3,324 research outputs found
Understanding Informal Control Modes on Software Platforms – The Mediating Role of Third-Party Developers’ Intrinsic Motivation
Software ecosystem platforms such as Google’s Play Store or Apple’s App Store rely heavily on highly motivated third-party developers who are eager to invest their time and effort into developing and updating apps for platforms. Platform owners are challenged to find a balance between developers’ need for autonomy and a platform’s integrity. Despite the widely acknowledged importance of informal control modes in such contexts, limited empirical work exists on how and why clan and self-control affect developers’ behaviors and performance outcomes on software platforms. Drawing on control theory and motivation literature, we conducted an online survey with 230 Android developers to examine how developers’ intrinsic motivation mediates the effects of informal control modes on developer performance. Our findings show that while intrinsic motivation plays an important role in mediating both informal control modes’ effects, clan control exhibits predominantly stronger downstream effects than self-control. Implications for research and practice are discussed
How Informal Control Modes affect Developers\u27 Trust in a Platform Vendor and Platform Stickiness
Although IS literature is quite rich on analyzing control modes in inter-organizational relationships, there exists quite sparse empirical work on the effects of control modes on the relationship between a platform vendor and third-party developers in software-based platform ecosystems. Drawing on IS control literature and trust theory, we conducted an online survey with 125 game developers of the online gaming platform Steam, in which we examined the perception of clan and self-control mechanisms and how they influence developers\u27 trust in the platform vendor and their intention to stick with the platform. We demonstrate that clan control positively impacts both trust and stickiness, while self-control only affects the latter. Further, our results show that developers\u27 trust in the platform vendor serves as a mediator explaining the mechanisms of why clan control positively affects platform stickiness
Lead Users’ Innovative Work Behavior in Digital Platform Ecosystems: A Large Scale Study of App Developers
Application developers constitute an important part of a digital platform’s ecosystem. Knowledge about psychological processes that drive developer behavior in platform ecosystems is scarce. We build on the lead userness construct which comprises two dimensions, trend leadership and high expected benefits from a solution, to explain how developers’ innovative work behavior (IWB) is stimulated. We employ an efficiency- oriented and a social-political perspective to investigate the relationship between lead userness and IWB. The efficiency-oriented view resonates well with the expected benefit dimension of lead userness, while the social-political view might be interpreted as a reflection of trend leadership. Using structural equation modeling, we test our model with a sample of over 400 developers from three platform ecosystems. We find that lead userness is indirectly associated with IWB and the performance-enhancing view to be the stronger predictor of IWB. Finally, we unravel differences between paid and unpaid app developers in platform ecosystems
Governance Mechanisms in Digital Platform Ecosystems: Addressing the Generativity-Control Tension
Digital platform owners repeatedly face paradoxical design decisions with regard to their platforms’ generativity and control, requiring them to facilitate co-innovation whilst simultaneously retaining control over third-party complementors. To address this challenge, platform owners deploy a variety of governance mechanisms. However, researchers and practitioners currently lack a coherent understanding of what major governance mechanisms platform owners rely on to simultaneously foster generativity and control. Conducting a structured literature review, we connect the fragmented academic discourse on governance mechanisms with each aspect of the generativity-control tension. Next to providing avenues for prospective digital platform research, we elaborate on the double-sidedness of governance mechanisms in fostering both generativity and control
Governance Mechanisms in Digital Platform Ecosystems: Addressing the Generativity-Control Tension
Digital platform owners repeatedly face paradoxical design decisions with regard to their platforms’ generativity and control, requiring them to facilitate co-innovation whilst simultaneously retaining control over third-party complementors. To address this challenge, platform owners deploy a variety of governance mechanisms. However, researchers and practitioners currently lack a coherent understanding of what major governance mechanisms platform owners rely on to simultaneously foster generativity and control. Conducting a structured literature review, we connect the fragmented academic discourse on governance mechanisms with each aspect of the generativity-control tension. Next to providing avenues for prospective digital platform research, we elaborate on the double-sidedness of governance mechanisms in fostering both generativity and control
A Systematic Mapping Study on Requirements Engineering in Software Ecosystems
Software ecosystems (SECOs) and open innovation processes have been claimed
as a way forward for the software industry. A proper understanding of
requirements is as important for these IT-systems as for more traditional ones.
This paper presents a mapping study on the issues of requirements engineering
and quality aspects in SECOs and analyzes emerging ideas. Our findings indicate
that among the various phases or subtasks of requirements engineering, most of
the SECO specific research has been accomplished on elicitation, analysis, and
modeling. On the other hand, requirements selection, prioritization,
verification, and traceability has attracted few published studies. Among the
various quality attributes, most of the SECOs research has been performed on
security, performance and testability. On the other hand, reliability, safety,
maintainability, transparency, usability attracted few published studies. The
paper provides a review of the academic literature about SECO-related
requirements engineering activities, modeling approaches, and quality
attributes, positions the source publications in a taxonomy of issues and
identifies gaps where there has been little research.Comment: Journal of Information Technology Research (JITR) 11(1
Opportunity or Threat: A Complementors’ Perspective on Platform Owner’s Acquisitions
Acquisition of complementors is a prevailing mechanism available to platform owners to leverage digital platforms’ multidimensional growth. Notwithstanding platform owners’ propensity to acquire complementors, little is known about the potential effects of such acquisitions on the non-acquired complementors. While a group of complementors may benefit from an acquisition, others may perceive an acquisition as the platform owner entering into competition with its own complementors. To address this gap, we examine the acquisition of complementors’ effects on the other complementors in the context of a B2B innovation platform whose evolution is considerably influenced by a plethora of acquisitions. As part of an ongoing research project, in this paper we link academic discourses on acquisitions and platform owners’ market entry to derive a set of hypotheses, which we plan to test in the respective B2B innovation platform ecosystem
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Identifying Game Variables from Students' Surveys for Prototyping Game for Learning
Games-based learning (GBL) has become increasingly important in teaching and learning. This paper explains the first two phases (analysis and design) of a GBL development project, ending up with a prototype design based on students’ and teachers’ perceptions. The two phases are part of a full cycle GBL project aiming to help secondary school students in Thailand in their study of Comprehensive Sex Education (CSE). In the course of the study, we invited 1,152 students to complete questionnaires and interviewed 12 secondary school teachers in focus groups. This paper found that GBL can serve students in their learning about CSE, enabling them to gain understanding of their sexuality, develop skills, including critical thinking skills and interact with others (peers, teachers, etc.) in a safe environment. The objectives of this paper are to outline the development of GBL variables from the research question(s) into the developers’ flow chart, to be responsive to the GBL beneficiaries’ preferences and expectations, and to help in answering the research questions. This paper details the steps applied to generate GBL variables that can feed into a game flow chart to develop a GBL prototype. In our approach, we detailed two models: (1) Game Elements Model (GEM) and (2) Game Object Model (GOM). There are three outcomes of this research – first, to achieve the objectives and benefits of GBL in learning, game design has to start with the research question(s) and the challenges to be resolved as research outcomes. Second, aligning the educational aims with engaging GBL end users (students) within the data collection phase to inform the game prototype with the game variables is essential to address the answer/solution to the research question(s). Third, for efficient GBL to bridge the gap between pedagogy and technology and in order to answer the research questions via technology (i.e. GBL) and to minimise the isolation between the pedagogists “P” and technologist “T”, several meetings and discussions need to take place within the team
Deliberation and Decision Making Online: Evaluating Platform Design
This thesis explores the potential of ICT and online communication to deepen democracy and support large scale online deliberation. It draws together the most promising current practices in online deliberation, presenting a theoretical and empirical exploration of innovative online deliberation platforms. ICT and online communication is increasingly sophisticated and ubiquitous in public life yet its democratic impact is ambiguous. Online engagement is characterised by low quality, disorganised deliberation. Experimental platforms have emerged which utilise novel design, argument visualisation, and machine learning to support large scale deliberation. The fields of informal logic and collective intelligence have been influential on the developments of these platforms. But the platforms and the perspectives that influence them have been neglected by wider research into online deliberation. The thesis seeks to address the question: to what extent can developments in informal logic and collective intelligence address problems in the theory and practice of online deliberation? The theoretical analysis explores the insights that emerge from a comparison of the approaches of informal logic, collective intelligence and deliberative democratic theory. Models of argumentation and reasonableness from collective intelligence and informal logic reveal ways in which deliberative theory is under-defined, as well as providing techniques to structure, support and analyse deliberative processes. The empirical element draws together and analyses the experiences of online deliberation practitioners to provide a deeper understanding of the opportunities and challenges ICT presents for democracy. These novel technologies indicate how challenges associated with knowledge coordination, participant behaviour and information overload can be ameliorated. Yet analysis of the platforms also identifies resourcing, recruitment, collective attention and the application of AI as barriers to developing effective online deliberative spaces
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