160,024 research outputs found

    Microstructure of Collaboration: The Network of Open Source Software

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    The open source model is a form of software development with source code that is typically made available to all interested parties. At the core of this process is a decentralized production process: open source software development is done by a network of unpaid software developers. Using data from Sourceforge.net, the largest repository of Open Source Software (OSS) projects and contributors on the Internet, we construct two related networks: A Project network and a Contributor network. Knowledge spillovers may be closely related to the structure of such networks, since contributors who work on several projects likely exchange information and knowledge. Defining the number of downloads as output we finds that (i) additional contributors are associated with an increase in output, but that additional contributors to projects in the giant component are associated with greater output gains than additional contributors to projects outside of the giant component; (ii) Betweenness centrality of the project is positively associated with the number of downloads. (iii) Closeness centrality of the project appears also to be positively associated with downloads, but the effect is not statistically significant over all specifications. (iv) Controlling for the correlation between these two measures of centrality (betweenness and closeness), the degree is not positively associated with the number of downloads. (v) The average closeness centrality of the contributors that participated in a project is positively correlated with the success of the project. These results suggest that there are positive spillovers of knowledge for projects occupying critical junctures in the information flow. When we define projects as connected if and only if they had at least two contributors in common, we again find that additional contributors are associated with an increase in output, and again find that this increase is much higher for projects with strong ties than other projects in the giant component

    Exploring the Impact of Socio-Technical Core-Periphery Structures in Open Source Software Development

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    In this paper we apply the social network concept of core-periphery structure to the sociotechnical structure of a software development team. We propose a socio-technical pattern that can be used to locate emerging coordination problems in Open Source projects. With the help of our tool and method called TESNA, we demonstrate a method to monitor the socio-technical core-periphery movement in Open Source projects. We then study the impact of different core-periphery movements on Open Source projects. We conclude that a steady core-periphery shift towards the core is beneficial to the project, whereas shifts away from the core are clearly not good. Furthermore, oscillatory shifts towards and away from the core can be considered as an indication of the instability of the project. Such an analysis can provide developers with a good insight into the health of an Open Source project. Researchers can gain from the pattern theory, and from the method we use to study the core-periphery movements

    The Secret to Successful User Communities: An Analysis of Computer Associates’ User Groups

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    This paper provides the first large scale study that examines the impact of both individual- and group-specific factors on the benefits users obtain from their user communities. By empirically analysing 924 survey responses from individuals in 161 Computer Associates' user groups, this paper aims to identify the determinants of successful user communities. To measure success, the amount of time individual members save through having access to their user networks is used. As firms can significantly profit from successful user communities, this study proposes four key implications of the empirical results for the management of user communities

    Research Agenda for Studying Open Source II: View Through the Lens of Referent Discipline Theories

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    In a companion paper [Niederman et al., 2006] we presented a multi-level research agenda for studying information systems using open source software. This paper examines open source in terms of MIS and referent discipline theories that are the base needed for rigorous study of the research agenda

    Gendered behavior as a disadvantage in open source software development

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    Women are severely marginalized in software development, especially in open source. In this article we argue that disadvantage is more due to gendered behavior than to categorical discrimination: women are at a disadvantage because of what they do, rather than because of who they are. Using data on entire careers of users from GitHub.com, we develop a measure to capture the gendered pattern of behavior: We use a random forest prediction of being female (as opposed to being male) by behavioral choices in the level of activity, specialization in programming languages, and choice of partners. We test differences in success and survival along both categorical gender and the gendered pattern of behavior. We find that 84.5% of women's disadvantage (compared to men) in success and 34.8% of their disadvantage in survival are due to the female pattern of their behavior. Men are also disadvantaged along their interquartile range of the female pattern of their behavior, and users who don't reveal their gender suffer an even more drastic disadvantage in survival probability. Moreover, we do not see evidence for any reduction of these inequalities in time. Our findings are robust to noise in gender recognition, and to taking into account particular programming languages, or decision tree classes of gendered behavior. Our results suggest that fighting categorical gender discrimination will have a limited impact on gender inequalities in open source software development, and that gender hiding is not a viable strategy for women

    The Strength of Direct Ties: Evidence from the Electronic Game Industry

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    We analyze the economic effects of a developer’s connectedness in the electronic game industry. Knowledge spillovers between developers should be of special relevance in this knowledge-based industry. We calculate measures for a developer’s connectedness to other developers at multiple points in time. In a regression with developer, developing firm, publishing firm, and time fixed effects, we find that the number of a developer’s direct ties, i.e., common past experience, has a strong effect on both a game’s revenues and critics’ scores. The intensity of indirect ties makes no additional contribution to the game’s success
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