
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amateur astronomers, working with the Internet,
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with Dobsonian digital telescopes --
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which are pretty much open source --
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with some light sensors
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developed over the last 10 years, the Internet --
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they can do what Jodrell Bank could only do 30 years ago.
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So here in astronomy, you have this vast explosion
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of new productive resources.
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The users can be producers.
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What does this mean, then, for our
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organizational landscape?
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Well, just imagine a world,
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for the moment, divided into two camps.
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Over here, you've got the old, traditional corporate model:
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special people, special places;
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patent it, push it down the pipeline
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to largely waiting, passive consumers.
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Over here, let's imagine we've got
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Wikipedia, Linux, and beyond -- open source.
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This is open; this is closed.
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This is new; this is traditional.
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Well, the first thing you can say, I think with certainty,
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is what Yochai has said already --
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is there is a great big struggle
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between those two organizational forms.
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These people over there will do everything they can
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to stop these kinds of organizations succeeding,
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because they're threatened by them.
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And so the debates about
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copyright, digital rights, so on and so forth --
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these are all about trying to stifle, in my view,
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these kinds of organizations.
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What we're seeing is a complete corruption
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of the idea of patents and copyright.
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Meant to be a way to incentivize invention,
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meant to be a way to orchestrate the dissemination of knowledge,
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they are increasingly being used by large companies
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to create thickets of patents
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to prevent innovation taking place.
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Let me just give you two examples.
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The first is: imagine yourself going to a venture capitalist
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and saying, "I've got a fantastic idea.
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I've invented this brilliant new program
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that is much, much better than Microsoft Outlook."
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Which venture capitalist in their right mind is going to give you any money to set up a venture
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competing with Microsoft, with Microsoft Outlook? No one.
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That is why the competition with Microsoft is bound to come --
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will only come --
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from an open-source kind of project.
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So, there is a huge competitive argument
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about sustaining the capacity
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for open-source and consumer-driven innovation,
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because it's one of the greatest
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competitive levers against monopoly.
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There'll be huge professional arguments as well.
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Because the professionals, over here
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in these closed organizations --
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they might be academics; they might be programmers;
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they might be doctors; they might be journalists --
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my former profession --
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say, "No, no -- you can't trust these people over here."
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When I started in journalism --
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Financial Times, 20 years ago --
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it was very, very exciting
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to see someone reading the newspaper.
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And you'd kind of look over their shoulder on the Tube
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to see if they were reading your article.
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Usually they were reading the share prices,
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and the bit of the paper with your article on
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was on the floor, or something like that,
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and you know, "For heaven's sake, what are they doing!
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They're not reading my brilliant article!"
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And we allowed users, readers,
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two places where they could contribute to the paper:
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the letters page, where they could write a letter in,
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and we would condescend to them, cut it in half,
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and print it three days later.
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Or the op-ed page, where if they knew the editor --
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had been to school with him, slept with his wife --
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they could write an article for the op-ed page.
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Those were the two places.
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Shock, horror: now, the readers want to be writers and publishers.
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That's not their role; they're supposed to read what we write.
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But they don't want to be journalists. The journalists think
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that the bloggers want to be journalists;
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they don't want to be journalists; they just want to have a voice.
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They want to, as Jimmy said, they want to have a dialogue, a conversation.
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They want to be part of that flow of information.
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What's happening there is that the whole domain
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of creativity is expanding.
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So, there's going to be a tremendous struggle.
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But, also, there's going to be tremendous movement
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from the open to the closed.
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What you'll see, I think, is two things that are critical,
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and these, I think, are two challenges
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for the open movement.
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The first is:
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can we really survive on volunteers?
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If this is so critical,
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do we not need it funded, organized, supported
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in much more structured ways?
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I think the idea of creating the Red Cross
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for information and knowledge is a fantastic idea,
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but can we really organize that, just on volunteers?
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What kind of changes do we need in public policy
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and funding to make that possible?
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What's the role of the BBC,
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for instance, in that world?
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What should be the role of public policy?
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And finally, what I think you will see
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is the intelligent, closed organizations
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moving increasingly in the open direction.
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So it's not going to be a contest between two camps,
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but, in between them, you'll find all sorts of interesting places
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that people will occupy.
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New organizational models coming about,
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mixing closed and open in tricky ways.
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It won't be so clear-cut; it won't be Microsoft versus Linux --
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there'll be all sorts of things in between.
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And those organizational models, it turns out,
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are incredibly powerful,
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and the people who can understand them
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will be very, very successful.
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Let me just give you one final example
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of what that means.
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I was in Shanghai,
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in an office block
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built on what was a rice paddy five years ago --
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one of the 2,500 skyscrapers
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they've built in Shanghai in the last 10 years.
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And I was having dinner with this guy called Timothy Chan.
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Timothy Chan set up an Internet business
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in 2000.
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Didn't go into the Internet, kept his money,
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decided to go into computer games.
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He runs a company called Shanda,
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which is the largest computer games company in China.
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Nine thousand servers all over China,
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has 250 million subscribers.
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At any one time, there are four million people playing one of his games.
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How many people does he employ
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to service that population?
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500 people.
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Well, how can he service
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250 million people from 500 employees?
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Because basically, he doesn't service them.
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He gives them a platform;
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he gives them some rules; he gives them the tools
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and then he kind of orchestrates the conversation;
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he orchestrates the action.
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But actually, a lot of the content
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is created by the users themselves.
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And it creates a kind of stickiness
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between the community and the company
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which is really, really powerful.
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The best measure of that: so you go into one of his games,
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you create a character
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that you develop in the course of the game.
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If, for some reason, your credit card bounces,
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or there's some other problem,
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you lose your character.
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You've got two options.
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One option: you can create a new character,
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right from scratch, but with none of the history of your player.
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That costs about 100 dollars.
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Or you can get on a plane, fly to Shanghai,
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queue up outside Shanda's offices --
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cost probably 600, 700 dollars --
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and reclaim your character, get your history back.
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Every morning, there are 600 people queuing
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outside their offices
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to reclaim these characters. (Laughter)
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So this is about companies built on communities,
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that provide communities with tools,
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resources, platforms in which they can share.
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He's not open source,
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but it's very, very powerful.
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So here is one of the challenges, I think,
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for people like me, who
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do a lot of work with government.
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If you're a games company,
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and you've got a million players in your game,
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you only need one percent of them
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to be co-developers, contributing ideas,
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and you've got a development workforce
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of 10,000 people.
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Imagine you could take all the children
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in education in Britain, and one percent of them
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were co-developers of education.
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What would that do to the resources available
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to the education system?
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Or if you got one percent of the patients in the NHS
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to, in some sense, be co-producers of health.
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The reason why --
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despite all the efforts to cut it down,
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to constrain it, to hold it back --
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why these open models will still start emerging
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with tremendous force,
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is that they multiply our productive resources.
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And one of the reasons they do that
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is that they turn users into producers,
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consumers into designers.
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Thank you very much.
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About this website

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