在线知识同侪生产社区中的贫困陷阱

IF 3.4 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Andrew W. Vargo, Benjamin Tag, Christopher Blakely, K. Kise
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引用次数: 0

摘要

在线知识型同行制作社区,如问答网站,通常依靠游戏化,例如通过信誉点,激励用户频繁有效地做出贡献。这些游戏化技术对于实现维持社区的临界质量和吸引新用户加入非常重要。然而,老龄化社区往往会建立“贫困陷阱”,成为新用户的障碍。在本文中,我们对Stack Exchange的32个领域社区进行了调查,并分析了不同的主题如何影响早期用户优势的发展。我们的研究结果提出了关于知识型同行生产社区可及性的重要问题。我们在不断变化的信息需求和未来问答的相关性的背景下考虑分析结果。我们的研究结果为建立更公平的知识型同行生产社区和增加现有社区的可及性的政策设计提供了依据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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来源期刊
Informatics
Informatics Social Sciences-Communication
CiteScore
6.60
自引率
6.50%
发文量
88
审稿时长
6 weeks
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