Showing posts with label commons-based peer production. Show all posts
Showing posts with label commons-based peer production. Show all posts

Wednesday, August 26, 2026

Why do we need a contribution accounting system?

First published on 3 January 2014 and last modified on 26 August 2026
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NOTE: Before 2017 Sensorica used the expression ''value accounting system''. The current expression in use is ''contribution accounting system''. See more on the OVN wiki. The origin of this modification is a redefinition of value, inspired by Tibi's essay ''Scale of social structures''.
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With the advent of the Internet and the development of new digital technologies, the economy is following a trend of decentralized globalization. The most innovative environments are open source communities, while peer production is on the rise. That is the crowd that innovates and produces. But the crowd is organized in loose networks, it is geographically dispersed, and contributions to projects follow a long tail distribution. What are the possible reward mechanisms in this new economy?

Our thesis is that in order to reward everyone who participates in p2p economic activity, and thus to incentivise contributions and make participation sustainable for everyone, we need to do contribution accounting: record everyone's contribution, evaluate these contributions, and calculate every participant's fair share. A method for redistribution of benefits can be established on top of this contribution accounting. If this method is transparently exposed at the beginning of the economic process, it then constitutes a contract among participants, and it allows them to estimate their rewards in relation to their efforts. We call this the contribution accounting system (CAS).

For the rest of this article we will try to explain why a CAS is needed in a more decentralized economy, and unavoidable in a global p2p economy.

Contribution accounting and exchanges 


First, we need to make a distinction between a contribution accounting system and an exchange system.

Suppose that we have 3 individuals picking cherries using one basket. The CAS keeps track of how many cherries everyone puts in the basket, so that when they sell the basket at the market they can decide to redistribute the revenue based on everyone's contribution. It describes how contributions from multiple individuals amalgamate into a product (the basket of cherries), during a co-production processes (picking cherries).

Once a product is created, i.e. once the basket is full and ready to go to market, it can be exchanged, using an exchange system that can be of various types: barter, currency-mediated transaction, etc.

The CAS is not a currency, nor a barter system. It doesn't refer to an exchange between our 3 individuals who are picking the cherries, nor between them and another entity, company (hey are not getting paid a salary in exchange of their work). They are collaborating, they all add cherries into the same basket, which is their product to be. The exchange might occur at a later time, after their basket is full and ready to go to the market. Meanwhile, they all share the risk of having their cherries being eaten by birds, or of not getting a good price for their basket.

Production processes

A production process that requires more than one individual can be based on one of the following arrangements, or on a combination of them:
  • stigmergic coordination -  Participants don't have aligned goals, don't maintain a relationship other than being contributors to the same process. Ex. this is how Wikipedia is built. 
  • cooperation - The goals of participants are not necessarily aligned. Ex. in a corporation employees and business owners usually have divergent interests and goals. 
  • collaboration - Requires a large degree of alignment in goals. Ex. a group of individuals climbing a mountain together
The traditional capitalist economy is mostly about cooperation, which doesn't require an tight alignment of interests and goals. Production is sustained through an exchange process, where workers exchange the time they spend on different tasks against wages. The exchange process transfers risk from workers to the owners of capital, but at the same time, the workers are stripped of their rights to the output of their labor. Workers cooperate (despite some inconveniences and misalignment in interests and goals) with the owners of capital in production processes because there exists an economic dependency between the two groups. Workers need money, which are by far the predominant means to acquire basic necessities. On the other side, the owners of capital need labor to generate more wealth. This economic dependency is not symmetrical and makes the system prone to abuse, which explains the existence (and necessity) of unions to counterbalance the tendency for exploitation. 

In peer production we have a blend of the 3 arrangements mentioned above, with stigmergic collaboration being very present. In general, no one works for anyone else. Everyone involved is a peer, an affiliate of a peer production network. The p2p culture prescribes that the output of a collaborative and participatory process should not be owned or controlled by anyone in particular, but shared among participants in a fair way. Immaterial artifacts that are produced in such way (such as software or hardware designs) are usually released as commons (they are openly shared, under open source licenses). Material goods can be exchanged on the market, and the revenue generated is shared among all the participants. Service-based models also exist, where services are exchanged on the market against some form of payment, which is redistributed to everyone involved in providing the service. A good example of service-bases p2p model is the Bitcoin network. If we focus only on the mining aspect, minors form a open network of peer participants, they collectively maintain the hardware infrastructure of the entire network. Minors are rewarded in proportion to the computing power that they provide to the network. 

The normal and the long tail modes of production


In the traditional capitalist economy wages should be regulated by the free labor market, if we make abstraction of all sorts of mechanisms through which this market can be biased (labor unions and governmental intervention included). The market is responsible for the difference in salary between an engineer and a clerk. The notion of job implies that a salary is determined and agreed upon before the employee starts working (with the possibility modify the salary based on performance). Since the amount of $ per hours of work is pre-established, the capital owner needs to make sure that the employee produces enough during the work hours. Therefore, a new role is needed within the organization to guarantee this, the beloved project manager. Traditional organizations spend a lot of energy doing time management, because usually the interest of the worker is not perfectly aligned with the interest of the capital owner (see cooperative production above). Traditional firms operate on the normal mode of production (from the ''normal curve'' or ''bell curve''), where the number of workers is minimized, and the majority of employees in a category of roles produce almost the same amount. Very few workers produce less than the norm, because they are eliminated (i.e. fired). Very few produce more, because there are no incentives to do so, the association with the mission of the traditional enterprise is weak, the sense of belonging is usually low (usually fabricated by the HR department), the sense of ownership is almost absent, etc.


The situation is very different in a peer production environment, which is open to participation, is decentralized in terms of allocation of resources, and uses a horizontal governance system. In peer production, we see a log tail distribution of contributions, which means that a very large number of individuals are involved in production, only a very small percentage of those contribute a lot, the great majority of them contribute very little, and most of the production is done by those who make small contributions. A prearrangement on revenue is impossible in this context. First, because the production process is very dynamic and relations of production cannot be contract-based. Second, the process involves a great number of individuals that are distributed all over the planet, therefore it is impossible to do time management. Moreover, no one can force anyone else to work more. In this mode of production we need to evaluate rewards after the fact, based on deliverables or based on the type of activity and its potential to increase the probability of production of valuable products. A system is needed to account for everyone's contribution, to evaluate these contributions and turn them into rewards.We call this an access to benefits algorithm. In some sense, the access to benefits algorithm is a distributed solution to time management, which can be applied to large scale and very dynamic peer production processes. It embodies positive and negative incentives, and can contain parameters to influence individual participation and quality of contributions, it can regulate behavior, it gamifies production. For example, a reputation system can be tied to the access to benefits algorithm: a higher reputation results in a higher reward, all other things being equal, and vice versa. Moreover, it can also contain parameters to incentivise periodic and frequent contributions, and to prioritize important processes. 

Contribution accounting and network resource planning

The long tail mode of production needs a contribution accounting system in order to allow fair redistribution of rewards. It allows participants to record contributions of various types and it uses an access to benefits algorithm to turn them into benefits. But this is only the first part of the story.

In the OVN model contributions are attributed to the creation of resources, which can be documents, designs, parts or full prototypes, etc. (some contributions go into infrastructure of community development and they lack clear resource or deliverables). From the resource level, contributions aggregate at the project level. A project is an open venture, or a business unit. It is the smallest unit within the OVN that can generate all sorts of benefits, including revenue.

The fact that contributions can be attributed directly to resources (not projects) is very important for commons-based peer production (CBPP), which builds on open source. On Github, pieces of open source software (OSS) can be picked up by someone and remixed into something else. Open source hardware (OSHW) development follows the same path, i.e. designs (mechanical, electronic, optical) are forked and remixed. This ability to fork and remix parts of more complex systems makes open source development a very efficient process. This explains why modularity and interoperability are very important properties of OSS and OSHW. If rewards are envisioned for the work done, CBPP needs to find a way to account for contributions at the resource level and to track the way resources are put together in different contexts (projects are considered contexts). If contributions are only recorded at the project level, projects become silos of economic activity with a reduced possibility of benefits flows between them.

Taking into consideration the structure of OSS development, the solution to the benefit/reward redistribution problem is to attach some information to individual resources created that allows their reevaluation later, when they get remixed and integrated into larger systems, in other contexts. The metrics of evaluation can vary depending on the context. This is the role of the network resource planning system NRP, which allows benefits/rewards to propagate upwards through value streams and the creation of a single resource can generate rewards from many different sources (many projects), depending on how many successful projects are using it.

This goes even further, because this same NRP also provides a growth mechanism for CBPP networks. To illustrate this, imagine that members of a CBPP community decide to attribute equity to resources that are created by other communities. (Example: Sensorica decides to integrate a piece of open source hardware developed by another OSHW community). First, why would Sensorica affiliates decide to diminish their revenue by giving equity to other groups when they can just copy the open source design? The economic rationale is to reduce efforts required to internalize new capacity (new knowledge and know how around that piece of open hardware) and to increase the speed of execution (a first to market advantage). CBPP networks grow by affiliation. By offering equity to other CBPP communities they are essentially building bridges to innovate faster and improve production processes. This is the higher-level structure of networks-of-networks (see the NOICE project)

We believe that in order to sustain the CBPP we need to create infrastructure that allows attribution of value-related properties to individual resources, to allow reevaluation of these individual resources in context, and to facilitate the formation of networks-of-networks that preserve the individuality of every community part of it, but at the same time brings them together on the same economic platform.

Contribution accounting in transition models

As the economy transitions to a networked state, existing organizations are trying to adapt. We already see traditional corporations going from in-house R&D, to outsourcing R&D and more recently to crowdsourcing R&D. This movement is forced by the need to innovate fast, and by the fact that open source lowers the price to a point where traditional high-tech corporations can be put out of business. Crowdsourcing R&D means utilizing all sorts of schemes to attract the participation of the crowd into innovation processes that are sponsored by these corporations. In early crowdsourcing practices corporations tried to control the innovation by signing non-disclosure agreements with the participants. Crowdsourcing platforms were created to match corporate projects with skilled individuals. The practice was competitive, i.e. the company would chose a winner among different proposals, and usually the winner was rewarded with money. This practice gradually became more open, since the first iteration of crowdsourcing platforms were not very successful in attracting highly skilled individuals. In order to attract innovation, in order to grow open innovation communities around them, corporations need to think seriously about the reward mechanisms they put in place. It is not so difficult to understand why the early crowdfunding platforms were not very good attractors. I would not compete in a call by a company to design something for a few bucks, with a good probability of losing the race, knowing that the company will monopolize the work and probably make a lot of profits on it. The trend is to go from closed crowdsourcing to truly open source innovation, which must be accompanied by a broadening of the reward system. Since companies are going to deal with the crowd more and more, they need a contribution accounting system to account for contributions. See this presentation by Sensorica making the distinction between competitive crowdsourcing and collaborative crowdsourcing.  

In parallel to the adaptation of traditional companies we also see the creation of hybrid organizations and models. For example, in the realm or hardware, we have the emergence of ecosystems like Arduino and 3D Robotics/DIY Drones. They are composed of a traditional for-profit organization surrounded by an open source community. This post describes the situation. The difference here is that in most cases the open source community pre-existed the traditional for-profit, the later being created to manufacture and to distribute the products that are based on the innovation created by the open community. These hybrid models, the ones that are sustainable and successful, maintain an precarious equilibrium between the profit motive that can arise within the centralized traditional organization the open and sharing culture within the open innovation community. In some cases, this equilibrium is not maintained and the synergy between the two entities disappears, destroying the ecosystem. This was the case of Makerbot and the RepRap community, well captured in the Netflix documentary Print the Legend



 AllOfUs
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NOTE to the authors: this text is also published on the P2PF Wiki. Modifications done here must be also done there. 

Tuesday, August 25, 2026

From Trade Wars to Cosmo-Localism: What Kind of Globalization Do We Want?

The Canada-U.S. trade dispute reveals a deeper problem in the architecture of the global economy.

On August 21, 2026, Canada-U.S. trade negotiations collapsed after weeks of increasingly urgent discussions. Shortly after midnight on August 22, the United States imposed new 50% tariffs on approximately US$20 billion of Canadian imports. Canada suspended the talks, recalled its negotiating team, and announced dollar-for-dollar retaliation beginning September 8.

The immediate dispute concerns vehicles, metals, tariffs, deadlines, and conflicting accounts of who changed the terms at the last moment. Reuters reported that the proposed framework had included reductions in U.S. tariffs on Canadian-built vehicles and metals. CBC reported Canadian objections to last-minute U.S. changes, while U.S. officials accused Canada of shifting its position. Associated Press and The Guardian described the affected goods as spanning agricultural products, steel, aluminum, appliances, electronics, pulp and paper, clothing, furniture, cosmetics, cement, wine, cameras, and sporting goods.

But if we stay at the level of tariffs and negotiating tactics, we miss the larger lesson. This episode is not only about Canada and the United States. It is a window into a deeper property of modern globalization: economic interdependence can produce cooperation, but it can also produce coercion.

That gives us an opportunity to ask a more fundamental question:

What kind of global economy makes interdependence a source of mutual capability rather than a source of geopolitical leverage?

There is an alternative emerging from cosmo-localism, the world of peer production, commons, open source, distributed manufacturing. It does not propose abolishing markets or states. Rather, it suggests that markets, states, and commons can coexist while playing different roles. The proposition is simple but far-reaching:

Globalize knowledge, designs, protocols, and cooperation. Localize material production where appropriate. Build economic relationships that do not depend entirely on market exchange.

That could produce a very different kind of globalization.

Sources: CBC, Associated Press, Reuters, The Guardian, Politico

Saturday, April 25, 2015

Crowdfunding capacity for peer production

Last updated on July 23 2015
Your feedback will help me improve it. Thank you for your time. 
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They did it again!

In the spring of 2015, the Sensorica network delivered another important proof of concept for commons-based peer production. We demonstrated that equipment for peer production can be endogenously crowdfunded.

Everyone today knows about crowdfunding. In case you are just returning from a trip to Mars, crowdfunding is a new way to raise funds which involves hundreds or even thousands of individuals, the crowd. If you need money for a venture, instead of going to the bank for a loan or getting venture capital you can now use websites like Goteo, IndiegogoKickstarter, etc. You present your project on one of these platforms and ask people from around the world to fund you. Crowdfunding is either a donation scheme, people help you to achieve something without expecting much in return for themselves, only a good feeling for having contributed to a good cause, or a pre-sale scheme, people give you money upfront for a service or a product that doesn't need to be finished before the crowdfunding, that you will deliver a few months later. There is also crowdfunding for equity, where people give you money in exchange of shares in your venture, but very few countries have permissive laws for it.

You can find a lot of stories about individuals or small groups who raised hundreds of thousands of dollars for their product ideas. This shows that crowdfunding democratizes innovation.

It didn't take long before companies caught up with this trend, realizing that they could not only finance the productization phase (transforming a prototype into a manufacturable product at a competitive price) but also get immediate and valuable feedback from the market (if people finance you before you even have a finished product that means that you have a market, and they might even tell you how to improve your product).

So, before we see what Sensorica did different, let's review a few important features of crowdfunding in general.

Most crowdfunding is used as a pre-sale scheme, Kickstarter being the most popular platform. Goteo is more for open source projects, or for projects that have a social impact. Crowdfunding for equity seems to be adequate for financing infrastructure or capacity development, but it is still in its infancy. 

Almost all the crowdfunding mechanisms are dissociated from the ventures that are using them. They are centralized platforms owned by a classical organization that acts as a mediator between project initiators and their support crowd. 
The crowdfunding model is fueled by three types of actors: the project initiator who proposes the idea and/or project to be funded; individuals or groups who support the idea; and a moderating organization (the "platform") that brings the parties together to launch the idea.  [Wikipedia]
There are also a few examples of self-crowdfunding, where organizations run their campaign on their own platform. This practice is problematic though, because people see in it a conflict of interest. When a third-party that specializes in crowdfunding is used, people trust that the same rules will be applied to everyone and that the data displayed during the process reflects reality.

But things are changing very fast now. Within a year or so, crowdfunding will be implemented on p2p infrastructures based on block chain technology. This means that instead of doing crowdfunding on centralized platforms (the website lives on a proprietary server or cloud, Kickstarter for example) the process will become entirely p2p (the information will live in a bunch of interconnected machines, individually owned by everyone who uses the system). Simply put, the blockchain technology (and who knows what will follow next) decentralizes funding even further. If traditional crowdfunding allows people to fund each other using a centralized proprietary platform, this new technology eliminates the need for a proprietary platform, the company in the middle, and  puts the same people in charge of the process. See more here.

Born in 2003, crowdfunding is already making a leap forward, leaving platforms like Kickstarter wondering about their own survival. The new p2p (or real) crowdfunding, based on blockchain technology, can give much more flexibility to projects or ventures. The problem is that its time has not come yet. It is technologically possible, but the world around it hasn't advanced far enough for it to have a proper ground for implementation. This is where Sensorica and its proof of concept comes in.  

Sensorica is not a typical organization. It is an open value network. It is an open network that does peer production. It is a cluster of open enterprises. It is, in my opinion, the most audacious attempt to implement commons-based peer production of hardware, started in February 2011, one year and 3 months after Satoshi Nakamoto published his paper "Bitcoin: A Peer-to-Peer Electronic Cash System". It is the furthest humanity has gone into hard core peer production, building peer-run physical labs, peer governance and normative systems, methodologies for open product development, as well as legal structures compatible with all that. Sensorica is the proper environment for p2p (or real) crowdfunding.  

Recent technologies like Ethereum, which also builds on the blockchain technology, have made possible new types of economic entities, the so-called DACs, for Distributed Autonomous Organizations. The first implementations of DACs are quite simple, service based, see for example Peertracks. But this technology will very soon mature to fulfill the needs of p2p hardware innovation and production, which is very complex. This will most probably become the infrastructure on which open value networks like Sensorica will be built in the not so far future.

All that to say that in parallel with the continuous development of crowdfunding there is also a continuous development of organizations, following the same philosophy, based on the same logic, enabled by the same technology. The two movements are about to merge into a coherent economic system, operating on new principles. We are already passed half way into the transition and we can already see what's on the other side.

So what did Sensorica demonstrated? Sorry for holding it, I am trying to save you the best for the end  : )

Sensorica used its network resource planning and contribution accounting system (NRP-CAS), in a context of peer production, to endogenously crowdfund a piece of equipment for the first time in its history. In other words, this is the first time a p2p network that is focused on hardware innovation and production has used a crowdfunding mechanism part of its own infrastructure, not as a service from an external platform, centralized or not.

We used the NRP-CAS to co-finance a $4,000 3D printer. 11 Sensorica affiliates have contributed to this purchase. The example might seem insignificant for the untrained eye, but there is a lot more behind it.

First, there is the issue of trust. Most of these participant affiliates have never seen each other. Two of them live in the US, the rest live in Canada. Some of them are so far away that they will not even be able to use the 3D printer. We passed the trust hurdle. Participation was a bit slow in the beginning, but after we reached a critical mass it got easier. This is trust in a system, trust generated by processes, trust generated through openness and transparency, not so much trust in each other. This is what makes a system scalable and reproducible.

Second, there is the complexity that comes with co-purchasing. Who owns it? What's the agreement between the co-owners? Who can use it and under what conditions? Who is going to pay for maintenance? How are we going to deal with community use, and commercial use, and other types of uses? It is not simple, but this is what technology is good for, reducing complexity or hiding it behind user interfaces.

We created a co-owner agreement and we implemented new functionality within our NRP-CAS to handle the printer's use logging and to perform calculations to account for the material used in the printing process, usage time, technical assistance, etc. For example, is someone makes commercial use of the 3D printer the cost is split into:

  • cost of the material used, 
  • some % will go into a maintenance budget account for the 3D printer, 
  • some % will go to a general infrastructure maintenance and development account,
  • some % will go to pay back the co-owners (the agreement stipulates that once they are paid back plus 20% to cover their risk, the 3D printer becomes part of the pool of shareables), 
  • some money will go to pay a technician, if needed.    

All that complexity is absorbed by the technology that we are developing.

NOTESensorica's NRP-CAS is not decentralized, it is not using blockchain technology, because this new p2p infrastructure is not ready yet to handle all the complexity that the open value network is dealing with. This will probably come in two years from now. Moreover, when Sensorica was created the blockchain technology was still in its embryonic state. Therefore, it is probably difficult for the untrained eye to understand how this new Sensorica proof of concept fits with new pure p2p processes. Think of Sensorica as p2p at the socio-economic level, but not entirely at the infrastructure level. This is still a work in progress.

This crowdfunding endogenous to an open value network was implemented using the Custodian's financial tools, a Paypal account. See definition of a Custodian. All the contributions were recorded into a virtual account on Sensorica's NRP-CAS, specifically opened for the purchase of the 3D printer. Once the printer was purchased this account balance went back to 0$.

The lesson here is that an open value network is able to not only crowdsource and crowdfund innovation and production, but also infrastructure development. The tools used by Sensorica, a p2p organization at the socioeconomic level, are not entirely p2p, but we are building understanding and valuable experience, and we are anxiously waiting for the blockchain technology to mature.


By Tiberius Brastaviceanu

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By AllOfUs

Saturday, November 1, 2014

Governance and legal structure for commons-based peer production

Governance and legal structures for commons-based peer production (CBPP) are evolving very rapidly, but we are still far from having something that is fully compatible with CBPP practices, to make a coherent CBPP system.

CBPP communities that create exchange value (products and services to be distributed/exchanged on the market) are usually hybrid or mixed structures. The most obvious examples are ecosystems like Arduino, which are comprised of a classical structure (the Arduino company) in the middle of an open source hardware (OSHW) community. The Arduino company incorporates functions for production and distribution, but it also plays an important role of facilitation and coordination of the open OSWH network around it. The 3D robotics (the company) and DIY Drones (the community) form a similar ecosystem. See Open source hardware meets the p2p economy blog post.

Other CBPP communities are organized as cooperatives. This choice is justified by the more democratic nature of these types of organizations. I expressed my opinions on this structure in the Are Coops Outdated in a Network Age article.

Tuesday, June 19, 2012

How to play the open game in the present and future economy

This is the fifth draft; it will evolve based on your feedback. First published on 6/19/12. Last modified on Jan 30, 2026. Come back later for more...  
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More and more solutions to our problems today come in the form of open artifacts, i.e open source software and hardware, created by online communities and networks. Traditionally, most of these communities have relied on voluntary participation, i.e. the developers do not expect a direct or immediate tangible reward for their contributions. These open artifacts have been regarded as marginal, mostly intended for amateurs and hobbyists. How can one expect serious things to come out of loose organizations that don't use the prescribed governance model and methodology, and don't have access to a large budget? At least this was the unadvised belief, until we realized that critical infrastructure, like the Internet, runs mostly on open source software, created and maintained by these unorthodox organizations. Ingenuity, the helicopter drone, part of the Perseverance mission to the planet Mars, operates on Linux, which is an open source operating system. Bitcoin, runs on open source software and is supported by an open group of people (miners), who can be practically anyone with a computer and an Internet connection. Since Bitcoin was launch in 2009, no one has hacked it, despite the astronomical reward, ranging in the tens of billions of dollars, if we only consider the abandoned accounts of Satoshi Nakamoto, the creator of the network. So some open artifacts developed by unorthodox organizations are pretty serious, highly secure, mission critical, or operating at global scale. There are also lots of crappy ones, as there are crappy products offered by serious companies.

What I call playing the open game is developing open artifacts (based on open source technologies) relying on unorthodox organizations and being able to make a living.

There are a few important components to the open game... 
 
First, there's the intellectual property regime. Open source means that no one can create a temporary economic monopoly on a particular solution, as it is the case with products based on patented technologies. If one cannot control the artifact how can one capture value or generate wealth? 

In the most simple terms, how can one make money developing open source technologies. My first reaction to this question is to point to the obvious: 
  • IBM has invested billions of US dollars in Linux and other open source technologies. ref
  • Google has gained mobile dominance by opening Android, the mobile operating system. 
  • Tesla has engaged in a hybrid IP strategy, i.e. open source patented

The second order economic model 

It becomes possible to generate wealth while developing open source technologies, if the business model is not simplistic and/or linear. In most viable cases, whatever is open source is not the product, but by open sourcing some technology in the IP portfolio, these companies produce some effects within their ecosystem, which they can harvest or leverage for their core business. In the case of Google, opening Android increased its adoption rate, while propagating some core Google functionalities, thus putting Google services in billions of mobile devices, which then could be monetized using Google's core business model. We also see a second order kickback pattern with online services like Facebook, where free access is given to a digital service (search or connecting and interacting with people), while making money from selling users' generated data or attention. So we need to stop thinking about business as a simple and linear process, as simply transactional.

A similar example of second order economic model, extended to a whole community or ecosystem, is Tiki, an open source wiki CMS groupware? The wealth generation model is similar to Red Hat, the poster child, based on support, training, and consulting services around the core open artifact, which is offered for free. 
 
At this point, I find that is it important to raise to your awareness the fact that the wealth generation model is not the same when the technology is software or hardware. It is beyond the scope of this post to dive deeper into this distinction, but if you're interested, we can discuss in the comments.

Note that I have deliberately use the term open artifact instead of product and the expression wealth generation or economic model instead of business model, to avoid cognitive interference. When we say product people think about commodity, something that you can buy/sell on the market. But you cannot sell the Linux operating system (an open artifact), which defies the law of supply and demand, as it is an abundant, non-rivalrous resource, since its reproduction (copy/paste) and distribution (download) costs are negligible. The case of open source hardware is not the same, but similar. The costs for reproduction and distribution are high for material artifacts, but since everyone has access to the design, anyone can fabricated it locally, (see more on distributed fabrication and DIY - Do-It-yourself), making use of digital fabrication techniques (3D printing, CNC, etc.).

Beyond money

So what about the expression wealth generation
When we say wealth most people think about money. When engaging in open source development, people are seeking other forms of wealth, for what they are in themselves (or for a later conversion into money, monetization). For example, someone may want to contribute to an open source project to learn new skills, to develop new relations with people that have specific skills or that share specific values, or to build reputation. In some cases, when money is introduced as a motivation factor in open projects the social cohesion breaks down.
 

So playing the open game requires a renunciation of mechanisms of control of intellectual property, which entails the refusal to create a temporary monopoly and thus the adoption of more sophisticated economic models or the adoption of different forms of wealth or new forms of value. But the open games deploys within a very different organizational environment, to which we already alluded above, as most of the time the open artifact emerges from open organizations or networks

p2p as a new organization paradigm 

Recently, we have witnessed the emergence of new economic models that brake away from the gift economy, directly rewarding those who contribute (with time, financial capital, social capital, ...) to open projects. The open artifact is gradually becoming sustainable. The first step in this direction can be illustrated by Open Source Ecology, which designs open hardware for farming, construction and manufacturing. The designs are  entirely open and free, but the Open Source Ecology community is not interested in commodification, i.e. market exchanges, their designs made with DIY (Do It Yourself) in mind, destined to be produced by the user, or very close to the point of use. In the case of Open Source Ecology their model for subsistence is based on revenues in fiat currency, from donations or educational services.

Open crowdsourcing is another model in which designers, part of an (open) community, are rewarded to complete a project. This scheme doesn't only rely on donations or voluntary participation, since those who contribute are rewarded in exchange with some symbolic gifts (tokens of recognition), reputation tokens, job opportunities, etc. Arduino is an example of such model, a hybrid between the open (value) network OVN and a traditional business, which relies on a vast community of enthusiasts to propose new designs, find and eliminate bugs, engage in promotion, etc. 

There are also closed and non-transparent crowdsourcing initiatives, such as prizes, in which only the best contributors are rewarded. Contributors are often placed in competition against each other. The resultant designs or artifacts are closed and remain under the control of the initiator. We are definitely against this new form of human exploitation, as you can see in this post

Sensorica is based on a more radical model, referred to as an open value network (OVN), which implements commons-based peer design production. It is in fact a mix between a gift economy and a transaction-based, or market economy. Sensorica can produces open artifacts that can either be exchange on the market or disseminated as DIY open designs. Various forms of rewards (including revenue from market exchanges or donations) are redistributed to all contributors in proportion to their contributions, based on a Benefit Redistribution Algorithm, which is at the heart of the Network Resource Planning and Contribution Accounting system (NRP-CAS).