Abstract. Open Source Software (OSS) development is often characterized as a fundamentally new way to develop software. Past analyses and discussions, however, have treated OSS projects and their organization mostly as a static phenomenon. Consequently, we do not know how these communities of software developers are sustained and reproduced over time through the progressive integration of new members. To shed light on this issue I report on my analyses of socialization in a particular OSS community. In particular, I document the relationships OSS newcomers develop over time with both the social and material aspects of a project. To do so, I combine two mutually informing activities: ethnography and the use of software specially designed to visualize and explore the interacting networks of human and material resources incorporated in the email and code databases of OSS. Socialization in this community is analyzed from two perspectives: as an individual learning process and as a political process. From these analyses it appears that successful participants progressively construct identities as software craftsmen, and that this process is punctuated by specific rites of passage. Successful participants also understand the political nature of software development and progressively enroll a network of human and material allies to support their efforts. I conclude by discussing how these results could inform the design of software to support socialization in OSS projects, as well as practical implications for the future of these projects.
Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics online. In particular, players must form persistent associations or "guilds" to coordinate their actions and accomplish the games' toughest objectives. Managing a guild, however, is notoriously difficult and many do not survive very long. In this paper, we examine some of the factors that could explain the success or failure of a game guild based on more than a year of data collected from five World of Warcraft servers. Our focus is on structural properties of these groups, as represented by their social networks and other variables. We use this data to discuss what games can teach us about group dynamics online and, in particular, what tools and techniques could be used to better support gaming communities.
Abstract:Recently, households have begun to adopt networking technologies to interconnect devices within the home. Yet little is known about the consequences for households of setting up and living with these complex networks, nor the impact of such technologies on the routines of the home. In this paper, we report findings from an empirical study of households containing complex networks of computer and audio/visual technologies. Our study finds that home networks require significant household effort not just to coordinate their use, but also their set up and maintenance. We also show how the coordination around networking has to be worked into the routines of the home and the householders.
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