160,024 research outputs found
Microstructure of Collaboration: The Network of Open Source Software
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
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
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
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
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
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
Against the “networked information economy”: rethinking decentralization, community, and free software development
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