We investigate the dynamics of blog reading behavior of employees in an enterprise blogosphere. A dynamic model is developed and calibrated using longitudinal data from a Fortune 1,000 IT services firm. Our modeling framework allows us to segregate the impact of textual characteristics (<i>sentiment</i> and <i>quality</i>) of a post on attracting readers from retaining them. We find that the textual characteristics that appeal to the <i>sentiment</i> of the reader affect both reader attraction and retention. However, textual characteristics that reflect only the <i>quality</i> of the posts affect only reader retention. We identify a <i>variety-seeking</i> behavior of blog readers where they dynamically switch from reading on one set of topics to another. The modeling framework and findings of this study highlight opportunities for the firm to influence blog-reading behavior of its employees to align it with its goals. Overall, this study contributes to improved understanding of reading behavior of individuals in communities formed around user generated content.
Digital distribution channels raise many new challenges for managers in the media industry. This is particularly true for movie studios where high-value content can be stolen and released through illegitimate digital channels, even prior to the release of the movie in legal channels. In response to this potential threat, movie studios have spent millions of dollars to protect their content from unauthorized distribution throughout the lifecycle of films. They have focused their efforts on the pre-release period under the assumption that pre-release piracy could be particularly harmful for a movie’s success.
Existing research provides little insight into how social influence affects the adoption and diffusion of competing innovative artifacts and how the experiences of organizational members who have worked with particular innovations in their previous employers affect their current organizations' adoption decision. We adapt and extend the heterogeneous diffusion model from sociology and examine the conditions under which prior adopters of competing open source software (OSS) licenses socially influence how a new OSS project chooses among such licenses and how the experiences of the project manager of a new OSS project with particular licenses affects its susceptibility to this social influence. We test our predictions using a sample of 5,307 open source projects hosted at SourceForge. Our results suggest the most important factor determining a new project's license choice is the type of license chosen by existing projects that are socially closer to it in its interproject social network. Moreover, we find that prior adopters of a particular license are more infectious in their influence on the license choice of a new project as their size and performance rankings increase. We also find that managers of new projects who have been members of more successful prior OSS projects and who have greater depth and diversity of experience in the OSS community are less susceptible to social influence. Finally, we find a project manager is more likely to adopt a particular license type when his or her project occupies a similar social role as other projects that have adopted the same license. These results have implications for research on innovation adoption and diffusion, open source software licensing, and the governance of economic exchange.
Consumer-generated media, particularly blogs, can help companies increase the visibility of their products without spending millions of dollars in advertising. Although a number of companies realize the potential of blogs and encourage their employees to blog, a good chunk of them are skeptical about losing control over this new media. Companies fear that employees may write negative things about them and that this may bring significant reputation loss. Overall, companies show mixed response toward negative posts on employee blogs- some companies show complete aversion; others allow some negative posts. Such mixed reactions toward negative posts motivated us to probe for any positive aspects of negative posts. In particular, we investigate the relationship between negative posts and readership of an employee blog. In contrast to the popular perception, our results reveal a potential positive aspect of negative posts. Our analysis suggests that negative posts act as catalyst and can exponentially increase the readership of employee blogs, suggesting that companies should permit employees to make negative posts. Because employees typically write few negative posts and largely write positive posts, the increase in readership of employee blogs generally should be enough to offset the negative effect of few negative posts. Therefore, not restraining negative posts to increase readership should be a good strategy. This raises a logical question: what should a firm's policy be regarding employee blogging? For exposition, we suggest an analytical framework using our empirical model
This study develops a stochastic model to capture developer learning dynamics in open source software projects (OSS). A hidden Markov model (HMM) is proposed that allows us to investigate (1) the extent to which individuals learn from their own experience and from interactions with peers, (2) whether an individual's ability to learn from these activities varies as she evolves/learns over time, and (3) to what extent individual learning persists over time. We calibrate the model based on six years of detailed data collected from 251 developers working on 25 OSS projects hosted at Sourceforge. Using the HMM, three latent learning states (high, medium, and low) are identified, and the marginal impact of learning activities on moving the developer between these states is estimated. Our findings reveal different patterns of learning in different learning states. Learning from peers appears to be the most important source of learning for developers across the three states. Developers in the medium learning state benefit the most through discussions that they initiate. On the other hand, developers in the low and the high states benefit the most by participating in discussions started by others. While in the low state, developers depend entirely upon their peers to learn, whereas in the medium or high state, they can also draw upon their own experiences. Explanations for these varying impacts of learning activities on the transitions of developers between the three learning states are provided. The HMM is shown to outperform the classical learning curve model. The HMM modeling of this study contributes to the development of a theoretically grounded understanding of learning behavior of individuals. Such a theory and associated findings have important managerial and operational implications for devising interventions to promote learning in a variety of settings.
What determines the success of open source projects? In this study, we investigate the impact of network social capital on open source project success. We define network social capital as the benefits open source developers secure from their membership in developer collaboration networks. We focus on one specific type of success as measured by the rate of knowledge creation in an open source project. Specific hypotheses are developed and tested using a longitudinal panel of 2,378 projects hosted at SourceForge. We find that network social capital is not equally accessible to or appropriated by all projects. Our main results are as follows. First, projects with greater internal cohesion (that is, cohesion among the project members) are more successful. Second, external cohesion (that is, cohesion among the external contacts of a project) has an inverse U-shaped relationship with the project’s success; moderate levels of external cohesion are best for a project’s success rather than very low or very high levels. Third, the technological diversity of the external network of a project also has the greatest benefit when it is neither too low nor too high. Fourth, the number of direct and indirect external contacts positively affects a project’s success such that the effect of the number of direct contacts is moderated by the number of indirect contacts. These results are robust to several control variables and alternate model specifications. Several theoretical and managerial implications are provided.
Over the past few years, open source software (OSS) development has gained a huge popularity and has attracted a large variety of developers. According to software engineering folklore, the architecture and the organization of software depend on the communication patterns of the contributors. Communication patterns among developers influence knowledge sharing among them. Unlike in a formal organization, the communication network structures in an OSS project evolve unrestricted and unplanned. We develop a non-cooperative game-theoretic model to investigate the network formation in an OSS team and to characterize the stable and efficient structures. Developer heterogeneity in the network is incorporated based on their informative value. We find that there may exist several stable structures that are inefficient and there may not always exist a stable structure that is efficient. The tension between the stability and efficiency of structures results from developers acting in their self-interest rather than the group interest. Whenever there is such tension, the stable structure is either underconnected across types or overconnected within type of developers from an efficiency perspective. We further discuss how an administrator can help evolve a stable network into an efficient one. Empirically, we use the latent class model and analyze two real-world OSS projects hosted at SourceForge. For each project, different types of developers and a stable structure are identified, which fits well with the predictions of our model. Overall, our study sheds light on how developer abilities and incentives affect communication network formation in OSS projects.