Collective goods require high includability, not merely non-excludability
Editor: pontus-karlsson
Created: 2025-11-27T13:30
Updated: 2025-11-27T13:31
Implications
- Opening access is necessary but not sufficient
- Must design participation mechanisms, community norms, and reward structures
- Optimal management includes subsidizing early users and penalizing deviants
Sources
Collective goods require high includability, not merely non-excludability
Context
Many discussions of commons and public goods focus on excludability - whether access can be controlled. But [[f-xavier-olleros|Olleros]] makes a crucial distinction: truly successful collective goods aren't just non-excludable, they're highly includable. The system must actively welcome and reward participation, not just fail to prevent it.
Analysis
Non-Excludability: The Passive Quality
Non-excludability means access cannot be prevented:
- Radio broadcasts reach everyone in range
- Public parks are open to all
- Published research is available to readers
- This is about the absence of barriers
Includability: The Active Quality
Includability means the system is designed for participation:
- Contribution mechanisms are clear and accessible
- Community norms welcome newcomers
- Reward structures make participation meaningful
- Feedback shows how contributions matter
- This is about the presence of enablers
Key Examples:
Low includability despite non-excludability:
- Radio broadcasts: Anyone can listen, but there's no path to contribute
- Public parks: Open access, but limited ways to improve or shape them
- Static websites: Information is available but participation isn't invited
High includability combined with non-excludability:
- Wikipedia: Anyone can read (non-excludable) AND anyone can edit with clear guidelines, community support, and visible impact (highly includable)
- Open source projects: Code is public (non-excludable) AND contribution processes are documented, mentored, and celebrated (highly includable)
- TED platform: Videos are free (non-excludable) AND speakers are actively recruited, audiences engaged, translators welcomed (highly includable)
Supporting Evidence
From [[olleros-antirival-goods-2018|Olleros (2018)]]:
"The optimal way to manage a strongly antirival good is inclusiveness, perhaps to the point of subsidizing early users and penalizing deviants."
This suggests several strategies for maximizing includability:
Subsidizing Early Users:
- Lower barriers for newcomers
- Provide extra support and resources
- Celebrate and amplify early contributions
- Bootstrap [[network-effects|network effects]] by making initial participation rewarding
Active Design for Participation:
- Clear pathways from consumption to contribution
- Multiple levels of engagement (not just "all in" or "all out")
- Recognition systems that reward diverse contributions
- Community norms that welcome questions and learning
Penalizing Deviants:
- Not excluding people, but enforcing quality and community standards
- Reputation systems that make bad-faith participation costly
- Moderation that protects the inclusive environment
- Balance between openness and maintaining culture
Notes
Critical distinction for co-goods:
Simply open-sourcing designs (non-excludable) isn't enough. We must actively design for includability:
Low-barrier entry:
- Multiple ways to participate (design, feedback, purchasing, usage reporting)
- Clear documentation and learning resources
- Welcoming community culture
- Success stories that show impact of participation
Meaningful engagement:
- Visible connection between contribution and outcomes
- Recognition systems (XP, levels, reputation)
- Community events and shared rituals
- Tangible benefits from participation (discounts, early access, influence)
Progressive engagement:
- Start with easy contributions (wear the garment, report problems)
- Gradually enable deeper participation (suggest improvements, vote on designs)
- Ultimate contributions (create new designs, mentor newcomers)
- No gatekeeping, but natural progression through contribution
The goal: Create systems where people want to participate, not just systems where they can participate.
Design question: At each stage of the user journey, ask:
- "How do we make this more inclusive?" (not just "How do we make this accessible?")
- "What would make someone feel welcomed to contribute?" (not just "Can they technically contribute?")
- "How do we reward this participation?" (not just "Do we allow it?")