Andrew W. Vargo, Benjamin Tag, Christopher Blakely, K. Kise
{"title":"在线知识同侪生产社区中的贫困陷阱","authors":"Andrew W. Vargo, Benjamin Tag, Christopher Blakely, K. Kise","doi":"10.3390/informatics10030061","DOIUrl":null,"url":null,"abstract":"Online knowledge-based peer-production communities, like question and answer sites (Q&A), often rely on gamification, e.g., through reputation points, to incentivize users to contribute frequently and effectively. These gamification techniques are important for achieving the critical mass that sustains a community and enticing new users to join. However, aging communities tend to build “poverty traps” that act as barriers for new users. In this paper, we present our investigation of 32 domain communities from Stack Exchange and our analysis of how different subjects impact the development of early user advantage. Our results raise important questions about the accessibility of knowledge-based peer-production communities. We consider the analysis results in the context of changing information needs and the relevance of Q&A in the future. Our findings inform policy design for building more equitable knowledge-based peer-production communities and increasing the accessibility to existing ones.","PeriodicalId":37100,"journal":{"name":"Informatics","volume":"1 1","pages":""},"PeriodicalIF":3.4000,"publicationDate":"2023-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Poverty Traps in Online Knowledge-Based Peer-Production Communities\",\"authors\":\"Andrew W. Vargo, Benjamin Tag, Christopher Blakely, K. Kise\",\"doi\":\"10.3390/informatics10030061\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Online knowledge-based peer-production communities, like question and answer sites (Q&A), often rely on gamification, e.g., through reputation points, to incentivize users to contribute frequently and effectively. These gamification techniques are important for achieving the critical mass that sustains a community and enticing new users to join. However, aging communities tend to build “poverty traps” that act as barriers for new users. In this paper, we present our investigation of 32 domain communities from Stack Exchange and our analysis of how different subjects impact the development of early user advantage. Our results raise important questions about the accessibility of knowledge-based peer-production communities. We consider the analysis results in the context of changing information needs and the relevance of Q&A in the future. Our findings inform policy design for building more equitable knowledge-based peer-production communities and increasing the accessibility to existing ones.\",\"PeriodicalId\":37100,\"journal\":{\"name\":\"Informatics\",\"volume\":\"1 1\",\"pages\":\"\"},\"PeriodicalIF\":3.4000,\"publicationDate\":\"2023-07-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Informatics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3390/informatics10030061\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Informatics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3390/informatics10030061","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
Poverty Traps in Online Knowledge-Based Peer-Production Communities
Online knowledge-based peer-production communities, like question and answer sites (Q&A), often rely on gamification, e.g., through reputation points, to incentivize users to contribute frequently and effectively. These gamification techniques are important for achieving the critical mass that sustains a community and enticing new users to join. However, aging communities tend to build “poverty traps” that act as barriers for new users. In this paper, we present our investigation of 32 domain communities from Stack Exchange and our analysis of how different subjects impact the development of early user advantage. Our results raise important questions about the accessibility of knowledge-based peer-production communities. We consider the analysis results in the context of changing information needs and the relevance of Q&A in the future. Our findings inform policy design for building more equitable knowledge-based peer-production communities and increasing the accessibility to existing ones.