718 research outputs found

    Modeling Evolutionary Dynamics of Lurking in Social Networks

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    Lurking is a complex user-behavioral phenomenon that occurs in all large-scale online communities and social networks. It generally refers to the behavior characterizing users that benefit from the information produced by others in the community without actively contributing back to the production of social content. The amount and evolution of lurkers may strongly affect an online social environment, therefore understanding the lurking dynamics and identifying strategies to curb this trend are relevant problems. In this regard, we introduce the Lurker Game, i.e., a model for analyzing the transitions from a lurking to a non-lurking (i.e., active) user role, and vice versa, in terms of evolutionary game theory. We evaluate the proposed Lurker Game by arranging agents on complex networks and analyzing the system evolution, seeking relations between the network topology and the final equilibrium of the game. Results suggest that the Lurker Game is suitable to model the lurking dynamics, showing how the adoption of rewarding mechanisms combined with the modeling of hypothetical heterogeneity of users' interests may lead users in an online community towards a cooperative behavior.Comment: 13 pages, 5 figures. Accepted at CompleNet 201

    Visualisation of Interactions in Online Collaborative Learning Environments

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    Much research in recent years has focused on the introduction of ‘Virtual Learning Environments’ (VLE’s) to universities, documenting practice and sharing experience. Communicative tools are the means by which VLE’s have the potential to transform learning with computers from being passive and transmissive in nature, to being active and constructivist. Attention has been directed towards the importance of online dialogue as a defining feature of the VLE. However, practical methods of reviewing and analysing online communication to encode and trace cycles of real dialogue (and learning) have proved somewhat elusive. Qualitative methods are under-used for VLE discussions, since they demand new sets of research skills for those unfamiliar with those methods. Additionally, it can be time-intensive to learn them. This thesis aims to build an improved and simple-to-use analytical tool for Moodle that will aid and support teachers and administrators to understand and analyse interaction patterns and knowledge construction of the participants involved in ongoing online interactions. After reviewing the strengths and shortcomings of the existing visualisation models, a new visualisation tool called the Virtual Interaction Mapping System (VIMS) is proposed which is based on a framework proposed by Schrire (2004) to graphically represent social presence and manage the online communication patterns of the learners using Moodle. VIMS produces multiple possible views of interaction data so that it can be evaluated from many perspectives; it can be used to represent interaction data both qualitatively and quantitatively. The units of analysis can be represented graphically and numerically for more extensive evaluation. Specifically, these indicators are communication type, participative level, meaningful content of discussion, presence of lurkers, presence of moderators, and performance of participants individually and as a group. It thus enables assessment of the triangular relationship between conversationcontent, online participation and learnin

    Rulemaking in 140 Characters or Less: Social Networking and Public Participation in Rulemaking

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    Rulemaking—the process by which administrative agencies make new regulations—has long been a target for egovernment efforts. The process is now one of the most important ways the federal government makes public policy. Moreover, transparency and participation rights are already part of its legal structure. The first generation of federal erulemaking involved putting the conventional process online by creating an e-docket of rulemaking materials and allowing online submission of public comments. Now the Obama administration is urging agencies to embark on the second generation of technology-assisted rulemaking, by bringing social media into the process. In this Article we describe the initial results of a pilot Rulemaking 2.0 system, Regulation Room, with particular emphasis on its social networking and other Web 2.0 elements. Web 2.0 technologies and methods seem well suited to overcoming one of the principal barriers to broader, better public participation in rulemaking: unawareness that a rulemaking of interest is going on. We talk here about the successes and obstacles to social-media based outreach in the first two rulemakings offered on Regulation Room. Our experience confirms the power of viral information spreading on the Web, but also warns that outcomes can be shaped by circumstances difficult, if not impossible, for the outreach effort to control. There are two additional substantial barriers to broader, better public participation in rulemaking: ignorance of the rulemaking process, and the information overload of voluminous and complex rulemaking materials. Social media are less obviously suited to lowering these barriers. We describe here the design elements and human intervention strategies being used in Regulation Room, with some success, to overcome process ignorance and information overload. However, it is important to recognize that the paradigmatic Web 2.0 user experience involves behaviors fundamentally at odds with the goals of such strategies. One of these is the ubiquitousness of voting (through rating, ranking, and recommending) as “participation” online. Another is what Web guru Jacok Neilsen calls the ruthlessness of users in moving rapidly through web sites, skimming rather than carefully reading content and impatiently seeking something to do quickly before they move on. Neither of these behaviors well serves those who would participate effectively in rulemaking. For this reason, Rulemaking 2.0 systems must be consciously engaged in culture creation, a challenging undertaking that requires simultaneously using, and fighting, the methods and expectations of the Web

    The Decision to Share Information and Rumors: Examining the Role of Motivation in an Online Discussion Forum

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    The focus of this study is to examine the motivations of online community members to share information and rumors. We investigated an online community of interest, the members of which voluntarily associate and communicate with people with similar interests. Community members, posters and lurkers alike, were surveyed on the influence of extrinsic and intrinsic motivations, as well as normative influences, on their willingness to share information and rumors with others. The results indicated that posters and lurkers are differently motivated by intrinsic factors to share, and that extrinsic rewards like improved reputation and status-building within the community are motivating factors for rumor mongering. The results are discussed and future directions for this area of research are offered
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