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For presentation at INSNA Sunbelt XXXII, Redondo Beach, CA, March 2012




                        SETTING THE STAGE:
  EXPLORING THE SUSTAINABILITY OF A PRIVATE-COLLECTIVE COMMUNITY



                                     Robin Teigland
                           Department of Marketing and Strategy
                             Stockholm School of Economics
                                   Stockholm, Sweden
                              e-mail: robin.teigland@hhs.se


                                    Paul M. Di Gangi
              Department of Information Systems and Operations Management
                               Loyola University Maryland
                                      Baltimore, MD
                              e-mail: pmdigangi@loyola.edu


                                       Zeynep Yetis
                           Department of Marketing and Strategy
                             Stockholm School of Economics
                                   Stockholm, Sweden
                               e-mail: zeynep.yetis@hhs.se




                                        March 2012



              Please do not quote or cite without permission from the authors.



Acknowledgement: We would like to sincerely thank the OpenSimulator Community for their
openness and helpfulness in conducting this study. It has been a real pleasure and extremely
interesting to work with all of you! We would also like to thank Tomas Larsson and Christina
Huitfeldt for their support in our data collection and analysis.
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


                           SETTING THE STAGE:
       EXPLORING SUSTAINABILITY OF A PRIVATE-COLLECTIVE COMMUNITY


                                         ABSTRACT
        While private-collective communities, such as open source communities engaging

directly with firms, are argued to provide the “best of both worlds” for knowledge creation, a

fundamental question is how can a community built using private resources and operating with

the ideals of a collective, sustain its operations and continue to produce attractive rewards for

all parties involved? In this study, we propose that a stakeholder perspective using resource

dependence theory might shed light on this question, and as such, we develop three research

questions: RQ1) What are the resources necessary to sustain a private-collective community?,

RQ2) Who are the stakeholders of a private-collective community and what resources do they

contribute to the community?, and RQ3) What characterizes the structure among the different

stakeholders of a private-collective community? To investigate these questions, we conducted

an exploratory case study of OpenSimulator, an open source community comprising a

multitude of different actors developing a multi-platform, multi-user 3D application server that

enables individuals and firms to customize their virtual worlds based on technology

preferences. Analyses using semi-structured interviews, longitudinal archival data, word bursts

of mailing list messages, and social network data of the community for the period August 2007

to October 2011 revealed how the interrelations among the various stakeholder groups

influence the community’s sustainability over time, thus enabling us to come closer to

fulfilling our ultimate aim of understanding the dynamics of a private-collective community.



Keywords:     private-collective, online community, emergent forms of organizing, social
network analysis, resource dependency, stakeholders, open source software, virtual worlds




	
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                                     INTRODUCTION

Knowledge creation is one of the fundamental drivers of value creation in society and the firm-

based model has generally been heralded by practitioners and researchers alike as the primary

source of knowledge creation. However, researchers have increasingly turned their attention

towards challenging this assumption and have begun to explore models that focus largely on

collective environments as a means to create knowledge (e.g., Lee & Cole, 2003). These

models have been juxtaposed with one another as they differ in their underlying assumptions.

The firm-based model assumes support by private investors who expect to receive returns from

private goods through efficient regimes of intellectual property protection while the community

model is based on "collective action" in which innovators collaborate to produce a public good

characterized by non-excludability and non-rivalry (von Hippel & Von Krogh, 2003).

       von Hippel & von Krogh (2003) proposed a hybrid model labeled the “private-

collective” model, which is characterized by 1) private individuals investing resources but

forgoing any potential returns by freely revealing their innovation to the community and 2)

firms that base some or all of their profits on the products or services developed by the

community (Dahlander & Magnusson, 2008). While von Hippel & von Krogh suggest that

private-collective communities provide the “best of both worlds” for knowledge creation, their

sustainability is dependent upon the ability of the different community actors to strike a

balance between their often conflicting values, norms, and goals - a process that may be

especially difficult when the community is faced with an external environment characterized

by turbulent change.

       While research and industry demonstrate that firms organize value creation activities

through formalizing their organizational boundaries and acquiring resources to develop

commercially attractive products and/or services for consumers, we know relatively little about

how a community comprised of numerous actors with divergent interests is able to adapt its



	
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organizing practices to sustainably achieve its goals. Understanding how private-collective

communities sustain themselves adds a layer of complexity to a relatively unknown model of

organizing. How can a community built using private resources and operating with the ideals

of a collective achieve benefits that are attractive to all parties in order to sustain its operations

and continue to produce rewards for all? Thus, the overarching question guiding this research

is the following: how do private-collective communities sustain themselves despite the

divergent interests within the community?         The purpose of this study is to explore the

relationships between different sets of private-collective community actors and investigates the

structures and resources by which different actors influence decision making, share power and

resources, and self-organize in order to achieve sustainability, i.e., in order “to continue

providing benefits for members over the long term” (Butler, 2001: 347).

        In this article, we propose that a stakeholder perspective using resource dependence

theory might shed light on the sustainability of a private-collective community, and we apply

this perspective and theory in an exploratory study of the OpenSimulator Community. The

next section briefly summarizes the relevant literature on the private-collective form of

organizing and identifies three core questions that will be the focus of our investigation.

Following this summary, an introduction of the research site and methods is presented before

we discuss our analysis and findings. We conclude with contributions and future directions of

this research.

                              THEORETICAL BACKGROUND

During the past two decades, the widespread global adoption of internet-based communication

technologies has led to the development of numerous online communities. Many of the more

well-known and researched communities include those within the open source software (OSS)

arena, such as LINUX, MySQL, Apache, and GNOME. However, communities are also

developing within other knowledge-intensive industries, such as pharmaceuticals, e.g.,



	
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PinkArmy; the physical goods industries, e.g., sports equipment (Franke & Shah; 2003; Shah,

2000); and farm machinery, e.g., Jakubowski, 2011. As the number of communities grow so

does participation by firms within them, and these firms are becoming significant players in the

economy. For example, in 2006 a sample of 158 firms contributing to open source had a total

of 530,000 employees and total annual revenue of €231.4 billion (Mehra et al., 2010; UNU-

MERIT, 2006).

       Within these communities, individuals from across the globe self-organize around a

shared interest and common practices to create value through sharing knowledge and

innovating. Innovations can take many forms, such as idea generation, realization, prototyping,

transfer, and diffusion. The challenge to these communities is that the knowledge produced is

often described as a privately produced public good (Kollack, 1998, 1999; Lerner and Tirole,

2002; Johnson, 2001; Bessen, 2001; Weber, 2000; Hars & Ou, 2000; O’Mahony, 2003; von

Hippel & von Krogh, 2003). First, this knowledge is the product of private collective efforts

by individuals. Second, the knowledge is nonexclusive, i.e., it is available to all, and it is joint

in supply, meaning its availability to others does not diminish when consumed by one

individual (Snidal, 1979). Thus, the market for this knowledge is not necessarily someone

buying a product or service but instead is peers in the community interested in using the

knowledge (Dahlander & Frederiksen, 2011; von Hippel, 2005). As a result, the community is

a “very rich and fertile middle ground where incentives for private investment and collective

action can coexist and where a ‘private-collective’ innovation model can flourish" (von Hippel

& von Krogh, 2003: p. 213). However, as we will see below, these communities are also ripe

with paradoxes and challenges.

Challenges to the Private-collective Model

Private-collective communities can be both sources of significant value and of potential pitfalls

to firms interested in leveraging them. For example, IBM invests resources into the Apache



	
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community to ensure its continued success so that IBM can turn community outputs into

service offerings for their corporate clients that produce significant benefits for IBM. eZ

Systems, a Norwegian-based IT multinational, leverages a vast ecosystem of more than 41,000

partners, clients, entrepreneurs, and hobbyists across the globe to support its eZ Publish web

content management system, and as a result it continues to receive accolades from both

organizations and media about its innovation process. However, not every firm’s partnership

with a private-collective is a success story, and there are an equal if not higher number of

failures where a firm expends resources with little return on investment or where the

community has disbanded due to unsustainable demands or divergent interests (Gartner, 2010).

       While the initial research in this area focused on individual motivations for community

participation, recently the field has begun to investigate the sustainability of online

communities and in so doing has identified several factors such as the community’s

governance system (O’Mahony & Ferraro, 2007), technology infrastructure (Ma & Agarwal,

2007), and community design (Ren et al., 2007). However, in order for any community to

sustain itself through providing valued benefits to its members, the community must ensure

continued access to a pool of resources, such as time, energy, money, human capital, and

material (Butler, 2001; Rice, 1982). This line of reasoning stems from resource dependence

theory as Pfeffer and Salancik (1978: 43) have argued, “because organizations are not self-

sustained or self-sufficient, the environment must be relied upon to provide support.” Pfeffer

and Salancik (1978) further articulated three characteristics of the environment that influence

resource dependence: 1) structural concentration of power and influence, 2) munificence, i.e.,

scarcity of resources held by stakeholders, and 3) interconnectedness or the patterns of

communication and network linkages.

       While online communities such as support groups or special interest groups require

resources such as members willing to spend time and energy sharing their experiences and



	
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knowledge with one another, private-collective communities may require a more complex set

of resources. As noted above, private-collective communities are increasingly being discussed

as an alternative to the firm-based model for knowledge and value creation. Thus, we would

expect that similar to a firm, a private-collective community would need continuous access to a

set of tangible and intangible resources such as raw materials, financial resources, equipment

and fixed assets, technologies, human capital, and social capital to ensure its sustainability.

While previous research has touched on this issue (e.g., Bergquist & Ljungberg, 2001;

O’Mahony & Ferraro 2007), research has not yet focused on investigating the resources

required for the sustainability of a private-collective community from a stakeholder and

resource dependency perspective. This leads us to our first research question: RQ1: What are

the resources necessary to sustain a private-collective community?

       Similar to firms or other organizations, private-collective community members have

interests in and are active to varying degrees in the community’s activities and as such can

affect or are affected by the achievement of the community’s objectives through their

willingness to contribute unique and valuable resources. Organizational researchers define such

actors as “stakeholders” (Freeman, 1984: 46).      The concept of stakeholders has become

embedded in management scholarship (Mitchell et al., 1997) as an approach to help managers

understand how they could better manage the firm’s various investors, employees, and

interested parties. What is noteworthy is that the term is not synonymous with individuals but

also refers to groups or organizations that have an interest in the outcome of an organization’s

work processes. In other words, the stakeholder approach is about “groups and individuals who

can affect the organization” (Ramirez, 1999: 102). From a resource dependence view, the firm

is dependent on environmental actors, i.e., stakeholders, for resources; however, it is this

dependence that gives those actors leverage over a firm (Frooman, 1999). As Pfeffer and

Salancik (1978) note, resources come with contingent environment considerations that may



	
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influence the direction of the community as well as its sustainability. If a specific subset of the

community (e.g., a group of individuals or organizations with a shared attribute or affiliation)

maintains specific control over key resources, it can significantly influence the productivity of

the collective – thereby shaping the direction of the community. Thus, the basic principle of

stakeholder management is to understand who the stakeholders are and how they can be

managed strategically such that the organization can achieve its interests (Freeman 1984). In

recent years, stakeholder theory has been extended by researchers and practitioners alike

beyond that of firms to organizations in general, such as NGOs within the area of natural

resource management (Ramirez, 1999). Clearly a private-collective community is not a firm,

which tends to be the focus of a stakeholder approach, yet these communities are organized as

networks dependent upon the resource contributions of their diverse individual and

organizational members, i.e., stakeholders.

       Additionally, the traditional form of organizing economic value creation is

characterized by a structured hierarchical form of governance that remains static over time with

different personnel assuming pre-defined roles of decision-making authority. In contrast,

collectives (as seen in the OSS environment) are characterized by an organic form of

governance that emerges through the fluid social relationships and contributions over time.

When combined, the private-collective community tends to demonstrate an emergent

governing structure, with some formal governing structures and processes, e.g., the OSS

Debian community (O’Mahony & Ferraro, 2007), to manage the interests of their various

stakeholders.

       To date, research has identified two larger groups of stakeholders in private-collective

communities: individuals participating on their own behalf and firms whose employees

participate in the community on behalf of the firm (e.g., Dahlander & Wallin, 2006). On the

one hand, there are individuals who volunteer their free time or are self-employed, and their



	
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motivations have been categorized based on self-determination theory (SDT) (e.g., Deci &

Ryan, 1985; Gagné & Deci, 2005): intrinsic (e.g., fun, enjoyment); internalized extrinsic (e.g.,

reputation, reciprocity, learning, and own-use), or extrinsic (e.g., career and pay) (for a review

of this literature, see von Krogh et al., Forthcoming). On the other hand, these communities

include individuals who participate and contribute code on behalf of their employers seeking to

obtain private benefits (Lakhani & Wolf, 2005; Mehra et al 2010). Firms view communities as

potential complementary assets that can be combined with a firm’s internal resources to

develop competitive products and services (Dahlander & Wallin, 2006), yet their interests may

diverge from the community despite several convergent interests (see O’Mahony & Bechky,

2008 for a review).

       With the exception of a few studies (e.g., O’Mahony & Ferraro, 2007), research on

private-collective communities has primarily focused at the individual level – while not

addressing sustainability at the community level. As such, we have a poor understanding of

who the various stakeholder groups are as well as what resources they contribute to the

community. This leads us to our second research question: RQ2: Who are the stakeholders of

a private-collective community and what resources do they contribute to the community?

       A community’s access to a pool of resources contributed by its stakeholders must then

be transformed into benefits relevant for the community’s various interests through social

processes (Butler, 2001). In OSS communities, research has found that a two-tiered structure of

a core and a periphery tends to emerge that characterizes these social processes on a higher

level (Bergquist & Ljungberg, 2001; Lee & Cole, 2003). The core developers are responsible

for writing most of the code related to functionality, reviewing and approving code submitted

by the periphery, and making most of the decisions about new releases while individuals in the

periphery add features and detect, report, and fix bugs (Bergquist & Ljungberg, 2001; Lee &

Cole, 2003; Mockus et al., 2000). For example, the core group of developers in the Apache



	
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case accounted for more than 80% of the contributions (Mockus et al., 2000). Individuals in the

core group are generally nominated and approved by the community in a democratic process.

Contrary to bureaucratic organizations with a formal hierarchy in which individuals progress

“up the company ladder” through gaining authority over more employees, individuals in open

source communities tend to “progress towards the center” initially due to their technical

contributions and then through their ability to coordinate project tasks (Dahlander &

O’Mahony, 2011).

       A considerable challenge, however, to the community’s ability to sustain these social

processes is the fact that they are not static entities. Communities are highly fluid – members,

interests, and needs fluctuate over time due to the actions of others within the community as

well as personal or external events (Faraj et al., 2011). For example, the outcomes that

originally motivated an individual’s behavior upon entering a community are not always the

same as the outcomes subsequently generated. Some individuals may attain a high status

within a community and a select few may even leverage their efforts into high-paying jobs,

consulting fees, or public-speaking events - rewards that generally were not among their

original motivations (Shah, 2006; Author Blinded, Under Review). As such, resources ebb and

flow into, within, and out of the community at a continuous and rapid pace (Faraj et al., 2011).

       One of the primary concerns of the stakeholder perspective using resource dependence

theory is how a focal organization gains access to the resources it needs through its ability to

influence key stakeholders. Those stakeholders who control the resources needed by the

organization are argued to accrue power, thus creating imbalances among the parties (Mitchell

et al., 1997). Initially, research focused on the dyadic relationships between the focal

organization and its stakeholders. However, recent research suggests that it is not merely the

relationship between the focal organization and its stakeholders that is important to investigate.

Rather the overarching network structure among all the stakeholders and the focal organization



	
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should be investigated since an organization’s stakeholders are likely to have direct

relationships with each other in addition to the focal organization (Rowley, 1997). In essence,

it is the concentration of power as well as the structure of the network within which a

stakeholder resides that determines both the ability for the stakeholder to achieve a return on its

investment and the community to sustain itself over time (Pfeffer & Salancik, 1978).

       This approach builds on the social network perspective, which is primarily concerned

with the interdependence of actors and how their positions in the network influence their

opportunities, constraints, and behaviors (Wasserman & Galaskiewicz, 1994). “Instead of

analyzing individual behaviors, attitudes, and beliefs, social network analysis focuses its

attention on how these interactions constitute a framework or structure that can be studied and

analyzed in its own right” (Galaskiewicz & Wasserman, 1994: xii). One benefit of a social

network perspective is that it enables the investigation of the multiple and interdependent

interactions that exist within the stakeholder environments (Rowley, 1997).                   Examining

structural characteristics of the overarching stakeholder network can provide insight into the

organization’s ability to influence stakeholders in its quest to gain access to necessary

resources. While some studies examining private-collectives do apply social network analysis

(e.g., Dahlander & Wallin, 2006; Dahlander & Frederiksen, 2011), these tend to be at the

individual level and do not take a stakeholder perspective to investigate how the various

stakeholder groups embed themselves within the network. This leads to our third and final

research question: RQ3: What characterizes the structure among the different stakeholders of

a private-collective community?

       In summary, research on private-collective communities has clearly identified the

benefits of firms engaging with collectives for private benefits. However, a complex set of

resources, actors, and social structure must develop and evolve based on emergent conditions

in order to remain sustainable and beneficial to all stakeholders. Using a well-established



	
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private-collective community based on virtual worlds, we investigate our three research

questions to identify potential factors influencing private-collective community sustainability.

                                       RESEARCH SITE

The OpenSimulator project (http://opensimulator.org) is an online virtual world community

that brings together organizations and individuals and as such represents a private-collective

community. We chose to use the OpenSimulator community as a focal community for our

research for a number of reasons: 1) continuous activity since its foundation in 2007 thus

indicating it has been sustainable to date, 2) a private-collective community with well-

established firms participating (e.g., IBM and Intel), 3) diverse membership in terms of

demographics (e.g., age, educational and professional background, nationality, geographical

location), 4) exhibiting a number of characteristics raised in the literature on private-collective

communities that can accentuate the development of conflict, e.g., anonymity, intellectual

property, and 5) existing within a highly uncertain external environment due to the relative

immaturity of the 3D internet industry that can then impact the supply of resources to the

community.

       OpenSimulator is an open source multi-platform, multi-user 3D application server

operating under the Berkeley Software Distribution license that enables individuals and firms

across the globe to customize their virtual worlds based on their technology and use

preferences. The project is powered by the efforts of the community members, who devote

their time and energy to the development processes. From its inception in 2007 to December

2011, 101 developers have committed 16,056 submissions to the OpenSimulator project

resulting in 338,467 lines of code and an estimated cost (based on the COCOMO model) of

$4.99 million dollars (USD). The project has a global reach, crossing 22 time zones, and the

community hosts a diverse group of members. The OpenSimulator project has a 3D aspect that

facilitates a strong sense of immersion for both its developers and users, setting the project



	
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apart from traditional open source projects. Since the project develops around such a strong

communication medium, there are many contributing to and using OpenSimulator, who are

very passionate about virtual environments and its power as a platform for social exchange.

          There are many ways to participate in and contribute to the OpenSimulator project: via

IRC (Internet Relay Chat), mailing lists, the Twitter hashtag (#OpenSim), and the

OpenSimulator Wiki as well as through individual members’ websites or blogs. Another way

to participate is to create an OpenSimulator-related project hosted on SourceForge

(http://forge.opensimulator.org/gf/) or elsewhere.     With regard to the mailing lists, the

community members can participate based on two generic roles. First, members who are users

of the OpenSimulator platform can join the Users mailing list that can be used to pose

questions on usage, report bugs, and engage in conversation with likeminded individuals

interested in utilizing OpenSimulator either personally or professionally. Second, members

who are developers can participate in the Developers mailing list that discusses technical issues,

project updates, news announcements concerning modules and company actions as well as

social communication to embody a sense of community among the developers that is separate

from the users. In many open source projects users are the developers of the project itself. For

OpenSimulator, however, there is a clearer distinction between users and developers. Most

noticeably, the developer to user ratio is relatively low in OpenSimulator compared to other

open source projects. This is due to the fact that the potential users of the project are already

developed by Linden Lab (through their use of Second Life); therefore, from the start they

have a good understanding of how to use OpenSimulator and what to expect from it. In general,

users can start using OpenSimulator without necessarily having to expend a lot of development

effort.

                                       METHODOLOGY

Several data collection approaches were used to gather data on the OpenSimulator community.



	
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First, we conducted 10 unstructured and then 10 semi-structured interviews with members of

the OpenSimulator Community. These interviews were all conducted virtually through the

virtual world of Second Life or OpenSimulator (figure 1) or via Skype. Using the snowballing

technique, we conducted interviews with core developers and members of the OpenSimulator

ecosystem while asking each interviewee to identify additional individuals to interview.

Questions concerning the roles, resources, and motivations for contributing to the community

were included in the interview questionnaire to ensure a rubric to assess motivation and

resource contributions in further analysis.

                                              FIGURE 1
                              Conduc'ng)an)interview)
                        Conducting an Interview through OpenSimulator




       In addition, we scraped the relevant online sites (e.g., OpenSimulator wiki, Ohloh

commit website, SourceForge site, and social networking sites) and mailing lists for textual

analysis and relational tie data for the first four years and three months of the community- from

the emergence of the community in August 2007 to the end of October 2011. We divided the

data into two periods: 1) August 2007 to September 2009 and 2) October 2009 to October 2011.

Not only did this division represent relatively equal periods, but it also was in line with two

aspects relevant to our analysis: 1) an internal change in which the code reached a relatively

stable development level at the end of September 2009 and 2) an external change in which

much of the hype and interest surrounding virtual worlds had faded.


	
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       Combining the textual analysis with the relational tie data collected throughout the four

years enabled us to perform social network analyses using UCINET version 6.181 with

attribute data to determine the overall network structure of the OpenSimulator community as

well as the structural positioning of different groups of stakeholders within the community

during the two different time periods. Lastly, we validated the results of our analysis by

interviewing the most central member of the community in both time periods to determine

whether the observations made by our research team align with the historical context of the

community. However, as an ongoing research study, we will use the results from the social

network analysis to further identify individuals to interview who may possess a unique

perspective of the community due to his or her social interactions. This will allow additional

validation of the archival data and provide additional descriptive and contextual information

that can add depth to our findings.

                                           RESULTS

RQ1: What are the resources necessary to sustain a private-collective community?

       The strategic management literature classifies resources into 1) tangible, e.g., financial

and physical, 2) intangible, e.g., technology, reputation, and 3) human, e.g., skills, commitment,

loyalty (Grant 2008). Additionally, this literature describes how resources are static and that to

perform a task resources must work together. Organizational capabilities are therefore defined

as the capacity for a set of resources to perform a task or activity in an integrative manner

(Grant 2008). Capabilities can be identified through breaking down value creation activities

into primary, i.e., activities directly related to producing the service or product, and support

activities, i.e., activities that support the primary activities, (Porter, 1985) and through a

functional classification, e.g., marketing, corporate management (Grant, 2008).

       Through our analysis of the interviews and secondary data, we identified a range of

primary and support resources and capabilities necessary for the sustainability of the



	
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community (table 1). First, OpenSimulator is similar to other virtual IT development projects

with regard to the resources and capabilities required for the software development: resources

necessary to complete the work (i.e., the actual project itself) and resources to support the

project team (e.g., code repositories, communication technologies) along with expertise

capabilities to complete the work and capabilities for coordinating the work in a virtual

dynamic environment (PMI, 2008).

       Interestingly, our analysis also revealed that OpenSimulator requires the resources and

capabilities of several other types of organizations. First, OpenSimulator in many regards

functions as an overarching firm within which the software development process occurs, and as

such it requires a set of primary and supporting “firm” resources, e.g., computing process,

storage, copyrights, reputation, and corresponding capabilities, e.g., creating awareness of its

products and services, human capital development, attracting resources and talent, and business

intelligence. In many regards, OpenSimulator is competing against other open source software

and other online communities for resources, such as the software expertise needed to fulfill its

main objective, as well as against other virtual world platforms and service providers for

potential users and customers. Second, OpenSimulator is similar to a joint venture since

members come from diverse organizations with significant underlying differences in their

behaviors, values, attitudes, motives, organizational identities, and loyalties (Lerpold, 2003).

This brings with it the need for supporting resources, e.g., dialogue and conflict resolution

skills, and supporting capabilities, e.g., negotiating motives and timeframes and achieving

collective competence, i.e., the group’s ability to work together towards a common goal and

the creation of a collective outcome (Ruuska & Teigland, 2009). Finally, OpenSimulator is

similar to volunteer organizations in terms of its need for commitment and loyalty from its

members as well as its capability to manage external shocks and the fluidity of its resources.

       Our analysis thus revealed that OpenSimulator requires not only a set of primary



	
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resources and capabilities to create the software, but it also requires a complex set of support

resources and capabilities to sustain itself. The question that our analysis thus raises is what

are the sources of these resources and capabilities, which supports our theoretical reasoning

motivating the second research question of our study.

                                                     TABLE 1
                   Resources and Capabilities of the OpenSimulator Community
       Activity                          Resources
                    Tangible        Intangible                   Human                              Capabilities
       Primary    Technology        Technology         System architecture skills                Code development
                  infrastructure,   Copyrights            Programming skills                         Installation
                   e.g., servers                            Debugging skills                  Seamlessness with other
                  Information                                Patching skills                technologies and applications
                     archives                        Implementation skills, e.g., grid     Keeping pace with potentially
                                                                  running                     competitive developments
                                                       Intellectual property skills            Creating awareness of
                                                                                             OpenSimulator products and
                                                                                                        services
       Support     Financial         Culture                   Information                 Complex project management
                                    Reputation         management/archival skills                Virtual organizing
                                    Legitimacy            Communication and                 Human capital development
                                                          collaboration in virtual           Cross-cultural management
                                                            environment skills                  Business intelligence
                                                             Dialogue skills                         Energizing
                                                        Conflict resolution skills               Resolving tensions
                                                            Negotiation skills           Negotiating motives & timeframes
                                                       Intellectual property skills       Achieving collective competence
                                                              Commitment                 Attracting resources to community
                                                                 Loyalty                   Attracting talent to community
                                                                                         Managing external risks and shocks
                                                                                                  Managing fluidity




RQ2: Who are the stakeholders of a private-collective community and what resources do they

contribute to the community?

          Within the stakeholder literature, there is an ongoing discussion as to how to identify

stakeholders (see Mitchell et al, 1997 for a review). However, in recent years, stakeholder

attributes have received increased attention (Frooman, 1999). Within the resource dependence

view, it has been proposed that stakeholders can be identified by their power to influence the

organization through the control over necessary resources both in terms of access to the

resource as well as how the resource can be used (Frooman, 1999). In addition, the urgency of

the stakeholder’s claim on the organization is to be considered (Mitchell et al., 1997).

Developers of stakeholder theory have found that classifying stakeholders into useful

categories facilitates the analysis (Rowley, 1997). It is important to note here that since the

	
                                                                                                                            17
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


OpenSimulator community is not a formal organization with organizational boundaries

distinguishing external stakeholders from the organization.          Consequently, we treat all

community members as stakeholders given the fact that all play an integral role in the success

of the community due to their ability to provide unique contributions.

       As noted above, private-collective communities comprise two broad groups of

stakeholders: private individuals and organizations. Our analysis suggests this was too general

a categorization – particularly for the organization category.           One aspect that became

particularly apparent during the interview phase is that the individual member’s stakeholder

affiliation, e.g., Hobbyist, Entrepreneur, SME Employee, Academic, plays a role in terms of

the resources that the member can potentially provide. For example, the large company

members provided legitimacy that the SME Employees or entrepreneurs could not.

Additionally, there appeared to be a different sense of urgency or timeframe based upon

stakeholder affiliation - with the Entrepreneurs and SMEs generally having shorter time

horizons than the Large Firm Employees, Hobbyists, or Academics in terms of seeing

developments realized. Finally, we noticed that the issue of intellectual property also played a

role in terms of resource contribution, e.g., with the Hobbyists contributing more freely than

the Entrepreneurs and Large Firm Employees, who in turn contributed more freely than the

SME Employees.

       While there may be other ways to identify and classify stakeholders, we decided to

proceed with a stakeholder categorization based on an individual member’s organizational

affiliation. We investigated the OpenSimulator wiki and developer mailing list to identify the

organizational affiliations of individuals by checking these affiliations based on publicly

available information during the two different periods found on 1) signature messages in

electronic communications, 2) postings and profiles on social networking sites, e.g., LinkedIn,

Twitter, facebook, 3) postings and profiles on other mailing lists and online communities, e.g.,



	
                                                                                                       18
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


SourceForge, Ohloh, 4) official company websites and blogs, and 5) private websites and blogs.

Through this process, we identified the following organizational affiliations: 1) Academic –

employed at a university, 2) Entrepreneur – self-employed or founder of a firm selling services

or products related to OpenSimulator and the 3D internet, 3) Hobbyist – participating in

OpenSimulator on own free time due to personal interests, 4) Large Firm Employee (> 250

employees) 1, 5) Non-profit Employee, 6) Local or Regional Public Sector Employee, 7)

Federal Public Sector Employee, 8) Research Institute Employee, and 9) SME1 Employee

(<250 employees). For the individuals who were employees in groups 4 to 8, these individuals

were participating within OpenSimulator due to their responsibilities assigned by their

employer. While this may be considered a fine-grained categorization, we chose to maintain

this view of stakeholder categories so as not to confound any findings by grouping together

different organizations.

                                                      Two researchers conducted this stakeholder coding independently and crosschecked

each other’s work. This coding procedure was considerably tedious as we investigated the

information posted by each individual across various public sites and across the two different

time periods of our study. However, we were surprised at how much information was publicly

available and at how consistent the information was for an individual across sites. For example,

in only 4% of the individuals during period one was there a discrepancy between what people

wrote on the various internet sites. In these cases, we chose to use the stakeholder category that

he/she identified on the OpenSimulator wiki as this was the category under which they chose to

represent themselves to the community. Finally, we were also somewhat surprised at how little

variation there was in terms of individuals changing their stakeholder category. While several

individuals changed jobs during the entire four year period, few actually changed stakeholder

category.


	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
1
        The official EU definition of an SME is < 250 employees.


	
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Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


       With the various stakeholder groups identified, we proceeded to identify what resources

and capabilities each group brought to the OpenSimulator community. One of the most

important resources contributed to the community is the development of the underlying source

code of the OpenSimulator platform. On Ohloh, a public directory of open source software,

there were 319,849 lines of code in the project as of September 2009 and 337,458 lines of code

as of October 2011. The project has an Active Core Developers group, which fluctuated around

20 developers during the first period and 12 developers during the second period. These

individuals contributed the most to the code repository and were responsible for deciding

which developers to invite to join the Active Core group. To be invited to join the core

developers group, an OpenSimulator member must demonstrate skills in producing interesting

and useful code within the very large main code base, handling some degree of pressure

gracefully, and functioning within the multi-faceted spirit of the project. The project also

distinguishes between developers who are active and those who are not within the community.

Core developers who do not contribute to the code for six or more months have their status

changed to "Following the white rabbit". However, if a developer starts contributing to the

code again, he/she is moved back into active status. These “white rabbit followers” can also be

moved to a permanently disengaged status at their request, and as such they lose their access to

the OpenSimulator repository server.

       Our investigation revealed that a core principle of the OpenSimulator community is that

simple and naive solutions are appreciated as developers aim to make the code as simple,

structured, and readable for newcomers as possible. Introducing new technologies that would

increase thresholds for installing and using the code in different environments are discouraged

in order to facilitate maximum compatibility. The OpenSimulator project aims for better code

reuse and prefers incremental improvements to profound rewriting. This translates into the fact

that the developers try to avoid profound refactoring since it destabilizes the project and the



	
                                                                                                       20
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


community. However, one of the benefits of OpenSimulator as is generally the case in other

open source communities is that when there is a highly controversial decision about the kernel,

developers have the right to fork the project if they do not agree with the direction the

community decides to take.

          During the four years of the project we analyzed, there were a total of 34 developers

who were at one point classified as Active Core Developers: Academics 3 (8.8%),

Entrepreneurs 14 (41.2%), Hobbyists 8 (23.5%), Large Firm Employees 5 (14.7 %), and SME

Employees 4 (11.8%). However, Ohloh identified that there were 87 committers during the

same four years. Of these 5 (5.7%) were Academics, 25 (28.7%) Entrepreneurs, 21 (24.1%)

Hobbyists, 9 10.3%) Large Firm Employees, 6 (6.9%) SME Employees, and 21 (24.1%) were

not identifiable due to lack of information provided by the committer. An analysis of these 21

who were not identifiable revealed that they were minor contributors since during the entire

period all had 15 or fewer commits and on average had only five commits. Among those who

were identifiable, there were no Non-profit, Public Sector, or Research Institute individuals

contributing code. Table 2 provides an overview of the stakeholder affiliation of the Active

Core Developers at the end of each period as well as the top 20 Ohloh committers during each

period.

          On the Ohloh site, committers are also relatively ranked on a scale of 1-10 (10 highest

rank). An Ohloh community member can assign “Kudos” to any other member contributor

based on his/her appreciation or respect for the contributor as well as take these Kudos back if

he/she so desires. Of the ten individuals who received the highest ranking of “9” kudos during

the four year period, five were Entrepreneurs, two were Hobbyists, two were Large Firm

Employees, and one was an Academic,

          This analysis reveals a clear dominance of Entrepreneurs both in quantity and quality of

code development, indicating the importance of this stakeholder group’s resource contribution



	
                                                                                                         21
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


to the community. Hobbyists were relatively less active; however, over time they represented a

larger portion of the commits to the OpenSimulator project growing from 10% to 30% of the

top 20 committers during the two time periods. Large Firm Employees were somewhat more

active than Academics, with Large Firm Employees growing somewhat in importance from

period one to two. SME Employees displayed a similar pattern to Hobbyists during the first

period but completely ceased their activity during the second period. Finally, there were no

contributions from the other categories of Non-profit, Local Public Sector, Federal Public

Sector, or Research Institute during either period.

                                                    TABLE 2
                          Overview of OpenSimulator Developers on Wiki and Ohloh
                               August 2007 - September 2009               October 2009 – October 2011
                             Active Core         Ohloh Top 20          Active Core          Ohloh Top 20
        Stakeholder          Developers           Committers            Developers           Committers
         Affiliation      # Inds % Total       # Inds   % Total     # Inds    % Total     # Inds    % Total
          1-Academic        2       10%         2        10%           1           8%            1            5%
        2-Entrepreneur      8       40%        11        55%           7          58%            9           45%
          3–Hobbyist        4       20%         2        10%           2          17%            6           30%
         4-Large Firm       3       15%         3        15%           2          17%            4           20%
         5–Non-profit       0        0%         0         0%           0           0%            0            0%
        6-Local Public      0        0%         0         0%           0           0%            0            0%
       7–Federal Public     0        0%         0         0%           0           0%            0            0%
        8-Research Inst     0        0%         0         0%           0           0%            0            0%
            9-SME           3       15%         2        10%           0           0%            0            0%
             Total         20      100%        20       100%          12         100%           20          100%


              Additionally, there are a considerable amount of community members who contribute

bug reports, patches, testing, and maintenance work to the OpenSimulator project, who listed

themselves on the OpenSimulator Wiki. In the first period, there were 64 people, of which we

coded 62 with an organizational affiliation: Academics 4 (6.5%), Entrepreneurs 21 (34%),

Hobbyists 23 (37%), Large Firm Employees 11 (18%), Federal Public Sector 1 (1.5%), and

SME Employees 2 (3%). In the second period, there were 84 people, of which we coded 81

with an organizational affiliation: Academics 7 (9%), Entrepreneurs 25 (31%), Hobbyists 31

(38%), Large Firm Employees 13 (16%), Federal Public Sector 2 (2%), and SME Employees 3

(4%). In both periods, we found a slightly higher number of Hobbyists than Entrepreneurs


	
                                                                                                                 22
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


with a larger relative increase of Hobbyists in period two. Academics also increased their

participation noticeably from period one to two.

       A second important resource to the community is the developer mailing list, which

serves as both a forum for collaboration as well as an information archive. During the first

period, there was a total of 7654 messages posted by 251 unique individuals with an average of

30.5 messages per individual and during the second period 2942 messages posted by 229

unique individuals with an average of 12.8 messages per person. We coded each individual

who had made more than four posts during either of these time periods with his/her stakeholder

affiliation – a total of 138 individuals in period one and 101 individuals in period two. An

investigation of the content of the messages made by people posting four or fewer posts during

both these periods revealed that the majority of questions or posts were either spam or

questions or messages that were not relevant to the community and thus received no response.

Thus, we chose this cutoff as we did not consider those making four or fewer posts during a

two-year time period to be contributing to the community. The resulting number of messages

in period one was 7424 posted by 138 individuals - 54 messages per person, and in period two

2696 posted by 101 individuals in period two - 27 messages per person.

       Of note is that during the first period, 119 individuals (86%) of the 138 actively posting

individuals were easily tied to their real life identity while only 19 individuals (14%) acted

anonymously in terms of being able to code them with a “real life” identity. However, we

could code 14 (10%) of these 19 individuals with a stakeholder affiliation since they had well-

established online identities such as in the virtual world of Second Life or through their own

websites, blogs, etc. Several of these even acted as avapreneurs, i.e., entrepreneurs selling

virtual goods or services through their avatars (Teigland, 2010). Thus, only five (3.6%) acted

truly anonymously, and we coded these as Hobbyists since there was no evidence either online

or in their postings to the mailing list that they were affiliated with any kind of organization or



	
                                                                                                         23
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


had entrepreneurial interests. In the second period, 82 individuals (81%) of the 101 individuals

actively posting were easily tied to their real life identities, eight (8%) had well-established

online identities, and the remaining. 11 individuals (11%) acted truly anonymously and thus

were coded as Hobbyists.

        In terms of demographic attributes, the majority of the identifiable individuals were

working age males with a technical background from the Northwestern hemisphere, e.g.,

Europe and North America, and who were capable of communicating in English. However,

there were several members from countries such as Japan, Australia, and Malaysia, thus the

community was spread across 22 time zones. An extra note is that the Active Core Developer

group comprised individuals spread across 18 time zones. Tables 3a and 3b contain descriptive

statistics for participation among the various stakeholder groups during each of the two time

periods.

                                            TABLE 3a
                        OpenSimulator Mailing List Contributors – Period One
         Org. Affil.       # Individuals   % Total     # Messages         % Total         #Msg/Ind
         Academic                12           8.7          857              11.5            71
        Entrepreneur             47          34.1         3386              45.6            72
          Hobbyist               39          28.3         1396              18.8            36
         Large Firm              18          13.0         1191              16.0            66
         Non-profit               3           2.2           60               0.8            20
        Local Public              2           1.4           29               0.4            15
       Federal Public             1           0.7           21               0.3            21
       Research Inst              1           0.7           25               0.3            25
            SME                  15          10.9          459               6.2            31
           Total                138         100%          7424             100%             54


                                            TABLE 3b
                        OpenSimulator Mailing List Contributors – Period Two
         Org. Affil.       # Individuals   % Total     # Messages         % Total         #Msg/Ind
         Academic                14          13.9          594              22.0            42
        Entrepreneur             39          38.6         1376              51.0            35
          Hobbyist               30          29.7          437              16.2            15
         Large Firm              11          10.9          177               6.6            16
         Non-profit               2           2.0           29               1.1            15
        Local Public              1           1.0           14               0.5            14
       Federal Public             1           1.0           14               0.5            14
       Research Inst              0           0.0            0               0.0             0
            SME                   3           3.0           55               2.0            18
           Total                101         100%          2696             100%             27


	
                                                                                                        24
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


       We find a pattern here similar to the above analysis. The Entrepreneurs dominate in

terms of resource contribution with 34% in period one and 39% in period two of the total

mailing list population and with 46% and 51% of the total body of messages, thus giving them

a relatively high message-to-individual ratio (72 and 35). The second largest group of

individual members, Hobbyists (28% and 30%), generally has a considerably lower message to

individual ratio (36 and 15) while Academics (71 and 42) or Large Firm Employees (66 and

16). Moreover, SME Employees, while just slightly under in number compared to Large Firm

Employees during period one, decreased significantly during period two and have a

considerably lower message to individual ratio (31 and 18). The remaining Non-profit, Public

Sector, and Research Institute individuals participated the least in both absolute and relative

terms with a message-to-individual ratio between 15 and 25 in period one and between 0 and

15 in period two. Noticeable in the comparison across time periods is the universal decrease in

the message per individual ratio across all stakeholder groups indicating that the time period

around October 2009 was a key period where a dramatic shift in the community occurred.

       To analyze the content of the messages posted to the mailing list, we conducted a word

burst analysis of the content of the messages posted during the two time periods (tables 4a and

4b). A word burst analysis identifies the words that are most characteristic of a certain person

or group (Kleinberg, 2004). Thus, it does not show absolute frequency but instead identifies

the words that are most overrepresented in a sample or portion of a text compared to the entire

text using the "probabilistic generative model", i.e., more characteristic words rank more

highly than less characteristic words of a person or group compared to the group as a whole. A

comparison of the word burst method with other methods shows that the burst method

produces results that are more refined compared to cruder measures provided by the methods

in the comparison group (Kleinberg, 2004). We generated a word burst for each stakeholder

affiliation group, which identified the words that were most overrepresented in the messages



	
                                                                                                       25
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


posted by the respective group compared to the sum of all messages by all groups during each

time period. For example, while Academics use the word “user” more frequently in absolute

terms than “inventory”, compared to the average, Academics use “inventory” more often than

“user”. This analysis gives an indication of the type of issues each stakeholder group is

discussing and can be seen as an indication of the type of resource that it is contributing to the

community.

                                                              TABLE 4a
                   30 Most Characteristic Words per Stakeholder Affiliation – Period One
  Academics       Entrepreneur   Hobbyist     Large Firm      Non-profit       Local Public      Federal Public      Res Inst.             SME
   inventory            state      debug     availabletype         hints           stolen            currency       behaviour           portability
       user              join         osg      processing          help           centos               money         geometry             openid
      really         obscures      saving           file          tested             ceo                 risk           states           metadata
     servers           night     succeeded        worlds        internal            info               losing         vehicle               asset
      think            pages       osgrid          users         similar          screen            chatrooms        phantom            userserver
      server           scene       shape      mathematics      correctly             sue            commerce           integer      inventoryserver
    millions          region        guest         center       bitsystem            free              inworld            unit         regionserver
     region           believe    functions          tree         sanded             sued               owner          physics              script
   addresses          physics      guests          wrote         people          terminal               legal            state             goods
    different      prerouting        grid           next      understood            ward                 due        appenders               class
inventoryserver         core        value       approach          router            loss           educational          patch            executed
    modules          currency       build       computer           map               svn             solutions      everybody              assets
       grid         incoming         sims           rest        regions          override               core            body            assetbase
      agent          revision      project    attachments        viewer           release           monetary         collision            inform
     service      opencurrency      allow          asset       computer          viewing            argument            prim               cable
   hypergrid         separate     regions        respond           host            wrote         implementation       options            compiler
     search            model       assets          corp.        precious          having            corruption      geometries            plugins
    registry         propose         fatal         math      programmers            urge              devolve      independant            packet
        set           sounds      notions          types         scripts         readable            essential          zone          scriptengine
     scenes             local      logins        printing        locally         confirm.         opencurrency        logging               lock
     people             joint        total      machines           next        current/trunk           scope      initialrotation         service
    register       application    running      utilization     instances    supportinformation      immature        printstatus           private
    services         assigned      plazas    dissemination     priorities        widows                 plans        vehicles              lively
     session           points     vehicle      prohibited          sim               file              claims          hidden          neighbours
     system               tag         cba      privileged     configured        immediate            software          shapes               tests
       push          memory        mono          separate      software             copy                case          cultures              hack
        cap             prim      perhaps         review           part          flavored         samplemoney     initialposition          touch
      happy            think      patches       emulator        holding            lends              external       globally              return
    regions          defaults    copyright     pervasive        website           wished               dollars           flag          servicebase
    security          objects       tester        vector         height         bandwidth           functions      initialization     creationdate




            During the first period, we found that Academics focus on the development of the

underlying platform and technology infrastructure as the words they use are inventory, servers,

regions, modules, etc. The focus for the Entrepreneurs tends to be more on the development of

the actual use of the OpenSimulator virtual world, e.g., night, scene, region, physics, currency.

The Hobbyists are concerned with testing and debugging the software, e.g., debug, functions,

fatal, patches, etc. For the employees, Large Firm Employees seem to be interested in data



	
                                                                                                                                              26
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


 processing and visualization while the SME Employees are focused on programming since

 their words are very programming oriented. The Non-profits have issues related to installation

 and the use of OpenSimulator while both the Public Sector categories discuss legal and

 financial issues.

                                                               TABLE 4b
                   30 Most Characteristic Words per Stakeholder Affiliation – Period Two
Academics       Entrepreneur       Hobbyist     Large Firm     Non-profit      Local Public     Federal Public       Res Inst.            SME
        hg              we         bulletsim       updates      education         research          testclient       behaviour           admin
       wifi          state             wiki      sciencesim        socket               sl               bot         geometry              item
    master       established           pm             trust     exception          project          gridclient         engine       megaregions
      info             join       documents       testclient     initiative       beneficial      appearance           states             prims
    scholar         never             bots           queue         forums       educational           avatar           vehicle           viewer
    robust           night             part       adaptive          failed            hud            minutes         phantom          megarion
   timeout          pages          testclient         voice     endpoint             failed             skull         integer             trees
regionstore         scene             next             dsg          debug       comfortable           enable             unit               add
 freeswitch         region             kins     pronounced       respond            boxed              using          physics           linkedin
 university        believe            wise             bots       request         declined               lot            state           scalable
   version        obsolete            outfit        viewer          trace           sciland          answer         appenders            names
       line        physics      documentation       simian          string          stupid           problem            patch         inventory
 connector            core         authority    appearance          inner          colleges             grey          collision            root
       lgpl        modules           install        packet       element          develops        megaregion            prim              robot
  migration       currency            users      retransmit          next     maliciousintent        position    application/ms       sequence
    offline       incoming           gravity       distance    connection         medicine         simulation         options       mobilephone
      note         revision            olg         packets           part          newbies          opensim              api                file
  resource      opencurrency        newest         priority       boolean          phenom            runned         geometries       coordinates
    branch        separate        framework       algorithm     receiving        reassuring             help            zone           pinkutus
  updating          model           backup        iteration        period         operator            object          logging       prisonplanet
      tiles        propose          flotsam            lgpl        unable       perspective       apperance           vehicles             next
   tracking          fields          varies         infinity     portales            team             stored           shapes             grass
publications     definitively         years             gpl       timeout         endlessly           assess          cultures          services
    simian           local             use         network            int     grid/standalone        retrieve     initialposition          part
     notes            joint         display         discuss         unity       speculations       disturbing         globally           archive
  userstore      application       personal      bandwidth      getfolder             luck          inherited            flag         regioninfo
      map            forge          genuine          linden         stack          moving        independant       initialization        sensor
  handlers        assigned          physical         graph         thanks          settings          actually         settings          noticed
    licence         points             kin         queuing        attempt        projectand      manipulating          logger          following
  sciences          guess            patent            city       sending        repeatable           figures       testavatar      opensimbase




               During the second period, we found that Academics shifted focus slightly to the

 research of virtual worlds and their application to the university environment by using such

 words as scholar, publications, Simian, and university, version, info, etc. The focus for the

 Entrepreneurs remains relatively stable with a more pronounced tendency towards the

 monetization of the OpenSimulator virtual world, e.g., opencurrency, currency, and application

 development, e.g., modules, fields, revision. The Hobbyists also seemed to have shifted

 slightly with more interest in software use, e.g., documentation, wiki, install, display, backup,

 etc. For the employees, Large Firm Employees continue to maintain interest in the technical



 	
                                                                                                                                         27
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


infrastructure and application of virtual worlds in specific areas, e.g., network, packets,

sciencesim, scisim, etc., while SMEs focused almost exclusively on application development.

The Non-profits have shifted towards understanding the more technical aspects of

OpenSimulator while the Public Sector stakeholders are focused on the use and application of

virtual worlds.

       Another resource that has been highly noted in the literature and that we confirmed in

RQ1 is passion of individuals, or devoted enthusiasm for the community’s goals, within the

community (Faraj et al., 2011). To identify those who demonstrated passion, we conducted a

degree centrality analysis of the mailing list postings. We chose degree centrality because it

considers the absolute number of times people posted compared to others. Entrepreneurs lead

in terms of contribution as 6-7 of the top 10 and the top two most central individuals were

Entrepreneurs in both periods. Of note is that these top 10 individuals were also among the

highest in quantity and quality committers noted above and nine were Active Core Developers

in the first period and six were Active Core Developers in the second period.

       We then took a first step at mapping our findings onto the table in terms of which

stakeholder affiliation groups are involved in contributing which resources to OpenSimulator

in order to begin to understand their influence as stakeholders within the OpenSimulator

community. At this point, we cannot complete the resource and capability table (table 5);

however, this table will be used to guide our research as we proceed with investigating the

sustainability of the OpenSimulator community. We have inserted an X in the box where we

have found support for this stakeholder affiliation group to be the dominant resource

contributor, i.e., other stakeholder affiliation groups may be contributing as well, throughout

the two time periods.

       One observation from our analysis is that the valuable intangible resources and support

human resources and capabilities are not easily connected to originating from one stakeholder



	
                                                                                                       28
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


group. Rather, these resources and capabilities are developed within the community through

everyday interactions between the diverse individuals comprising the community and in

particular within the Active Core Developer Group. One means to better understand these

interactions is through a social network investigation of the structure of the relationships,

which we turn to in the next section.

                                              TABLE 5
                 Initial Overview of OpenSimulator Resource and Capability Contribution
                                                     Acad   Entrep   Hobby   LrgFi    NonP    FedPub    LocPub    ResIn   SME
  Primary Tangible Resources
  Technology infrastructure, eg servers               X                        X
  Information archives                                        X
  Primary Intangible Resources
  Technology
  Copyrights
  Primary Human Resources
  System architecture skills
  Programming skills                                          X
  Debugging skills                                                    X
  Patching skills                                                     X
  Implementation skills, e.g., grid running                           X
  Intellectual property skills
  Primary Capabilities
  Code development                                            X
  Installation                                                        X
  Seamlessness w other technologies & applications    X
  Keeping pace with potentially competitive                                    X
  technology developments
  Creating awareness of OpenSimulator                                 X
  products/services

  Support Tangible Resources
  Financial
  Support Intangible Resources
  Culture
  Reputation                                                                   X
  Legitimacy                                                                   X
  Support Human Resources
  Information management/archival skills
  Communication and collaboration in virtual envts
  Dialogue skills
  Conflict resolution skills
  Negotiation skills
  Intellectual property right skills
  Commitment
  Loyalty
  Support Capabilities
  Complex project management
  Virtual organizing
  Cross-cultural management
  Human capital development
  Business intelligence
  Energizing                                                  X
  Resolving tensions
  Negotiating motivations & timeframes
  Achieving collective competence
  Managing fluidity
  Attracting resources to community
  Attracting talent to the community
  Managing external risks and shocks




	
                                                                                                                            29
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


RQ3: What characterizes the structure among the different stakeholders of a private-collective

community?

       To investigate our final question, we turned to social network analyses using the

OpenSimulator Developers mailing list. The interactions taking place on this mailing list

represent the day-to-day interactions that Freeman (2005) refers to as one of the three

stakeholder relationship levels to be investigated; the other two being the organization as a

whole and the organization’s processes or standard operating procedures. Our first analysis was

to generate the overarching network graphs based on an individual’s replies to others in the

community. We included the entire population of both senders and receivers on the mailing

list for the two time periods. Figures 2 and 3 provide four snapshots of the network for the two

time periods: Figures 2a and 3a include all ties, Figures 2b and 3b include those who have ties

with at least two others, Figures 2c and 3c include those who have ties with at least three others,

and Figures 2d and 3d include only those who have ties with 10 or more people.

       Figure 2a is a highly connected component with a dense core and loosely connected

periphery. What becomes evident in the first period is that the inner core is composed primarily

of Entrepreneurs and Large Firms, with the Large Firms clustering more on the left hand side

and the Entrepreneurs more on the right hand side of the core. Moving out from the core there

seems to be a pattern of rings based on stakeholder affiliation: first Large Firm Employees,

then SME Employees, then Hobbyists, and then the Periphery, i.e., those who sent four or

fewer messages during either of the two time periods. The Academics seem to be sprinkled

throughout. When reducing the network between Figures 2b and 2c, the Periphery becomes

disconnected. These individuals were not active community contributors, i.e., responding to

other community members’ posts, so even if they did post messages or pose questions to the

community, the community did not respond to them. Figure 2d further reveals that there is a

tightly knit core group driving the network during the first period.



	
                                                                                                        30
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


                                        FIGURE 2 a-d
          Network Structure of OpenSimulator Developer Mailing List – Period One




       Turning to the second period, we find quite a different pattern. First, the network itself

is much sparser than the previous time period. Overall interaction among individuals decreases

particularly within the core of the network (comparing Figure 3a to 3d).                     Figure 3a

demonstrates that the core of the network is primarily composed of Entrepreneurs, Hobbyists,

and Academics versus the previous time period.           Entrepreneurs and Hobbyists remain

generally dispersed across the entire network (similar to period one) while Academics disperse

across the lower left side and center of the network. Large Firms have shifted towards the

periphery of the network in period two indicating that Large Firms have decreased their

participation and moved more towards maintaining an awareness of the developments of the

OpenSimulator community versus direct involvement in its direction. In fact, Large Firms

appear to cluster more towards the lower left side of the network suggesting interest in specific

subsets of the community versus the entire community (e.g., focused attention on virtualization



	
                                                                                                       31
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


in virtual worlds versus the overall virtual world community). Also, Academics and Hobbyists

have taken a progressively more central role within the community serving as connectors

between several Entrepreneurs and Large Firms. The few remaining SME Employees are also

more clustered around the lower right side of the network away from the Large Firms, possibly

indicating a strategic shift for SMEs away from competing directly against Large Firms. The

remaining stakeholder groups appear in pockets of the network; however, they are dispersed

with no discernible pattern.

                                       FIGURE 3 a-d
          Overall Structure of OpenSimulator Developer Mailing List – Period Two




       A further investigation revealed that member degree and eigenvector centrality are

characterized by a long-tail, further confirming our above analyses of an active core. We

conducted an eigenvector centrality test since this measures the influence of a node in a

network through assigning relative scores to all nodes in the network based on the concept that

connections to high-scoring nodes contribute more to the score of the node in question than


	
                                                                                                      32
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


equal connections to low-scoring nodes. These tests revealed again the high influence of

Entrepreneurs throughout both time periods (table 6). Noticeable when comparing across time

periods is the sudden decrease in the diversity of the most central community members from

Entrepreneurs, Academics, Large Firms, and Hobbyists in period one to Entrepreneurs,

Academics, and Hobbyists only with Entrepreneurs remaining the most influential and largest

stakeholder group of the most central community members. To fill the void created by the

turnover of the Large Firm Employees, Academics and Hobbyists became more active. This

suggests a key structural pattern for sustaining the community is the participation of multiple

stakeholders with one dominant stakeholder group (e.g., Entrepreneurs) driving the bulk of the

community activity.

                                           TABLE 6
                              Centrality of Top 10 Community Members
                                     Period One              Period Two
                                 Aug 2007- Sept 2009     Oct 2009 – Oct 2011
                        #         Eigen       Degree      Eigen       Degree
                        1        Entrep       Entrep      Entrep      Entrep
                        2        Entrep       Entrep      Entrep      Entrep
                        3        Entrep       Entrep      Acad         Acad
                        4        Entrep       Entrep      Entrep      Entrep
                        5         Acad          Acad      Entrep      Hobby
                        6         Large        Large      Entrep      Entrep
                        7         Large        Large      Hobby       Entrep
                        8        Entrep       Entrep      Entrep      Hobby
                        9        Hobby        Hobby       Hobby       Entrep
                       10        Entrep       Entrep      Acad         Acad
                       10        Hobby        Hobby       Entrep      Entrep


       Additionally, we examined whether a clustering effect occurred within the community

based on stakeholder affiliation. A hierarchical cluster analysis revealed a low degree of

diverse clustering in both periods. At times issues would be discussed by only two (and in a

low number of cases three) people, indicating that the community is characterized by a high

degree of interaction between all members regardless of affiliation.

       Looking at the fluidity of the members from period one to period two (figure 4), we

find a distinct pattern in which active members during both periods (red nodes) cluster together


	
                                                                                                       33
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


while new members in period two (blue nodes) cluster together. Interestingly, the new

members cluster around one central person who was active in both periods (red node in the

lower right side) suggesting that this individual plays an ambassador role to bridge the “old

guard” of the community to the rising new members. Interestingly, this node is located away

from Large Firms and closer to Hobbyists and Entrepreneurs, which may influence the future

shape of the core of the network as these newcomers will have more direct contact with key

members of the community. Also, the clear separation of active individuals in both periods

and newcomers active in period two suggests that the virtual world community may be

entering a maturity phase where the foundation issues for developing and maintaining a virtual

world (e.g., processor configuration, hosting) have been resolved and the new members are

focused on application and use. Thus, a potential differentiating point between server-side

developers and client-side developers may be emerging which would make the individuals that

connect these two groups increasingly important to sustaining the community and protecting it

from forking.

                                         FIGURE 4
                      Member Turnover from Period One to Period Two




	
                                                                                                      34
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


       In terms of member turnover by stakeholder affiliation (table 7), we find an overall net

decrease in member participation over time with only three groups slightly increasing.

Entrepreneurs and Hobbyists, the largest two membership groups both lose a large share of

members but also receive a new influx of members resulting in moderate decreases overall

suggesting a healthy turnover of membership may be needed in these groups to sustain the

community, i.e., new ideas and skillsets entering the community through turnover.

                                           TABLE 7
                              Member Turnover by Stakeholder Affiliation
                   Stakeholder
                    Affiliation    Member Loss     Member Gain        Net Change
                    Academic            4               8                  4
                   Entrepreneur        22              17                  -5
                     Hobbyist          21              20                  -1
                    Large Firm          7               0                  -7
                    Non-profit          0               1                  1
                   Local Public         2               1                  -1
                  Federal Public        0               1                  1
                  Research Inst         1               0                  -1
                       SME              7               1                  -6
                     Periphery         91              83                  -8
                       Total          154             132                 -22



       Finally, based on Rowley’s discussion (1997) related to the overarching network

structure of stakeholder relations, we collapsed the node graphs based on stakeholder affiliation

for both time periods (figures 5a and 5b). Since OpenSimulator is not an official organization

with a focal organization, we ran two analyses: 1) we collapsed all individual nodes into one

node based on his/her stakeholder affiliation, and 2) we separated out the Active Core

Developers at the end of each period and collapsed these to make a focal organization and then

collapsed the remaining nodes based on stakeholder affiliation.




	
                                                                                                       35
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


                                             FIGURE 5a
           Collapsed Node Structure: Left without Core and Right with Core – Period One




                                             FIGURE 5b
           Collapsed Node Structure: Left without Core and Right with Core – Period Two




       Both pictures indicate that there is a high degree of density in the overarching structure

with the stakeholder affiliation groups highly connected with one another. Not surprisingly, the

Entrepreneurs are the most central in the left figure for both periods one and two while

Academics become more central in period two. However, what is interesting in the right figure

is the centrality of the Hobbyists in the community. As noted in the figures above looking at

the network at the individual level, we found that while they were not so central, Hobbyists are

well distributed around the network and interacting with a relatively more diverse set of others.

This suggests that each group sustains the community through role specification.

Entrepreneurs and, more recently, Academics assume the role of acting as central points of



	
                                                                                                       36
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


contact that direct the actions of the community (through code contributions and influencing

the network through maintaining strategic ties) and Hobbyists disperse throughout the

community making them strategically important for developing a holistic view of what work is

being performed in the community.        Large Firms remain members of the community to

provide access to key infrastructural resources, e.g., processing, storage, but maintain a loosely

affiliated connection, which allows them to tap into the community when needed, i.e.,

complementary assets.

                                         DISCUSSION

The purpose of our research is to shed some light on the overarching question: how do private-

collective communities sustain themselves despite the divergent interests within the

community? We developed three research questions based on a stakeholder perspective to

resource dependence theory with the intention of raising the level of analysis from that of the

individual, e.g., participation motivations, to the level of the community, i.e., resource and

capability needs of the community. As mentioned earlier, resource dependence theory states

that three environmental conditions may influence a structure: 1) centralization of power and

influence, i.e., stakeholder groups, 2) munificence, i.e., scarcity of resources held by

stakeholders, and 3) connectedness or linkages among individuals, i.e., network structure,

(Pfeffer & Salancik, 1978). The analysis for our first research question RQ1: What are the

resources necessary to sustain a private-collective community?, revealed an extensive list of

resources and capabilities not previously presented in a compiled format in the literature. The

principle finding was that while most primary tangible, intangible, and human resources are

brought to the community by individual members, OpenSimulator’s sustainability is dependent

upon the community’s development of a complex set of support capabilities that exceed those

required of a virtual IT project.

       Turning to RQ2: Who are the stakeholders of a private-collective community and what



	
                                                                                                        37
Setting the Stage – Teigland, Di Gangi, & Yetis 	
  


resources do they contribute to the community?, our analysis provided some unexpected

findings. Previous literature has analyzed the different stakeholders of open source

communities by mainly separating them into two groups: firm-sponsored individuals and

hobbyists (e.g., West & Gallagher, 2006; Dahlander & Wallin, 2006) or need-driven and

hobbyist participants (Shah, 2006). While Shah (2006) lists the different motivations and

resources these two different groups bring to the community, this analysis of the need-driven

participants does not consider a deeper or more granularized understanding of the stakeholders

involved. Notable from our research was the dominant presence of Entrepreneurs in this

community across multiple time periods and the relatively weak presence of Hobbyists, which

is counter to traditional open source software communities. Entrepreneurs are the driving

engine of this community and contribute the most in terms of resources – developing code,

helping and sharing with others, energizing, coordinating, etc., while Hobbyists, even though

they were a sizable portion of the community in absolute numbers, contributed with a few

exceptions much less to the community than expected. This is not to say that Hobbyists are not

of value, merely that the collective output of the primary resource that this group provides to

the community may be overrated by practitioners and researchers alike.

       Furthermore, Large Firm Employees and Academics were equal or more active in

contributing resources to the community than Hobbyists and SME Employees in period one,

while Academics and Hobbyists were more active in contributing resources in period two.

Surprisingly, SME Employees were the least active in the community, not counting the more

or less unrepresented Non-profits, Public Sector Organizations, and Research Institutes. Thus,

our findings provide support for taking a more fine-grained approach when investigating issues

of resource contribution and community sustainability than the previous grouping of need-

based individuals into one category or dividing members into firms and hobbyists.

       An initial mapping of stakeholders to the list of resources and capabilities developed in



	
                                                                                                       38
Teigland, di gangi, & yetis setting the stage sunbelt
Teigland, di gangi, & yetis setting the stage sunbelt
Teigland, di gangi, & yetis setting the stage sunbelt
Teigland, di gangi, & yetis setting the stage sunbelt
Teigland, di gangi, & yetis setting the stage sunbelt
Teigland, di gangi, & yetis setting the stage sunbelt
Teigland, di gangi, & yetis setting the stage sunbelt
Teigland, di gangi, & yetis setting the stage sunbelt
Teigland, di gangi, & yetis setting the stage sunbelt
Teigland, di gangi, & yetis setting the stage sunbelt
Teigland, di gangi, & yetis setting the stage sunbelt
Teigland, di gangi, & yetis setting the stage sunbelt

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Teigland, di gangi, & yetis setting the stage sunbelt

  • 1. For presentation at INSNA Sunbelt XXXII, Redondo Beach, CA, March 2012 SETTING THE STAGE: EXPLORING THE SUSTAINABILITY OF A PRIVATE-COLLECTIVE COMMUNITY Robin Teigland Department of Marketing and Strategy Stockholm School of Economics Stockholm, Sweden e-mail: robin.teigland@hhs.se Paul M. Di Gangi Department of Information Systems and Operations Management Loyola University Maryland Baltimore, MD e-mail: pmdigangi@loyola.edu Zeynep Yetis Department of Marketing and Strategy Stockholm School of Economics Stockholm, Sweden e-mail: zeynep.yetis@hhs.se March 2012 Please do not quote or cite without permission from the authors. Acknowledgement: We would like to sincerely thank the OpenSimulator Community for their openness and helpfulness in conducting this study. It has been a real pleasure and extremely interesting to work with all of you! We would also like to thank Tomas Larsson and Christina Huitfeldt for their support in our data collection and analysis.
  • 2. Setting the Stage – Teigland, Di Gangi, & Yetis   SETTING THE STAGE: EXPLORING SUSTAINABILITY OF A PRIVATE-COLLECTIVE COMMUNITY ABSTRACT While private-collective communities, such as open source communities engaging directly with firms, are argued to provide the “best of both worlds” for knowledge creation, a fundamental question is how can a community built using private resources and operating with the ideals of a collective, sustain its operations and continue to produce attractive rewards for all parties involved? In this study, we propose that a stakeholder perspective using resource dependence theory might shed light on this question, and as such, we develop three research questions: RQ1) What are the resources necessary to sustain a private-collective community?, RQ2) Who are the stakeholders of a private-collective community and what resources do they contribute to the community?, and RQ3) What characterizes the structure among the different stakeholders of a private-collective community? To investigate these questions, we conducted an exploratory case study of OpenSimulator, an open source community comprising a multitude of different actors developing a multi-platform, multi-user 3D application server that enables individuals and firms to customize their virtual worlds based on technology preferences. Analyses using semi-structured interviews, longitudinal archival data, word bursts of mailing list messages, and social network data of the community for the period August 2007 to October 2011 revealed how the interrelations among the various stakeholder groups influence the community’s sustainability over time, thus enabling us to come closer to fulfilling our ultimate aim of understanding the dynamics of a private-collective community. Keywords: private-collective, online community, emergent forms of organizing, social network analysis, resource dependency, stakeholders, open source software, virtual worlds   2
  • 3. Setting the Stage – Teigland, Di Gangi, & Yetis   INTRODUCTION Knowledge creation is one of the fundamental drivers of value creation in society and the firm- based model has generally been heralded by practitioners and researchers alike as the primary source of knowledge creation. However, researchers have increasingly turned their attention towards challenging this assumption and have begun to explore models that focus largely on collective environments as a means to create knowledge (e.g., Lee & Cole, 2003). These models have been juxtaposed with one another as they differ in their underlying assumptions. The firm-based model assumes support by private investors who expect to receive returns from private goods through efficient regimes of intellectual property protection while the community model is based on "collective action" in which innovators collaborate to produce a public good characterized by non-excludability and non-rivalry (von Hippel & Von Krogh, 2003). von Hippel & von Krogh (2003) proposed a hybrid model labeled the “private- collective” model, which is characterized by 1) private individuals investing resources but forgoing any potential returns by freely revealing their innovation to the community and 2) firms that base some or all of their profits on the products or services developed by the community (Dahlander & Magnusson, 2008). While von Hippel & von Krogh suggest that private-collective communities provide the “best of both worlds” for knowledge creation, their sustainability is dependent upon the ability of the different community actors to strike a balance between their often conflicting values, norms, and goals - a process that may be especially difficult when the community is faced with an external environment characterized by turbulent change. While research and industry demonstrate that firms organize value creation activities through formalizing their organizational boundaries and acquiring resources to develop commercially attractive products and/or services for consumers, we know relatively little about how a community comprised of numerous actors with divergent interests is able to adapt its   3
  • 4. Setting the Stage – Teigland, Di Gangi, & Yetis   organizing practices to sustainably achieve its goals. Understanding how private-collective communities sustain themselves adds a layer of complexity to a relatively unknown model of organizing. How can a community built using private resources and operating with the ideals of a collective achieve benefits that are attractive to all parties in order to sustain its operations and continue to produce rewards for all? Thus, the overarching question guiding this research is the following: how do private-collective communities sustain themselves despite the divergent interests within the community? The purpose of this study is to explore the relationships between different sets of private-collective community actors and investigates the structures and resources by which different actors influence decision making, share power and resources, and self-organize in order to achieve sustainability, i.e., in order “to continue providing benefits for members over the long term” (Butler, 2001: 347). In this article, we propose that a stakeholder perspective using resource dependence theory might shed light on the sustainability of a private-collective community, and we apply this perspective and theory in an exploratory study of the OpenSimulator Community. The next section briefly summarizes the relevant literature on the private-collective form of organizing and identifies three core questions that will be the focus of our investigation. Following this summary, an introduction of the research site and methods is presented before we discuss our analysis and findings. We conclude with contributions and future directions of this research. THEORETICAL BACKGROUND During the past two decades, the widespread global adoption of internet-based communication technologies has led to the development of numerous online communities. Many of the more well-known and researched communities include those within the open source software (OSS) arena, such as LINUX, MySQL, Apache, and GNOME. However, communities are also developing within other knowledge-intensive industries, such as pharmaceuticals, e.g.,   4
  • 5. Setting the Stage – Teigland, Di Gangi, & Yetis   PinkArmy; the physical goods industries, e.g., sports equipment (Franke & Shah; 2003; Shah, 2000); and farm machinery, e.g., Jakubowski, 2011. As the number of communities grow so does participation by firms within them, and these firms are becoming significant players in the economy. For example, in 2006 a sample of 158 firms contributing to open source had a total of 530,000 employees and total annual revenue of €231.4 billion (Mehra et al., 2010; UNU- MERIT, 2006). Within these communities, individuals from across the globe self-organize around a shared interest and common practices to create value through sharing knowledge and innovating. Innovations can take many forms, such as idea generation, realization, prototyping, transfer, and diffusion. The challenge to these communities is that the knowledge produced is often described as a privately produced public good (Kollack, 1998, 1999; Lerner and Tirole, 2002; Johnson, 2001; Bessen, 2001; Weber, 2000; Hars & Ou, 2000; O’Mahony, 2003; von Hippel & von Krogh, 2003). First, this knowledge is the product of private collective efforts by individuals. Second, the knowledge is nonexclusive, i.e., it is available to all, and it is joint in supply, meaning its availability to others does not diminish when consumed by one individual (Snidal, 1979). Thus, the market for this knowledge is not necessarily someone buying a product or service but instead is peers in the community interested in using the knowledge (Dahlander & Frederiksen, 2011; von Hippel, 2005). As a result, the community is a “very rich and fertile middle ground where incentives for private investment and collective action can coexist and where a ‘private-collective’ innovation model can flourish" (von Hippel & von Krogh, 2003: p. 213). However, as we will see below, these communities are also ripe with paradoxes and challenges. Challenges to the Private-collective Model Private-collective communities can be both sources of significant value and of potential pitfalls to firms interested in leveraging them. For example, IBM invests resources into the Apache   5
  • 6. Setting the Stage – Teigland, Di Gangi, & Yetis   community to ensure its continued success so that IBM can turn community outputs into service offerings for their corporate clients that produce significant benefits for IBM. eZ Systems, a Norwegian-based IT multinational, leverages a vast ecosystem of more than 41,000 partners, clients, entrepreneurs, and hobbyists across the globe to support its eZ Publish web content management system, and as a result it continues to receive accolades from both organizations and media about its innovation process. However, not every firm’s partnership with a private-collective is a success story, and there are an equal if not higher number of failures where a firm expends resources with little return on investment or where the community has disbanded due to unsustainable demands or divergent interests (Gartner, 2010). While the initial research in this area focused on individual motivations for community participation, recently the field has begun to investigate the sustainability of online communities and in so doing has identified several factors such as the community’s governance system (O’Mahony & Ferraro, 2007), technology infrastructure (Ma & Agarwal, 2007), and community design (Ren et al., 2007). However, in order for any community to sustain itself through providing valued benefits to its members, the community must ensure continued access to a pool of resources, such as time, energy, money, human capital, and material (Butler, 2001; Rice, 1982). This line of reasoning stems from resource dependence theory as Pfeffer and Salancik (1978: 43) have argued, “because organizations are not self- sustained or self-sufficient, the environment must be relied upon to provide support.” Pfeffer and Salancik (1978) further articulated three characteristics of the environment that influence resource dependence: 1) structural concentration of power and influence, 2) munificence, i.e., scarcity of resources held by stakeholders, and 3) interconnectedness or the patterns of communication and network linkages. While online communities such as support groups or special interest groups require resources such as members willing to spend time and energy sharing their experiences and   6
  • 7. Setting the Stage – Teigland, Di Gangi, & Yetis   knowledge with one another, private-collective communities may require a more complex set of resources. As noted above, private-collective communities are increasingly being discussed as an alternative to the firm-based model for knowledge and value creation. Thus, we would expect that similar to a firm, a private-collective community would need continuous access to a set of tangible and intangible resources such as raw materials, financial resources, equipment and fixed assets, technologies, human capital, and social capital to ensure its sustainability. While previous research has touched on this issue (e.g., Bergquist & Ljungberg, 2001; O’Mahony & Ferraro 2007), research has not yet focused on investigating the resources required for the sustainability of a private-collective community from a stakeholder and resource dependency perspective. This leads us to our first research question: RQ1: What are the resources necessary to sustain a private-collective community? Similar to firms or other organizations, private-collective community members have interests in and are active to varying degrees in the community’s activities and as such can affect or are affected by the achievement of the community’s objectives through their willingness to contribute unique and valuable resources. Organizational researchers define such actors as “stakeholders” (Freeman, 1984: 46). The concept of stakeholders has become embedded in management scholarship (Mitchell et al., 1997) as an approach to help managers understand how they could better manage the firm’s various investors, employees, and interested parties. What is noteworthy is that the term is not synonymous with individuals but also refers to groups or organizations that have an interest in the outcome of an organization’s work processes. In other words, the stakeholder approach is about “groups and individuals who can affect the organization” (Ramirez, 1999: 102). From a resource dependence view, the firm is dependent on environmental actors, i.e., stakeholders, for resources; however, it is this dependence that gives those actors leverage over a firm (Frooman, 1999). As Pfeffer and Salancik (1978) note, resources come with contingent environment considerations that may   7
  • 8. Setting the Stage – Teigland, Di Gangi, & Yetis   influence the direction of the community as well as its sustainability. If a specific subset of the community (e.g., a group of individuals or organizations with a shared attribute or affiliation) maintains specific control over key resources, it can significantly influence the productivity of the collective – thereby shaping the direction of the community. Thus, the basic principle of stakeholder management is to understand who the stakeholders are and how they can be managed strategically such that the organization can achieve its interests (Freeman 1984). In recent years, stakeholder theory has been extended by researchers and practitioners alike beyond that of firms to organizations in general, such as NGOs within the area of natural resource management (Ramirez, 1999). Clearly a private-collective community is not a firm, which tends to be the focus of a stakeholder approach, yet these communities are organized as networks dependent upon the resource contributions of their diverse individual and organizational members, i.e., stakeholders. Additionally, the traditional form of organizing economic value creation is characterized by a structured hierarchical form of governance that remains static over time with different personnel assuming pre-defined roles of decision-making authority. In contrast, collectives (as seen in the OSS environment) are characterized by an organic form of governance that emerges through the fluid social relationships and contributions over time. When combined, the private-collective community tends to demonstrate an emergent governing structure, with some formal governing structures and processes, e.g., the OSS Debian community (O’Mahony & Ferraro, 2007), to manage the interests of their various stakeholders. To date, research has identified two larger groups of stakeholders in private-collective communities: individuals participating on their own behalf and firms whose employees participate in the community on behalf of the firm (e.g., Dahlander & Wallin, 2006). On the one hand, there are individuals who volunteer their free time or are self-employed, and their   8
  • 9. Setting the Stage – Teigland, Di Gangi, & Yetis   motivations have been categorized based on self-determination theory (SDT) (e.g., Deci & Ryan, 1985; Gagné & Deci, 2005): intrinsic (e.g., fun, enjoyment); internalized extrinsic (e.g., reputation, reciprocity, learning, and own-use), or extrinsic (e.g., career and pay) (for a review of this literature, see von Krogh et al., Forthcoming). On the other hand, these communities include individuals who participate and contribute code on behalf of their employers seeking to obtain private benefits (Lakhani & Wolf, 2005; Mehra et al 2010). Firms view communities as potential complementary assets that can be combined with a firm’s internal resources to develop competitive products and services (Dahlander & Wallin, 2006), yet their interests may diverge from the community despite several convergent interests (see O’Mahony & Bechky, 2008 for a review). With the exception of a few studies (e.g., O’Mahony & Ferraro, 2007), research on private-collective communities has primarily focused at the individual level – while not addressing sustainability at the community level. As such, we have a poor understanding of who the various stakeholder groups are as well as what resources they contribute to the community. This leads us to our second research question: RQ2: Who are the stakeholders of a private-collective community and what resources do they contribute to the community? A community’s access to a pool of resources contributed by its stakeholders must then be transformed into benefits relevant for the community’s various interests through social processes (Butler, 2001). In OSS communities, research has found that a two-tiered structure of a core and a periphery tends to emerge that characterizes these social processes on a higher level (Bergquist & Ljungberg, 2001; Lee & Cole, 2003). The core developers are responsible for writing most of the code related to functionality, reviewing and approving code submitted by the periphery, and making most of the decisions about new releases while individuals in the periphery add features and detect, report, and fix bugs (Bergquist & Ljungberg, 2001; Lee & Cole, 2003; Mockus et al., 2000). For example, the core group of developers in the Apache   9
  • 10. Setting the Stage – Teigland, Di Gangi, & Yetis   case accounted for more than 80% of the contributions (Mockus et al., 2000). Individuals in the core group are generally nominated and approved by the community in a democratic process. Contrary to bureaucratic organizations with a formal hierarchy in which individuals progress “up the company ladder” through gaining authority over more employees, individuals in open source communities tend to “progress towards the center” initially due to their technical contributions and then through their ability to coordinate project tasks (Dahlander & O’Mahony, 2011). A considerable challenge, however, to the community’s ability to sustain these social processes is the fact that they are not static entities. Communities are highly fluid – members, interests, and needs fluctuate over time due to the actions of others within the community as well as personal or external events (Faraj et al., 2011). For example, the outcomes that originally motivated an individual’s behavior upon entering a community are not always the same as the outcomes subsequently generated. Some individuals may attain a high status within a community and a select few may even leverage their efforts into high-paying jobs, consulting fees, or public-speaking events - rewards that generally were not among their original motivations (Shah, 2006; Author Blinded, Under Review). As such, resources ebb and flow into, within, and out of the community at a continuous and rapid pace (Faraj et al., 2011). One of the primary concerns of the stakeholder perspective using resource dependence theory is how a focal organization gains access to the resources it needs through its ability to influence key stakeholders. Those stakeholders who control the resources needed by the organization are argued to accrue power, thus creating imbalances among the parties (Mitchell et al., 1997). Initially, research focused on the dyadic relationships between the focal organization and its stakeholders. However, recent research suggests that it is not merely the relationship between the focal organization and its stakeholders that is important to investigate. Rather the overarching network structure among all the stakeholders and the focal organization   10
  • 11. Setting the Stage – Teigland, Di Gangi, & Yetis   should be investigated since an organization’s stakeholders are likely to have direct relationships with each other in addition to the focal organization (Rowley, 1997). In essence, it is the concentration of power as well as the structure of the network within which a stakeholder resides that determines both the ability for the stakeholder to achieve a return on its investment and the community to sustain itself over time (Pfeffer & Salancik, 1978). This approach builds on the social network perspective, which is primarily concerned with the interdependence of actors and how their positions in the network influence their opportunities, constraints, and behaviors (Wasserman & Galaskiewicz, 1994). “Instead of analyzing individual behaviors, attitudes, and beliefs, social network analysis focuses its attention on how these interactions constitute a framework or structure that can be studied and analyzed in its own right” (Galaskiewicz & Wasserman, 1994: xii). One benefit of a social network perspective is that it enables the investigation of the multiple and interdependent interactions that exist within the stakeholder environments (Rowley, 1997). Examining structural characteristics of the overarching stakeholder network can provide insight into the organization’s ability to influence stakeholders in its quest to gain access to necessary resources. While some studies examining private-collectives do apply social network analysis (e.g., Dahlander & Wallin, 2006; Dahlander & Frederiksen, 2011), these tend to be at the individual level and do not take a stakeholder perspective to investigate how the various stakeholder groups embed themselves within the network. This leads to our third and final research question: RQ3: What characterizes the structure among the different stakeholders of a private-collective community? In summary, research on private-collective communities has clearly identified the benefits of firms engaging with collectives for private benefits. However, a complex set of resources, actors, and social structure must develop and evolve based on emergent conditions in order to remain sustainable and beneficial to all stakeholders. Using a well-established   11
  • 12. Setting the Stage – Teigland, Di Gangi, & Yetis   private-collective community based on virtual worlds, we investigate our three research questions to identify potential factors influencing private-collective community sustainability. RESEARCH SITE The OpenSimulator project (http://opensimulator.org) is an online virtual world community that brings together organizations and individuals and as such represents a private-collective community. We chose to use the OpenSimulator community as a focal community for our research for a number of reasons: 1) continuous activity since its foundation in 2007 thus indicating it has been sustainable to date, 2) a private-collective community with well- established firms participating (e.g., IBM and Intel), 3) diverse membership in terms of demographics (e.g., age, educational and professional background, nationality, geographical location), 4) exhibiting a number of characteristics raised in the literature on private-collective communities that can accentuate the development of conflict, e.g., anonymity, intellectual property, and 5) existing within a highly uncertain external environment due to the relative immaturity of the 3D internet industry that can then impact the supply of resources to the community. OpenSimulator is an open source multi-platform, multi-user 3D application server operating under the Berkeley Software Distribution license that enables individuals and firms across the globe to customize their virtual worlds based on their technology and use preferences. The project is powered by the efforts of the community members, who devote their time and energy to the development processes. From its inception in 2007 to December 2011, 101 developers have committed 16,056 submissions to the OpenSimulator project resulting in 338,467 lines of code and an estimated cost (based on the COCOMO model) of $4.99 million dollars (USD). The project has a global reach, crossing 22 time zones, and the community hosts a diverse group of members. The OpenSimulator project has a 3D aspect that facilitates a strong sense of immersion for both its developers and users, setting the project   12
  • 13. Setting the Stage – Teigland, Di Gangi, & Yetis   apart from traditional open source projects. Since the project develops around such a strong communication medium, there are many contributing to and using OpenSimulator, who are very passionate about virtual environments and its power as a platform for social exchange. There are many ways to participate in and contribute to the OpenSimulator project: via IRC (Internet Relay Chat), mailing lists, the Twitter hashtag (#OpenSim), and the OpenSimulator Wiki as well as through individual members’ websites or blogs. Another way to participate is to create an OpenSimulator-related project hosted on SourceForge (http://forge.opensimulator.org/gf/) or elsewhere. With regard to the mailing lists, the community members can participate based on two generic roles. First, members who are users of the OpenSimulator platform can join the Users mailing list that can be used to pose questions on usage, report bugs, and engage in conversation with likeminded individuals interested in utilizing OpenSimulator either personally or professionally. Second, members who are developers can participate in the Developers mailing list that discusses technical issues, project updates, news announcements concerning modules and company actions as well as social communication to embody a sense of community among the developers that is separate from the users. In many open source projects users are the developers of the project itself. For OpenSimulator, however, there is a clearer distinction between users and developers. Most noticeably, the developer to user ratio is relatively low in OpenSimulator compared to other open source projects. This is due to the fact that the potential users of the project are already developed by Linden Lab (through their use of Second Life); therefore, from the start they have a good understanding of how to use OpenSimulator and what to expect from it. In general, users can start using OpenSimulator without necessarily having to expend a lot of development effort. METHODOLOGY Several data collection approaches were used to gather data on the OpenSimulator community.   13
  • 14. Setting the Stage – Teigland, Di Gangi, & Yetis   First, we conducted 10 unstructured and then 10 semi-structured interviews with members of the OpenSimulator Community. These interviews were all conducted virtually through the virtual world of Second Life or OpenSimulator (figure 1) or via Skype. Using the snowballing technique, we conducted interviews with core developers and members of the OpenSimulator ecosystem while asking each interviewee to identify additional individuals to interview. Questions concerning the roles, resources, and motivations for contributing to the community were included in the interview questionnaire to ensure a rubric to assess motivation and resource contributions in further analysis. FIGURE 1 Conduc'ng)an)interview) Conducting an Interview through OpenSimulator In addition, we scraped the relevant online sites (e.g., OpenSimulator wiki, Ohloh commit website, SourceForge site, and social networking sites) and mailing lists for textual analysis and relational tie data for the first four years and three months of the community- from the emergence of the community in August 2007 to the end of October 2011. We divided the data into two periods: 1) August 2007 to September 2009 and 2) October 2009 to October 2011. Not only did this division represent relatively equal periods, but it also was in line with two aspects relevant to our analysis: 1) an internal change in which the code reached a relatively stable development level at the end of September 2009 and 2) an external change in which much of the hype and interest surrounding virtual worlds had faded.   14
  • 15. Setting the Stage – Teigland, Di Gangi, & Yetis   Combining the textual analysis with the relational tie data collected throughout the four years enabled us to perform social network analyses using UCINET version 6.181 with attribute data to determine the overall network structure of the OpenSimulator community as well as the structural positioning of different groups of stakeholders within the community during the two different time periods. Lastly, we validated the results of our analysis by interviewing the most central member of the community in both time periods to determine whether the observations made by our research team align with the historical context of the community. However, as an ongoing research study, we will use the results from the social network analysis to further identify individuals to interview who may possess a unique perspective of the community due to his or her social interactions. This will allow additional validation of the archival data and provide additional descriptive and contextual information that can add depth to our findings. RESULTS RQ1: What are the resources necessary to sustain a private-collective community? The strategic management literature classifies resources into 1) tangible, e.g., financial and physical, 2) intangible, e.g., technology, reputation, and 3) human, e.g., skills, commitment, loyalty (Grant 2008). Additionally, this literature describes how resources are static and that to perform a task resources must work together. Organizational capabilities are therefore defined as the capacity for a set of resources to perform a task or activity in an integrative manner (Grant 2008). Capabilities can be identified through breaking down value creation activities into primary, i.e., activities directly related to producing the service or product, and support activities, i.e., activities that support the primary activities, (Porter, 1985) and through a functional classification, e.g., marketing, corporate management (Grant, 2008). Through our analysis of the interviews and secondary data, we identified a range of primary and support resources and capabilities necessary for the sustainability of the   15
  • 16. Setting the Stage – Teigland, Di Gangi, & Yetis   community (table 1). First, OpenSimulator is similar to other virtual IT development projects with regard to the resources and capabilities required for the software development: resources necessary to complete the work (i.e., the actual project itself) and resources to support the project team (e.g., code repositories, communication technologies) along with expertise capabilities to complete the work and capabilities for coordinating the work in a virtual dynamic environment (PMI, 2008). Interestingly, our analysis also revealed that OpenSimulator requires the resources and capabilities of several other types of organizations. First, OpenSimulator in many regards functions as an overarching firm within which the software development process occurs, and as such it requires a set of primary and supporting “firm” resources, e.g., computing process, storage, copyrights, reputation, and corresponding capabilities, e.g., creating awareness of its products and services, human capital development, attracting resources and talent, and business intelligence. In many regards, OpenSimulator is competing against other open source software and other online communities for resources, such as the software expertise needed to fulfill its main objective, as well as against other virtual world platforms and service providers for potential users and customers. Second, OpenSimulator is similar to a joint venture since members come from diverse organizations with significant underlying differences in their behaviors, values, attitudes, motives, organizational identities, and loyalties (Lerpold, 2003). This brings with it the need for supporting resources, e.g., dialogue and conflict resolution skills, and supporting capabilities, e.g., negotiating motives and timeframes and achieving collective competence, i.e., the group’s ability to work together towards a common goal and the creation of a collective outcome (Ruuska & Teigland, 2009). Finally, OpenSimulator is similar to volunteer organizations in terms of its need for commitment and loyalty from its members as well as its capability to manage external shocks and the fluidity of its resources. Our analysis thus revealed that OpenSimulator requires not only a set of primary   16
  • 17. Setting the Stage – Teigland, Di Gangi, & Yetis   resources and capabilities to create the software, but it also requires a complex set of support resources and capabilities to sustain itself. The question that our analysis thus raises is what are the sources of these resources and capabilities, which supports our theoretical reasoning motivating the second research question of our study. TABLE 1 Resources and Capabilities of the OpenSimulator Community Activity Resources Tangible Intangible Human Capabilities Primary Technology Technology System architecture skills Code development infrastructure, Copyrights Programming skills Installation e.g., servers Debugging skills Seamlessness with other Information Patching skills technologies and applications archives Implementation skills, e.g., grid Keeping pace with potentially running competitive developments Intellectual property skills Creating awareness of OpenSimulator products and services Support Financial Culture Information Complex project management Reputation management/archival skills Virtual organizing Legitimacy Communication and Human capital development collaboration in virtual Cross-cultural management environment skills Business intelligence Dialogue skills Energizing Conflict resolution skills Resolving tensions Negotiation skills Negotiating motives & timeframes Intellectual property skills Achieving collective competence Commitment Attracting resources to community Loyalty Attracting talent to community Managing external risks and shocks Managing fluidity RQ2: Who are the stakeholders of a private-collective community and what resources do they contribute to the community? Within the stakeholder literature, there is an ongoing discussion as to how to identify stakeholders (see Mitchell et al, 1997 for a review). However, in recent years, stakeholder attributes have received increased attention (Frooman, 1999). Within the resource dependence view, it has been proposed that stakeholders can be identified by their power to influence the organization through the control over necessary resources both in terms of access to the resource as well as how the resource can be used (Frooman, 1999). In addition, the urgency of the stakeholder’s claim on the organization is to be considered (Mitchell et al., 1997). Developers of stakeholder theory have found that classifying stakeholders into useful categories facilitates the analysis (Rowley, 1997). It is important to note here that since the   17
  • 18. Setting the Stage – Teigland, Di Gangi, & Yetis   OpenSimulator community is not a formal organization with organizational boundaries distinguishing external stakeholders from the organization. Consequently, we treat all community members as stakeholders given the fact that all play an integral role in the success of the community due to their ability to provide unique contributions. As noted above, private-collective communities comprise two broad groups of stakeholders: private individuals and organizations. Our analysis suggests this was too general a categorization – particularly for the organization category. One aspect that became particularly apparent during the interview phase is that the individual member’s stakeholder affiliation, e.g., Hobbyist, Entrepreneur, SME Employee, Academic, plays a role in terms of the resources that the member can potentially provide. For example, the large company members provided legitimacy that the SME Employees or entrepreneurs could not. Additionally, there appeared to be a different sense of urgency or timeframe based upon stakeholder affiliation - with the Entrepreneurs and SMEs generally having shorter time horizons than the Large Firm Employees, Hobbyists, or Academics in terms of seeing developments realized. Finally, we noticed that the issue of intellectual property also played a role in terms of resource contribution, e.g., with the Hobbyists contributing more freely than the Entrepreneurs and Large Firm Employees, who in turn contributed more freely than the SME Employees. While there may be other ways to identify and classify stakeholders, we decided to proceed with a stakeholder categorization based on an individual member’s organizational affiliation. We investigated the OpenSimulator wiki and developer mailing list to identify the organizational affiliations of individuals by checking these affiliations based on publicly available information during the two different periods found on 1) signature messages in electronic communications, 2) postings and profiles on social networking sites, e.g., LinkedIn, Twitter, facebook, 3) postings and profiles on other mailing lists and online communities, e.g.,   18
  • 19. Setting the Stage – Teigland, Di Gangi, & Yetis   SourceForge, Ohloh, 4) official company websites and blogs, and 5) private websites and blogs. Through this process, we identified the following organizational affiliations: 1) Academic – employed at a university, 2) Entrepreneur – self-employed or founder of a firm selling services or products related to OpenSimulator and the 3D internet, 3) Hobbyist – participating in OpenSimulator on own free time due to personal interests, 4) Large Firm Employee (> 250 employees) 1, 5) Non-profit Employee, 6) Local or Regional Public Sector Employee, 7) Federal Public Sector Employee, 8) Research Institute Employee, and 9) SME1 Employee (<250 employees). For the individuals who were employees in groups 4 to 8, these individuals were participating within OpenSimulator due to their responsibilities assigned by their employer. While this may be considered a fine-grained categorization, we chose to maintain this view of stakeholder categories so as not to confound any findings by grouping together different organizations. Two researchers conducted this stakeholder coding independently and crosschecked each other’s work. This coding procedure was considerably tedious as we investigated the information posted by each individual across various public sites and across the two different time periods of our study. However, we were surprised at how much information was publicly available and at how consistent the information was for an individual across sites. For example, in only 4% of the individuals during period one was there a discrepancy between what people wrote on the various internet sites. In these cases, we chose to use the stakeholder category that he/she identified on the OpenSimulator wiki as this was the category under which they chose to represent themselves to the community. Finally, we were also somewhat surprised at how little variation there was in terms of individuals changing their stakeholder category. While several individuals changed jobs during the entire four year period, few actually changed stakeholder category.                                                                                                                 1 The official EU definition of an SME is < 250 employees.   19
  • 20. Setting the Stage – Teigland, Di Gangi, & Yetis   With the various stakeholder groups identified, we proceeded to identify what resources and capabilities each group brought to the OpenSimulator community. One of the most important resources contributed to the community is the development of the underlying source code of the OpenSimulator platform. On Ohloh, a public directory of open source software, there were 319,849 lines of code in the project as of September 2009 and 337,458 lines of code as of October 2011. The project has an Active Core Developers group, which fluctuated around 20 developers during the first period and 12 developers during the second period. These individuals contributed the most to the code repository and were responsible for deciding which developers to invite to join the Active Core group. To be invited to join the core developers group, an OpenSimulator member must demonstrate skills in producing interesting and useful code within the very large main code base, handling some degree of pressure gracefully, and functioning within the multi-faceted spirit of the project. The project also distinguishes between developers who are active and those who are not within the community. Core developers who do not contribute to the code for six or more months have their status changed to "Following the white rabbit". However, if a developer starts contributing to the code again, he/she is moved back into active status. These “white rabbit followers” can also be moved to a permanently disengaged status at their request, and as such they lose their access to the OpenSimulator repository server. Our investigation revealed that a core principle of the OpenSimulator community is that simple and naive solutions are appreciated as developers aim to make the code as simple, structured, and readable for newcomers as possible. Introducing new technologies that would increase thresholds for installing and using the code in different environments are discouraged in order to facilitate maximum compatibility. The OpenSimulator project aims for better code reuse and prefers incremental improvements to profound rewriting. This translates into the fact that the developers try to avoid profound refactoring since it destabilizes the project and the   20
  • 21. Setting the Stage – Teigland, Di Gangi, & Yetis   community. However, one of the benefits of OpenSimulator as is generally the case in other open source communities is that when there is a highly controversial decision about the kernel, developers have the right to fork the project if they do not agree with the direction the community decides to take. During the four years of the project we analyzed, there were a total of 34 developers who were at one point classified as Active Core Developers: Academics 3 (8.8%), Entrepreneurs 14 (41.2%), Hobbyists 8 (23.5%), Large Firm Employees 5 (14.7 %), and SME Employees 4 (11.8%). However, Ohloh identified that there were 87 committers during the same four years. Of these 5 (5.7%) were Academics, 25 (28.7%) Entrepreneurs, 21 (24.1%) Hobbyists, 9 10.3%) Large Firm Employees, 6 (6.9%) SME Employees, and 21 (24.1%) were not identifiable due to lack of information provided by the committer. An analysis of these 21 who were not identifiable revealed that they were minor contributors since during the entire period all had 15 or fewer commits and on average had only five commits. Among those who were identifiable, there were no Non-profit, Public Sector, or Research Institute individuals contributing code. Table 2 provides an overview of the stakeholder affiliation of the Active Core Developers at the end of each period as well as the top 20 Ohloh committers during each period. On the Ohloh site, committers are also relatively ranked on a scale of 1-10 (10 highest rank). An Ohloh community member can assign “Kudos” to any other member contributor based on his/her appreciation or respect for the contributor as well as take these Kudos back if he/she so desires. Of the ten individuals who received the highest ranking of “9” kudos during the four year period, five were Entrepreneurs, two were Hobbyists, two were Large Firm Employees, and one was an Academic, This analysis reveals a clear dominance of Entrepreneurs both in quantity and quality of code development, indicating the importance of this stakeholder group’s resource contribution   21
  • 22. Setting the Stage – Teigland, Di Gangi, & Yetis   to the community. Hobbyists were relatively less active; however, over time they represented a larger portion of the commits to the OpenSimulator project growing from 10% to 30% of the top 20 committers during the two time periods. Large Firm Employees were somewhat more active than Academics, with Large Firm Employees growing somewhat in importance from period one to two. SME Employees displayed a similar pattern to Hobbyists during the first period but completely ceased their activity during the second period. Finally, there were no contributions from the other categories of Non-profit, Local Public Sector, Federal Public Sector, or Research Institute during either period. TABLE 2 Overview of OpenSimulator Developers on Wiki and Ohloh August 2007 - September 2009 October 2009 – October 2011 Active Core Ohloh Top 20 Active Core Ohloh Top 20 Stakeholder Developers Committers Developers Committers Affiliation # Inds % Total # Inds % Total # Inds % Total # Inds % Total 1-Academic 2 10% 2 10% 1 8% 1 5% 2-Entrepreneur 8 40% 11 55% 7 58% 9 45% 3–Hobbyist 4 20% 2 10% 2 17% 6 30% 4-Large Firm 3 15% 3 15% 2 17% 4 20% 5–Non-profit 0 0% 0 0% 0 0% 0 0% 6-Local Public 0 0% 0 0% 0 0% 0 0% 7–Federal Public 0 0% 0 0% 0 0% 0 0% 8-Research Inst 0 0% 0 0% 0 0% 0 0% 9-SME 3 15% 2 10% 0 0% 0 0% Total 20 100% 20 100% 12 100% 20 100% Additionally, there are a considerable amount of community members who contribute bug reports, patches, testing, and maintenance work to the OpenSimulator project, who listed themselves on the OpenSimulator Wiki. In the first period, there were 64 people, of which we coded 62 with an organizational affiliation: Academics 4 (6.5%), Entrepreneurs 21 (34%), Hobbyists 23 (37%), Large Firm Employees 11 (18%), Federal Public Sector 1 (1.5%), and SME Employees 2 (3%). In the second period, there were 84 people, of which we coded 81 with an organizational affiliation: Academics 7 (9%), Entrepreneurs 25 (31%), Hobbyists 31 (38%), Large Firm Employees 13 (16%), Federal Public Sector 2 (2%), and SME Employees 3 (4%). In both periods, we found a slightly higher number of Hobbyists than Entrepreneurs   22
  • 23. Setting the Stage – Teigland, Di Gangi, & Yetis   with a larger relative increase of Hobbyists in period two. Academics also increased their participation noticeably from period one to two. A second important resource to the community is the developer mailing list, which serves as both a forum for collaboration as well as an information archive. During the first period, there was a total of 7654 messages posted by 251 unique individuals with an average of 30.5 messages per individual and during the second period 2942 messages posted by 229 unique individuals with an average of 12.8 messages per person. We coded each individual who had made more than four posts during either of these time periods with his/her stakeholder affiliation – a total of 138 individuals in period one and 101 individuals in period two. An investigation of the content of the messages made by people posting four or fewer posts during both these periods revealed that the majority of questions or posts were either spam or questions or messages that were not relevant to the community and thus received no response. Thus, we chose this cutoff as we did not consider those making four or fewer posts during a two-year time period to be contributing to the community. The resulting number of messages in period one was 7424 posted by 138 individuals - 54 messages per person, and in period two 2696 posted by 101 individuals in period two - 27 messages per person. Of note is that during the first period, 119 individuals (86%) of the 138 actively posting individuals were easily tied to their real life identity while only 19 individuals (14%) acted anonymously in terms of being able to code them with a “real life” identity. However, we could code 14 (10%) of these 19 individuals with a stakeholder affiliation since they had well- established online identities such as in the virtual world of Second Life or through their own websites, blogs, etc. Several of these even acted as avapreneurs, i.e., entrepreneurs selling virtual goods or services through their avatars (Teigland, 2010). Thus, only five (3.6%) acted truly anonymously, and we coded these as Hobbyists since there was no evidence either online or in their postings to the mailing list that they were affiliated with any kind of organization or   23
  • 24. Setting the Stage – Teigland, Di Gangi, & Yetis   had entrepreneurial interests. In the second period, 82 individuals (81%) of the 101 individuals actively posting were easily tied to their real life identities, eight (8%) had well-established online identities, and the remaining. 11 individuals (11%) acted truly anonymously and thus were coded as Hobbyists. In terms of demographic attributes, the majority of the identifiable individuals were working age males with a technical background from the Northwestern hemisphere, e.g., Europe and North America, and who were capable of communicating in English. However, there were several members from countries such as Japan, Australia, and Malaysia, thus the community was spread across 22 time zones. An extra note is that the Active Core Developer group comprised individuals spread across 18 time zones. Tables 3a and 3b contain descriptive statistics for participation among the various stakeholder groups during each of the two time periods. TABLE 3a OpenSimulator Mailing List Contributors – Period One Org. Affil. # Individuals % Total # Messages % Total #Msg/Ind Academic 12 8.7 857 11.5 71 Entrepreneur 47 34.1 3386 45.6 72 Hobbyist 39 28.3 1396 18.8 36 Large Firm 18 13.0 1191 16.0 66 Non-profit 3 2.2 60 0.8 20 Local Public 2 1.4 29 0.4 15 Federal Public 1 0.7 21 0.3 21 Research Inst 1 0.7 25 0.3 25 SME 15 10.9 459 6.2 31 Total 138 100% 7424 100% 54 TABLE 3b OpenSimulator Mailing List Contributors – Period Two Org. Affil. # Individuals % Total # Messages % Total #Msg/Ind Academic 14 13.9 594 22.0 42 Entrepreneur 39 38.6 1376 51.0 35 Hobbyist 30 29.7 437 16.2 15 Large Firm 11 10.9 177 6.6 16 Non-profit 2 2.0 29 1.1 15 Local Public 1 1.0 14 0.5 14 Federal Public 1 1.0 14 0.5 14 Research Inst 0 0.0 0 0.0 0 SME 3 3.0 55 2.0 18 Total 101 100% 2696 100% 27   24
  • 25. Setting the Stage – Teigland, Di Gangi, & Yetis   We find a pattern here similar to the above analysis. The Entrepreneurs dominate in terms of resource contribution with 34% in period one and 39% in period two of the total mailing list population and with 46% and 51% of the total body of messages, thus giving them a relatively high message-to-individual ratio (72 and 35). The second largest group of individual members, Hobbyists (28% and 30%), generally has a considerably lower message to individual ratio (36 and 15) while Academics (71 and 42) or Large Firm Employees (66 and 16). Moreover, SME Employees, while just slightly under in number compared to Large Firm Employees during period one, decreased significantly during period two and have a considerably lower message to individual ratio (31 and 18). The remaining Non-profit, Public Sector, and Research Institute individuals participated the least in both absolute and relative terms with a message-to-individual ratio between 15 and 25 in period one and between 0 and 15 in period two. Noticeable in the comparison across time periods is the universal decrease in the message per individual ratio across all stakeholder groups indicating that the time period around October 2009 was a key period where a dramatic shift in the community occurred. To analyze the content of the messages posted to the mailing list, we conducted a word burst analysis of the content of the messages posted during the two time periods (tables 4a and 4b). A word burst analysis identifies the words that are most characteristic of a certain person or group (Kleinberg, 2004). Thus, it does not show absolute frequency but instead identifies the words that are most overrepresented in a sample or portion of a text compared to the entire text using the "probabilistic generative model", i.e., more characteristic words rank more highly than less characteristic words of a person or group compared to the group as a whole. A comparison of the word burst method with other methods shows that the burst method produces results that are more refined compared to cruder measures provided by the methods in the comparison group (Kleinberg, 2004). We generated a word burst for each stakeholder affiliation group, which identified the words that were most overrepresented in the messages   25
  • 26. Setting the Stage – Teigland, Di Gangi, & Yetis   posted by the respective group compared to the sum of all messages by all groups during each time period. For example, while Academics use the word “user” more frequently in absolute terms than “inventory”, compared to the average, Academics use “inventory” more often than “user”. This analysis gives an indication of the type of issues each stakeholder group is discussing and can be seen as an indication of the type of resource that it is contributing to the community. TABLE 4a 30 Most Characteristic Words per Stakeholder Affiliation – Period One Academics Entrepreneur Hobbyist Large Firm Non-profit Local Public Federal Public Res Inst. SME inventory state debug availabletype hints stolen currency behaviour portability user join osg processing help centos money geometry openid really obscures saving file tested ceo risk states metadata servers night succeeded worlds internal info losing vehicle asset think pages osgrid users similar screen chatrooms phantom userserver server scene shape mathematics correctly sue commerce integer inventoryserver millions region guest center bitsystem free inworld unit regionserver region believe functions tree sanded sued owner physics script addresses physics guests wrote people terminal legal state goods different prerouting grid next understood ward due appenders class inventoryserver core value approach router loss educational patch executed modules currency build computer map svn solutions everybody assets grid incoming sims rest regions override core body assetbase agent revision project attachments viewer release monetary collision inform service opencurrency allow asset computer viewing argument prim cable hypergrid separate regions respond host wrote implementation options compiler search model assets corp. precious having corruption geometries plugins registry propose fatal math programmers urge devolve independant packet set sounds notions types scripts readable essential zone scriptengine scenes local logins printing locally confirm. opencurrency logging lock people joint total machines next current/trunk scope initialrotation service register application running utilization instances supportinformation immature printstatus private services assigned plazas dissemination priorities widows plans vehicles lively session points vehicle prohibited sim file claims hidden neighbours system tag cba privileged configured immediate software shapes tests push memory mono separate software copy case cultures hack cap prim perhaps review part flavored samplemoney initialposition touch happy think patches emulator holding lends external globally return regions defaults copyright pervasive website wished dollars flag servicebase security objects tester vector height bandwidth functions initialization creationdate During the first period, we found that Academics focus on the development of the underlying platform and technology infrastructure as the words they use are inventory, servers, regions, modules, etc. The focus for the Entrepreneurs tends to be more on the development of the actual use of the OpenSimulator virtual world, e.g., night, scene, region, physics, currency. The Hobbyists are concerned with testing and debugging the software, e.g., debug, functions, fatal, patches, etc. For the employees, Large Firm Employees seem to be interested in data   26
  • 27. Setting the Stage – Teigland, Di Gangi, & Yetis   processing and visualization while the SME Employees are focused on programming since their words are very programming oriented. The Non-profits have issues related to installation and the use of OpenSimulator while both the Public Sector categories discuss legal and financial issues. TABLE 4b 30 Most Characteristic Words per Stakeholder Affiliation – Period Two Academics Entrepreneur Hobbyist Large Firm Non-profit Local Public Federal Public Res Inst. SME hg we bulletsim updates education research testclient behaviour admin wifi state wiki sciencesim socket sl bot geometry item master established pm trust exception project gridclient engine megaregions info join documents testclient initiative beneficial appearance states prims scholar never bots queue forums educational avatar vehicle viewer robust night part adaptive failed hud minutes phantom megarion timeout pages testclient voice endpoint failed skull integer trees regionstore scene next dsg debug comfortable enable unit add freeswitch region kins pronounced respond boxed using physics linkedin university believe wise bots request declined lot state scalable version obsolete outfit viewer trace sciland answer appenders names line physics documentation simian string stupid problem patch inventory connector core authority appearance inner colleges grey collision root lgpl modules install packet element develops megaregion prim robot migration currency users retransmit next maliciousintent position application/ms sequence offline incoming gravity distance connection medicine simulation options mobilephone note revision olg packets part newbies opensim api file resource opencurrency newest priority boolean phenom runned geometries coordinates branch separate framework algorithm receiving reassuring help zone pinkutus updating model backup iteration period operator object logging prisonplanet tiles propose flotsam lgpl unable perspective apperance vehicles next tracking fields varies infinity portales team stored shapes grass publications definitively years gpl timeout endlessly assess cultures services simian local use network int grid/standalone retrieve initialposition part notes joint display discuss unity speculations disturbing globally archive userstore application personal bandwidth getfolder luck inherited flag regioninfo map forge genuine linden stack moving independant initialization sensor handlers assigned physical graph thanks settings actually settings noticed licence points kin queuing attempt projectand manipulating logger following sciences guess patent city sending repeatable figures testavatar opensimbase During the second period, we found that Academics shifted focus slightly to the research of virtual worlds and their application to the university environment by using such words as scholar, publications, Simian, and university, version, info, etc. The focus for the Entrepreneurs remains relatively stable with a more pronounced tendency towards the monetization of the OpenSimulator virtual world, e.g., opencurrency, currency, and application development, e.g., modules, fields, revision. The Hobbyists also seemed to have shifted slightly with more interest in software use, e.g., documentation, wiki, install, display, backup, etc. For the employees, Large Firm Employees continue to maintain interest in the technical   27
  • 28. Setting the Stage – Teigland, Di Gangi, & Yetis   infrastructure and application of virtual worlds in specific areas, e.g., network, packets, sciencesim, scisim, etc., while SMEs focused almost exclusively on application development. The Non-profits have shifted towards understanding the more technical aspects of OpenSimulator while the Public Sector stakeholders are focused on the use and application of virtual worlds. Another resource that has been highly noted in the literature and that we confirmed in RQ1 is passion of individuals, or devoted enthusiasm for the community’s goals, within the community (Faraj et al., 2011). To identify those who demonstrated passion, we conducted a degree centrality analysis of the mailing list postings. We chose degree centrality because it considers the absolute number of times people posted compared to others. Entrepreneurs lead in terms of contribution as 6-7 of the top 10 and the top two most central individuals were Entrepreneurs in both periods. Of note is that these top 10 individuals were also among the highest in quantity and quality committers noted above and nine were Active Core Developers in the first period and six were Active Core Developers in the second period. We then took a first step at mapping our findings onto the table in terms of which stakeholder affiliation groups are involved in contributing which resources to OpenSimulator in order to begin to understand their influence as stakeholders within the OpenSimulator community. At this point, we cannot complete the resource and capability table (table 5); however, this table will be used to guide our research as we proceed with investigating the sustainability of the OpenSimulator community. We have inserted an X in the box where we have found support for this stakeholder affiliation group to be the dominant resource contributor, i.e., other stakeholder affiliation groups may be contributing as well, throughout the two time periods. One observation from our analysis is that the valuable intangible resources and support human resources and capabilities are not easily connected to originating from one stakeholder   28
  • 29. Setting the Stage – Teigland, Di Gangi, & Yetis   group. Rather, these resources and capabilities are developed within the community through everyday interactions between the diverse individuals comprising the community and in particular within the Active Core Developer Group. One means to better understand these interactions is through a social network investigation of the structure of the relationships, which we turn to in the next section. TABLE 5 Initial Overview of OpenSimulator Resource and Capability Contribution Acad Entrep Hobby LrgFi NonP FedPub LocPub ResIn SME Primary Tangible Resources Technology infrastructure, eg servers X X Information archives X Primary Intangible Resources Technology Copyrights Primary Human Resources System architecture skills Programming skills X Debugging skills X Patching skills X Implementation skills, e.g., grid running X Intellectual property skills Primary Capabilities Code development X Installation X Seamlessness w other technologies & applications X Keeping pace with potentially competitive X technology developments Creating awareness of OpenSimulator X products/services Support Tangible Resources Financial Support Intangible Resources Culture Reputation X Legitimacy X Support Human Resources Information management/archival skills Communication and collaboration in virtual envts Dialogue skills Conflict resolution skills Negotiation skills Intellectual property right skills Commitment Loyalty Support Capabilities Complex project management Virtual organizing Cross-cultural management Human capital development Business intelligence Energizing X Resolving tensions Negotiating motivations & timeframes Achieving collective competence Managing fluidity Attracting resources to community Attracting talent to the community Managing external risks and shocks   29
  • 30. Setting the Stage – Teigland, Di Gangi, & Yetis   RQ3: What characterizes the structure among the different stakeholders of a private-collective community? To investigate our final question, we turned to social network analyses using the OpenSimulator Developers mailing list. The interactions taking place on this mailing list represent the day-to-day interactions that Freeman (2005) refers to as one of the three stakeholder relationship levels to be investigated; the other two being the organization as a whole and the organization’s processes or standard operating procedures. Our first analysis was to generate the overarching network graphs based on an individual’s replies to others in the community. We included the entire population of both senders and receivers on the mailing list for the two time periods. Figures 2 and 3 provide four snapshots of the network for the two time periods: Figures 2a and 3a include all ties, Figures 2b and 3b include those who have ties with at least two others, Figures 2c and 3c include those who have ties with at least three others, and Figures 2d and 3d include only those who have ties with 10 or more people. Figure 2a is a highly connected component with a dense core and loosely connected periphery. What becomes evident in the first period is that the inner core is composed primarily of Entrepreneurs and Large Firms, with the Large Firms clustering more on the left hand side and the Entrepreneurs more on the right hand side of the core. Moving out from the core there seems to be a pattern of rings based on stakeholder affiliation: first Large Firm Employees, then SME Employees, then Hobbyists, and then the Periphery, i.e., those who sent four or fewer messages during either of the two time periods. The Academics seem to be sprinkled throughout. When reducing the network between Figures 2b and 2c, the Periphery becomes disconnected. These individuals were not active community contributors, i.e., responding to other community members’ posts, so even if they did post messages or pose questions to the community, the community did not respond to them. Figure 2d further reveals that there is a tightly knit core group driving the network during the first period.   30
  • 31. Setting the Stage – Teigland, Di Gangi, & Yetis   FIGURE 2 a-d Network Structure of OpenSimulator Developer Mailing List – Period One Turning to the second period, we find quite a different pattern. First, the network itself is much sparser than the previous time period. Overall interaction among individuals decreases particularly within the core of the network (comparing Figure 3a to 3d). Figure 3a demonstrates that the core of the network is primarily composed of Entrepreneurs, Hobbyists, and Academics versus the previous time period. Entrepreneurs and Hobbyists remain generally dispersed across the entire network (similar to period one) while Academics disperse across the lower left side and center of the network. Large Firms have shifted towards the periphery of the network in period two indicating that Large Firms have decreased their participation and moved more towards maintaining an awareness of the developments of the OpenSimulator community versus direct involvement in its direction. In fact, Large Firms appear to cluster more towards the lower left side of the network suggesting interest in specific subsets of the community versus the entire community (e.g., focused attention on virtualization   31
  • 32. Setting the Stage – Teigland, Di Gangi, & Yetis   in virtual worlds versus the overall virtual world community). Also, Academics and Hobbyists have taken a progressively more central role within the community serving as connectors between several Entrepreneurs and Large Firms. The few remaining SME Employees are also more clustered around the lower right side of the network away from the Large Firms, possibly indicating a strategic shift for SMEs away from competing directly against Large Firms. The remaining stakeholder groups appear in pockets of the network; however, they are dispersed with no discernible pattern. FIGURE 3 a-d Overall Structure of OpenSimulator Developer Mailing List – Period Two A further investigation revealed that member degree and eigenvector centrality are characterized by a long-tail, further confirming our above analyses of an active core. We conducted an eigenvector centrality test since this measures the influence of a node in a network through assigning relative scores to all nodes in the network based on the concept that connections to high-scoring nodes contribute more to the score of the node in question than   32
  • 33. Setting the Stage – Teigland, Di Gangi, & Yetis   equal connections to low-scoring nodes. These tests revealed again the high influence of Entrepreneurs throughout both time periods (table 6). Noticeable when comparing across time periods is the sudden decrease in the diversity of the most central community members from Entrepreneurs, Academics, Large Firms, and Hobbyists in period one to Entrepreneurs, Academics, and Hobbyists only with Entrepreneurs remaining the most influential and largest stakeholder group of the most central community members. To fill the void created by the turnover of the Large Firm Employees, Academics and Hobbyists became more active. This suggests a key structural pattern for sustaining the community is the participation of multiple stakeholders with one dominant stakeholder group (e.g., Entrepreneurs) driving the bulk of the community activity. TABLE 6 Centrality of Top 10 Community Members Period One Period Two Aug 2007- Sept 2009 Oct 2009 – Oct 2011 # Eigen Degree Eigen Degree 1 Entrep Entrep Entrep Entrep 2 Entrep Entrep Entrep Entrep 3 Entrep Entrep Acad Acad 4 Entrep Entrep Entrep Entrep 5 Acad Acad Entrep Hobby 6 Large Large Entrep Entrep 7 Large Large Hobby Entrep 8 Entrep Entrep Entrep Hobby 9 Hobby Hobby Hobby Entrep 10 Entrep Entrep Acad Acad 10 Hobby Hobby Entrep Entrep Additionally, we examined whether a clustering effect occurred within the community based on stakeholder affiliation. A hierarchical cluster analysis revealed a low degree of diverse clustering in both periods. At times issues would be discussed by only two (and in a low number of cases three) people, indicating that the community is characterized by a high degree of interaction between all members regardless of affiliation. Looking at the fluidity of the members from period one to period two (figure 4), we find a distinct pattern in which active members during both periods (red nodes) cluster together   33
  • 34. Setting the Stage – Teigland, Di Gangi, & Yetis   while new members in period two (blue nodes) cluster together. Interestingly, the new members cluster around one central person who was active in both periods (red node in the lower right side) suggesting that this individual plays an ambassador role to bridge the “old guard” of the community to the rising new members. Interestingly, this node is located away from Large Firms and closer to Hobbyists and Entrepreneurs, which may influence the future shape of the core of the network as these newcomers will have more direct contact with key members of the community. Also, the clear separation of active individuals in both periods and newcomers active in period two suggests that the virtual world community may be entering a maturity phase where the foundation issues for developing and maintaining a virtual world (e.g., processor configuration, hosting) have been resolved and the new members are focused on application and use. Thus, a potential differentiating point between server-side developers and client-side developers may be emerging which would make the individuals that connect these two groups increasingly important to sustaining the community and protecting it from forking. FIGURE 4 Member Turnover from Period One to Period Two   34
  • 35. Setting the Stage – Teigland, Di Gangi, & Yetis   In terms of member turnover by stakeholder affiliation (table 7), we find an overall net decrease in member participation over time with only three groups slightly increasing. Entrepreneurs and Hobbyists, the largest two membership groups both lose a large share of members but also receive a new influx of members resulting in moderate decreases overall suggesting a healthy turnover of membership may be needed in these groups to sustain the community, i.e., new ideas and skillsets entering the community through turnover. TABLE 7 Member Turnover by Stakeholder Affiliation Stakeholder Affiliation Member Loss Member Gain Net Change Academic 4 8 4 Entrepreneur 22 17 -5 Hobbyist 21 20 -1 Large Firm 7 0 -7 Non-profit 0 1 1 Local Public 2 1 -1 Federal Public 0 1 1 Research Inst 1 0 -1 SME 7 1 -6 Periphery 91 83 -8 Total 154 132 -22 Finally, based on Rowley’s discussion (1997) related to the overarching network structure of stakeholder relations, we collapsed the node graphs based on stakeholder affiliation for both time periods (figures 5a and 5b). Since OpenSimulator is not an official organization with a focal organization, we ran two analyses: 1) we collapsed all individual nodes into one node based on his/her stakeholder affiliation, and 2) we separated out the Active Core Developers at the end of each period and collapsed these to make a focal organization and then collapsed the remaining nodes based on stakeholder affiliation.   35
  • 36. Setting the Stage – Teigland, Di Gangi, & Yetis   FIGURE 5a Collapsed Node Structure: Left without Core and Right with Core – Period One FIGURE 5b Collapsed Node Structure: Left without Core and Right with Core – Period Two Both pictures indicate that there is a high degree of density in the overarching structure with the stakeholder affiliation groups highly connected with one another. Not surprisingly, the Entrepreneurs are the most central in the left figure for both periods one and two while Academics become more central in period two. However, what is interesting in the right figure is the centrality of the Hobbyists in the community. As noted in the figures above looking at the network at the individual level, we found that while they were not so central, Hobbyists are well distributed around the network and interacting with a relatively more diverse set of others. This suggests that each group sustains the community through role specification. Entrepreneurs and, more recently, Academics assume the role of acting as central points of   36
  • 37. Setting the Stage – Teigland, Di Gangi, & Yetis   contact that direct the actions of the community (through code contributions and influencing the network through maintaining strategic ties) and Hobbyists disperse throughout the community making them strategically important for developing a holistic view of what work is being performed in the community. Large Firms remain members of the community to provide access to key infrastructural resources, e.g., processing, storage, but maintain a loosely affiliated connection, which allows them to tap into the community when needed, i.e., complementary assets. DISCUSSION The purpose of our research is to shed some light on the overarching question: how do private- collective communities sustain themselves despite the divergent interests within the community? We developed three research questions based on a stakeholder perspective to resource dependence theory with the intention of raising the level of analysis from that of the individual, e.g., participation motivations, to the level of the community, i.e., resource and capability needs of the community. As mentioned earlier, resource dependence theory states that three environmental conditions may influence a structure: 1) centralization of power and influence, i.e., stakeholder groups, 2) munificence, i.e., scarcity of resources held by stakeholders, and 3) connectedness or linkages among individuals, i.e., network structure, (Pfeffer & Salancik, 1978). The analysis for our first research question RQ1: What are the resources necessary to sustain a private-collective community?, revealed an extensive list of resources and capabilities not previously presented in a compiled format in the literature. The principle finding was that while most primary tangible, intangible, and human resources are brought to the community by individual members, OpenSimulator’s sustainability is dependent upon the community’s development of a complex set of support capabilities that exceed those required of a virtual IT project. Turning to RQ2: Who are the stakeholders of a private-collective community and what   37
  • 38. Setting the Stage – Teigland, Di Gangi, & Yetis   resources do they contribute to the community?, our analysis provided some unexpected findings. Previous literature has analyzed the different stakeholders of open source communities by mainly separating them into two groups: firm-sponsored individuals and hobbyists (e.g., West & Gallagher, 2006; Dahlander & Wallin, 2006) or need-driven and hobbyist participants (Shah, 2006). While Shah (2006) lists the different motivations and resources these two different groups bring to the community, this analysis of the need-driven participants does not consider a deeper or more granularized understanding of the stakeholders involved. Notable from our research was the dominant presence of Entrepreneurs in this community across multiple time periods and the relatively weak presence of Hobbyists, which is counter to traditional open source software communities. Entrepreneurs are the driving engine of this community and contribute the most in terms of resources – developing code, helping and sharing with others, energizing, coordinating, etc., while Hobbyists, even though they were a sizable portion of the community in absolute numbers, contributed with a few exceptions much less to the community than expected. This is not to say that Hobbyists are not of value, merely that the collective output of the primary resource that this group provides to the community may be overrated by practitioners and researchers alike. Furthermore, Large Firm Employees and Academics were equal or more active in contributing resources to the community than Hobbyists and SME Employees in period one, while Academics and Hobbyists were more active in contributing resources in period two. Surprisingly, SME Employees were the least active in the community, not counting the more or less unrepresented Non-profits, Public Sector Organizations, and Research Institutes. Thus, our findings provide support for taking a more fine-grained approach when investigating issues of resource contribution and community sustainability than the previous grouping of need- based individuals into one category or dividing members into firms and hobbyists. An initial mapping of stakeholders to the list of resources and capabilities developed in   38