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An Organizational Perspective on Free and Open Source Software Development

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Abstract

From a wider perspective, the production and exchange of knowledge is the result of a dynamic and chaotic process of local actions and exchanges of knowledge which spread and interact in unpredictable and uncontrollable ways. At the micro level, however, it is possible to identify fundamentally different models of agency and hybrids thereof. One is the restricted/close source (R/CS) model based on proprietary knowledge and private model of production, based on non-proprietary knowledge and non-economic motives. Between these two extremes, there are various combinations or hybrids, in the following referred to as free/open source (F/OS)-based agency. F/OS-based agency is interesting for several reasons. Firstly, it is a new, fast growing and theoretically rather immature field. Secondly, F/OS poses opportunities rather different from traditional innovation models. Last but not least, the distinct lack of F/OS advanced training opportunities at traditional institutions of higher educations points at F/OS projects. In the discussions, practical examples from software production are included. In conclusion, the paper identifies avenues for future research as well as important managerial and policy implications.

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... Case studies are also widely used in FLOSS research (e.g., Pal and Madanmohan (2002); Hang et al. (2005); Vujovic and Ulhøi (2006); Rosén (2008)). A case study is appropriate when existing research does not adequately address the phenomenon in question (Eisenhardt, 1989;Cavaye, 1996;Eisenhardt & Graebner, 2007), or, according to Bonoma, when the experiences of participants and the context of the phenomenon are critical to understanding (as cited in Benbasat et al., 1987, p. 369). ...
... The hacker ethic includes the pursuit of work which is intrinsically interesting, and freedom(Feller & Fitzgerald, 2002).6 In which FLOSS is seen as part of the academic tradition of open science, which stretches back to the mid-sixteenth century(Vujovic & Ulhøi, 2006). ...
... Where 'micro' is fewer than 10 employees, 'small' is 10-49, 'medium' is 50-249, and 'large' is over 250(Vujovic & Ulhøi, 2006). ...
Thesis
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This research strives to address the gap in the literature surrounding companies which identify with the philosophical values associated with the Free Software movement, which have historically been associated with Open Source businesses.
... , TRADUÇÃO NOSSA).Todavia, não se pode dizer que game modding constitui um tipo de desenvolvimento de software open source pois, mesmo que semelhantes, existem diferenças suficientes para uma diferenciação. As entrevistas realizadas revelam, por exemplo, que o número de participantes em um projeto de mod raramente atingem a dimensão de alguns projetos open source(VUJOVIC;ULHØI, 2006;TORKAR, 2011;ORTU et al., 2015) e que, diferentemente destes, a produção tende a ser coordenada de forma prévia ao invés de resultante de trabalho espontâneo a ser posteriormente coordenado(ABERDOUR, 2007).Kucklich(2005), inclusive, defende que projetos open source de grande escala mais se aproximam do desenvolvimento de jogos independentes do que do modding. Esta duas características de projetos open souce levam também a uma diferença na abordagem quanto a planejamento e controle de qualidade. ...
... , TRADUÇÃO NOSSA).Todavia, não se pode dizer que game modding constitui um tipo de desenvolvimento de software open source pois, mesmo que semelhantes, existem diferenças suficientes para uma diferenciação. As entrevistas realizadas revelam, por exemplo, que o número de participantes em um projeto de mod raramente atingem a dimensão de alguns projetos open source(VUJOVIC;ULHØI, 2006;TORKAR, 2011;ORTU et al., 2015) e que, diferentemente destes, a produção tende a ser coordenada de forma prévia ao invés de resultante de trabalho espontâneo a ser posteriormente coordenado(ABERDOUR, 2007).Kucklich(2005), inclusive, defende que projetos open source de grande escala mais se aproximam do desenvolvimento de jogos independentes do que do modding. Esta duas características de projetos open souce levam também a uma diferença na abordagem quanto a planejamento e controle de qualidade. ...
Thesis
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O progressivo avanço tecnológico da sociedade naturalmente traz consigo inovações, transformações e novos produtos e serviços. Novos produtos e serviços, por sua vez, conduzem a mudanças e mesmo quebras de paradigmas nas formas como estes são planejados e desenvolvidos. Game mods, diminutivo de game modifications, representam um tipo de produto nascido como uma espécie de mutação resultante da evolução da indústria de jogos eletrônicos. Estes conjuntos de diversos tipos de modificações não-oficiais em jogos eletrônicos (seja de arte, código ou mecânicas) chamados de mods, encontraram nas comunidades de jogadores, fãs e desenvolvedores amadores, terreno fértil para se proliferar. O resultado de tal expansão é ilustrado no fato de, hoje, os mods estarem se tornando cada vez mais fatores relevantes e dignos de consideração no desenvolvimento de qualquer projeto na indústria de jogos eletrônicos. Entretanto, a introdução de um novo elemento de impacto na indústria traz consigo desdobramentos, abrindo espaços para novas ideias, perspectivas e mudanças no que pode ser visto como “tradicional”. Este trabalho explora, portanto, o processo de desenvolvimento de game mods de conversão total, sendo particularmente focado nos aspectos ligados a organização interna e às práticas de gestão de projetos adotadas nestes grupos de desenvolvedores informais. Para o tal, se desenvolveu uma pesquisa exploratória, baseada na análise da literatura existente e de entrevistas com membros-chave de equipes desenvolvedoras de produtos deste tipo, visando a identificação e exposição de tais práticas. O produto final obtido foi um modelo ilustrativo das principais influências que compõe o sistema de trabalho destes desenvolvedores, e uma análise de suas práticas de gestão de projetos sob a perspectiva das 10 áreas de conhecimento do guia PMBOK. Com os resultados obtidos, se almeja auxiliar no avanço da pesquisa acadêmica em um tópico ainda muito recente e carente de um maior número de estudos científicos, sendo a existência de um trabalho que fornece uma visão panorâmica do tópico, benéfica não apenas à comunidade acadêmica, mas também a própria indústria de jogos eletrônicos através da ilustração de novos procedimentos com potencial de adoção pela mesma.
... Third, a splitting of the programmer community might result in a programmer shortage, creating extra costs of attracting programmers (Lattemann and Stiglitz 2006, Krishnamurthy and Tripathi 2006, Vujovic and Ulhøi 2006. ...
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With sincere thanks to Eric von Hippel and Nana Admadjaja, the many innovators who gave graciously of their time, and my wonderful family and friends. Responsibility for all views expressed lies with the author.