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Collective goods require high includability, not merely non-excludability

theoreticalRelevance: high

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

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?")