Dealing with Newcomers Robert Kraut, Moira Burke, John Riedl, Sara Drenner 1. The challenges of dealing with newcomers In the face of inevitable turnover, every online community must incorporate successive generations of newcomers to survive. At a minimum, without replacing members who leave, a community will eventually wither away. Newcomers can also be a source of innovation, new ideas, ways of working or other resources that the group needs. However, attracting newcomers and incorporating them into an existing community can be a difficult endeavor. Newcomers have not yet developed the commitment to the group felt by old-timers. As a result, they are very sensitive to the public image a community has and to their own early experiences in it. As a result, they may not join or are likely to leave in the face of even minor adversity. They have less motivation to be helpful to the group or to display good organizational citizenship characteristic of many old-timers (Organ & Ryan, 1995). In addition, for reasons of either ignorance or maliciousness, they may behave in ways that can be harmful to the group. They do not yet know the norms guiding behavior in the group and in their ignorance, may perform actions that offend other group members or otherwise undercut the smooth functioning of the group. For example, when participating in Wikipedia, the open-source encyclopedia, new editors may fail to follow the policy of writing with a neutral point of view, or they may add content that has already been determined by a consensus of more experienced editors to belong in another article. Because they lack experience, when newcomers try to participate, they imperil the work that other community members have already performed. For example, they may introduce bugs in an open-source development project, cause the (virtual) death of fellow guild members in an online role-playing game, or ask redundant questions in discussion groups. Finally, their mere presence increases diversity in the group and may in itself be off-putting to more experienced members of the community, who prefer the people and routines they were familiar with. When dealing with newcomers, online communities must solve five basic problems that are less important when dealing with established members. 1. Recruitment: First, communities need to advertise to and recruit members, to ensure a supply of newcomers. 2. Selection: Second, among those members who do show up, communities need to decide which ones to select for membership so that the people who do join will ultimately be valuable to the community as a whole. 3. Retention: Third, both theory and experience suggest that newcomers’ ties to the community are especially fragile. As a result, the community needs to engage in tactics that keep potentially valuable newcomers around until they can develop Newcomers more permanent bonds to the community or learn how the group operates. 4. Socialization: Fourth, the group needs to socialize the newcomers, teaching them how to behave in ways appropriate to the group. We discuss many techniques for socializing members of an online community and encouraging them to behave appropriately in Chapter N, on regulating behavior. In the current chapter we focus on socialization strategies that are of particular relevance to newcomers. 5. Protection: Finally, throughout its interactions with prospective members, visitors and newcomers in their early interactions, the group needs to protect itself from the potentially damaging effects of the actions of those who either has little knowledge of appropriate group behavior or little motivation to behave appropriately. These problems reflect two perspectives— that of the newcomer’s and that of the online community and its existing members. The recruiting process, for example, consists both of the activities that potential members might perform in investigating different communities and weighting alternatives and the activities that communities and their members might perform in soliciting new recruits and interacting with them. In this chapter we consider the perspective of the newcomer in so far as it has implications for how the online community needs to be designed to accommodate them. For example, as we discuss below, newcomers are happier in a community and contribute more effectively if they have a complete and accurate impression about the nature of the community before they join it. To collect the information they need to form this impression, they may lurk in the community, silent observing, or may try to participate, to gauge the community’s reaction to them. This chapter doesn’t not address the moves that newcomers should make in order to gain an accurate view of the community, but concentrates on how the community should be designed to respond to the common moves that newcomers are likely to make to form impressions. For example, if communities create FAQ (frequently asked question) pages to make policies visible and publishes archives of conversation among members to allow members to see the nature of the interaction, then prospective members should gain a more accurate view of the community. However, some communities may decide not to make these resources available to outsiders. For example, the managers of cancer support groups hosted at the Association of Cancer Online Resources (acor.org) believe that the privacy needs of current members out weight the investigatory needs of prospective members. Therefore, prospective members must register to become a member of a support group before they can see any of the interactions that have occurred in them. Figure N provides a roadmap of the phases that newcomers and online communities go through as they make decisions about each other, in some cases involving a transition whereby the what were once newcomers become established group members or at other times rejection of one party by the other. At each phase, we discuss the major challenges that the community phases — recruitment, selection, retention, socialization, and selfprotection — and subproblems associated with each. [Show the figure & any other commentary we want to make.] Page 2 Newcomers Figure X: Challenges in newcomer recruitment and socialization The role of fit Insuring a good fit between the newcomers and the community is a major challenge in the early phases of newcomer socialization, when communities are recruiting prospective members, selecting among them and encouraging the desirable ones to stick around, and newcomers are investigating communities and deciding which ones to participate in. Communities’ decisions about the pools of prospective members to recruit from, ways to select desirable members the information they make public and the early experiences they provide newcomers all influence fit. A substantial amount of empirical research shows that good things happen when newcomers to a group or organization perceive themselves as having a good fit to it on a number of dimensions. These dimensions include the interests, attitudes and values they and the group share and the knowledge, skill and motivations they possess and that the organization desires. When potential recruits see that they share a good fit with a group or organization, they are more likely to be attracted to it, more likely to pursue membership in it, more likely to join it if given a chance (e.g., by accepting a job offer), and, if they do join, are more likely to be satisfied with their membership and to remain in the group or organization for longer periods (Chapman et al). After joining, during the first few months of membership, when newcomers perceive Page 3 Newcomers that they have a good fit with the group or organization as a whole, with their work group, with their job or with their supervisor they subsequently report having greater satisfaction with jobs that they take in the organization and the people they work with, greater organizational commitment and identification, lower intention to quit, less turnover and lower stress (Kristof-Brown). While most of the research on the benefits of fit has been done in the context of job candidates and employees in conventional organizations, the same phenomenon also applies in the context of volunteers to voluntary organizations, which are similar in many ways to membership in an online community. Just as people have a variety of motives to participate in an online community, so too do volunteers to organizations like BigBrothers/Big Sisters or the American Red Cross. Some may participate out of altruism or because they share the organization’s goals. Others may participate for the social experiences they get when working with similar others, to learn new skills or to exercise skills and abilities that might otherwise go unpracticed, to obtain credentials or experiences relevant to a new career or to make themselves feel good. When they participate in volunteer activities that match the motivations they consider important, they are more satisfied with their volunteerism and are more likely to volunteer again (Clary et al, 1998). In addition, volunteer organizations can take advantage of this variability in volunteers’ motivation to attract those with different motives by varying the wording in their advertising. For example, brochures that highlight the way in which volunteering helps one explore career options, develop a strong resume and network to make career contacts were especially likely to appeal to recruits with career-related motivations (Clary et al, 1998). The importance of fit also applies to online communities. Our own research (Choi et al) shows that new recruits to World of Warcraft guilds who prefer the style of play the guild values remain in their guild substantially longer than players for whom there is a style of play mismatch. In addition, different recruiting methods lead to different degrees of player-guild fit. In particular, both players and guilds differ on the degree to which they value the social aspects of the game (e.g., chatting with other players between raids) and accomplishing the difficult tasks defined by the game (e.g., killing the most powerful monsters and collecting powerful weapons). More specifically, when players with a stronger social-orientation join more socially oriented guilds they perceive their fit with the guild as being higher and stay in the guild longer. Similar results occur when the players and guild are matched on their task-orientation. Because it is easier to assess taskoriented play, task-oriented guilds that recruit new members by looking over their credentials (e.g., level and weapon inventory as recorded in the game) and play briefly with them tend to recruit players with good fit. However, assessing personality and other characteristics of players that determine whether they will be socially compatible with the guild is more difficult. Therefore, socially-oriented guilds that recruit new members via referrals from existing members tend to recruit players with good fit, while recruiting via credentials or brief play does not lead to good fit. Design claim: Instituting designs and policies to increase the fit between newcomers and the community will lead to members will stick around longer and be more successful Page 4 Newcomers members of the community. We will discuss more concretely the types designs and policies communities can use to implement this over arching goal in the sections below. Problem 1: Recruiting newcomers In the face of turnover in their membership, online communities will inevitably die without a constant supply of newcomers. Thus it is important to consider the processes by which online communities advertise their existence and recruit newcomers. These processes determine whether the community will have enough members to accomplish its goals. In addition, the processes of recruitment may have direct consequences for later problems that the community must solve, such as selection, retention and commitment. Although there are many differences between an online community and a conventional organization with employees, especially in terms of the formality of the recruiting and acceptance process, we follow the tradition in research on employee recruiting and consider recruiting to be “those organizational activities that (1) influence the number and/or types of applicants who apply for a position and/or (2) affect whether a job offer is accepted” (Breaugh, 1992, p. 4). Many volunteer online communities do little active recruiting for new members. This lack of attention to recruiting characterizes most Usenet groups and the open source software development projects represented in SourceForge. This may be sufficient if random web searching and word of mouth endorsements from current members provides a sufficient supply of recruits to replace losses and meet the community’s needs for growth. Active recruitment is likely to be necessary if a laissez faire approach is insufficient. Some online communities explicitly recruit new members. For example, nytimes.com provides links that allow readers to send by email an article they read to other people or to share the article to the contacts on their social networking sites. Many social networking sites, like Facebook and Linked-In, solicit new members by encouraging existing members to send invitations automatically to everyone on their email lists. The social networking site tagged.com received thousands of complains for ‘contact scrapping,’ when, according to the company’s founder, a software glitch sent accidentally sent invitations to people on one’s email list without the list owners’ permission or knowledge {Tugend, 2009 #4472}. Many smaller online groups, including guilds in World of Warcraft and projects in Wikipedia, recruit new members informally through their connections with existing members. By exploiting their prior relationships, the groups are more likely to recruit new members who are knowledgeable about the community and fit with its mission. They are more likely to stick around than are members who are recruited by other methods. Design claim: Compared to laissez faire approaches, in which prospect members seek out or stumble upon a community, active recruiting will lead to the community having accesses to a larger pool of prospective members. Page 5 Newcomers McGuire (1978) identified five components of persuasive communication: source, message, channel, receiver and object of the persuasive attempt. Those attempting to recruit members to an online community have moderate control over each of these components. They can craft a message about the community that the public is likely to see, both in terms of the information that is easily about the community on the community’s homepage, on paid advertisements they place with search engine services or social networking sites or information they post about the community themselves or through surrogates on web forums, blogs and other online sites. Messages recruiting for the community can come from highly credible sources, as when the eminent biologists E. O. Wilson used his acceptance speech at the 2007 TED award to pitch participant in the community creating the Figure X: Credible endorsement for the Encyclopedia of life Encyclopedia of at http://www.eol.org Life1or endorses it on the encyclopedia’s home page (see Figure X), or from less credible sources. They can embed their message in text messages, video on YouTube and related sites or use interpersonal word of mouth to get their message across. They can target their message to receivers with particular attributes or post it to general audiences. The detailed ways in which these factors operate and their effectiveness depend upon the underlying psychological processes through which people attend to, process and remember the information, make decisions based on it and convert those decisions into actions. A major variable that influences how these persuasion variables influence persuasive attempts is their involvement in the issue under discussion. In many cases, potential recruits who are making judgment of a community are not highly involved in evaluating it nor actively investigating whether to join it. Instead, they are forming an evaluation casually based on information and persuasive attempts they are peripherally exposed to. In these cases, they are using heuristic processing, in which they don’t think and evaluate deeply the information they are exposed to, and as a result can be influenced by very superficial features of the attitude object or persuasive message (Petty; Chaiken). Heuristic processing and cognitive shortcuts are likely to occur when a potential recruit is merely browsing the web and comes across websites and communities relevant to an underlying interest. It is less likely to occur when the potential recruit is highly involved in the choice, such as when a patient with a life threatening disease is choosing an online support group. Then the potential recruits are likely to use effortful, systemic processing of the quality of the information they are exposed to, the consistency of the arguments and the credibility of the source. Design claim: Compared to cases when potential recruits are highly involved in choosing an appropriate online community, when they are less involved they will be influenced by superficial features of the community and persuasive messages about it. 1 http://www.ted.com/talks/e_o_wilson_on_saving_life_on_earth.html Page 6 Newcomers Research on attitudes, attitude change and the influence of both interpersonal and mass communication is a massive topic. Although we consider persuasion at several point in this book, including our discussion of recruiting and socializing newcomers, encouraging contributions and starting a community from scratch, a complete review is beyond the scope of this book. Instead we sample some highlights in this book and refer the reader to relevant reviews for more detail on persuasion in general (McGure, 1985; Childini & Goldstein, 2004; Petty & Wegener, 1998). Recipients: Community managers can target the information they provide about the community narrowly just to people are are likely to be interested or more broadly. Community mangers can advertise their site in public places, without much regard to the people who are likely to attend, much as billboard advertisements indiscriminately target anyone passing by. When World of Warcraft guilds post videos of raids to YouTube, for example, they are following this strategy. Alternatively, they can target potential members more directly, by advertising where potential members are especially likely to visit, just a commercial advertisers place advertisements for products in the magazines and TV shows that their target demographic groups are likely to view. . Thus, for example, guilds recruiting in World of Warcraft often make use of the recruiting forums especially tailored to recruiting for Horde1 or Alliance2 players. Third, they can attempt to particular individuals who have already shown interest or competence in a domain relevant to the community, just a charities use direct mail to target a potential contributors who contributed in the past or contributed to a related cause or Google targets web advertising based on a consumer’s search terms. Project leaders in Wikipedia often use this technique by sending personalized invitations to non-members who have previously edited articles within the project’s scope. Viral marketing or personalized word of mouth, are an example of targeting, in which existing community members reach out to potential members whom they identify as likely candidates, as when churches, theaters, doctors and car mechanics all use word of mouth marketing from current patrons to recruit new ones. Recently the car manufacture Hyundai has formalized this idea by reposition their manufacturer’s rebate to customers as a payment for these new customers to talk up their products to family, friends and neighbors. The research literature and Google’s financial success strongly indicate that targeting advertisements are more effective than indiscriminant ones Design claim: Targeted appeals are more persuasive in influencing attitudes and recruitment than are indiscriminant appeals, which do not target . Modality: A long research tradition starting with Katz and Lazerfeld and Coleman indicates that interpersonal appeals, in which the persuasion attempt comes from people whom the target knows, are more effective at influencing attitudes and adoption than are impersonal appeals from the mass media. Later in this chapter we will review relevant research on viral marketing and interpersonal appeals. Interpersonal recruiting is more effective than mass communication (Green et al, 2008). Depite this overall trend, research indicates that advertising works (Assmus et al, 1984). These impersonal 1 2 http://forums.worldofwarcraft.com/board.html?forumId=7244844&sid=1 http://forums.worldofwarcraft.com/board.html?forumId=7244843&sid=1 Page 7 Newcomers techniques can influence targets’ beliefs about an attitude object, such as a a consumer product, a health intervention, political candidate or an online community, their affect towards the attitude object, and the likelihood that targets with compatible beliefs and attitudes will act on them, for example by attempting to join the community, buy a project or turn out to vote for a candidate. (Roberts & Maccoby, 1985). The direct effects of the mass media are weaker than many advertisers would like and Orwellian critiques fear (see Klapper, 1960). For example, as studies of political advertisements demonstrate, it is often easier to activate people with pre-existing believe and attitudes compatible to vote than it is to change those beliefs or attitudes, especially in a world where many competing persuasive messages are available. Thus studies of selective exposure show that people are more likely to be exposed to opinions that they already agree with. People differentially interpret persuasive messages based on their prior beliefs. For example, among people who watch presidential debates, viewers strongly believe that the candidate whom they initially supported won the debate (ref). However, the debates can increase viewers’ knowledge of the issues and the ones they consider important in a candidate, and despite viewers biases, can influence vote preference (Benoit et al, 2003). Granted that advertising is not a panacea for recruitment, some rules about what works in advertising can be applied to the case of recruiting potential members for online communities. For example, people tend to like objects they are familiar with (Zajonc, ref). It is for this reason in part that name recognitions does wonders in politics and incumbents are overwhelming reelected in congressional and local elections (Mann & Wolfinger, 1980) and movie stars regularly win elected offices. The implication is that managers of online communities should simply get the name of their community in front of the relevant population, to increase their liking of the community and . Other superficial aspects of persuasion (e.g., attractive spokesman). Problem 2: Selecting the right newcomers Newcomers to a community differ in the potential value they could bring if they were to become full members. In an open-source software development community, for example, some newcomers may be highly skilled software developers with deep knowledge of the application domain, some may be novice developers or ignorant of the domain, having little knowledge or skill to bring to the project, and others may have the malicious intent of introducing bugs or Trojan horses. Analogously, in an online support group for abused women, valuable members might be the survivors who have experience, wisdom, and support to offer to others or women who are themselves currently the victims of abuse. In contrast, spectators or stalking husbands are highly undesirable. How do existing community members distinguish the potential quality of newcomers from the limited information available when they first present themselves? Page 8 Newcomers The problem of selecting applicants for membership is common to all groups, but it may be especially problematic in online communities because of the relative anonymity of the interaction in them and the ease of creating new identities online. For example, one of Wikipedia’s administrators who had presented himself as a professor with degrees in theology and canon law was forced to resign when a magazine revealed that he had no advanced degrees. He "used texts such as 'Catholicism for Dummies' to help him correct articles on the penitential rite or transubstantiation" [1]. In eBay, legitimate sellers would like to weed out scammers who sell used goods as new, or copies as originals, or those who collude to inflate bids [2,3]. [1] http://www.nysun.com/article/49955 [2] http://www.truetex.com/ebayfraud.htm [3] http://reviews.ebay.com/Scam-Watch-The-Most-Popular-Scams-onEbay_W0QQugidZ10000000000025238 Problem 3: Keeping newcomers around For newcomers to gain benefits from an online group and to eventually become committed members who take on core responsibilities, they must stick around long enough to learn the ropes, form relationships with other group members, and begin to identify with the group as a whole. However, the research on online communities also shows that these groups experience a substantial amount of turnover and that this turnover is especially high among newcomers. For example, 68% of newcomers to Usenet groups were never seen after their first post; in contrast, those who have participated even once in the past are much more likely to return (Arguello et al., 2006). Fifty-four percent of developers who registered to participate in the Perl open-source development project never returned after posting a single message (Ducheneaut, 2005). Forty-six percent of the members of guilds in the massive multiple-player game, World of Warcraft, leave their group within one month, generally migrating to other groups rather than abandoning the game itself (Ducheneaut et al., 2006). What can a community designer do to keep newcomers around long enough for them to start to understand the benefits they could derive from group membership and start to learn how to behave appropriately in the group? Problem 4: Teaching the newcomers the ropes Different communities have standards and norms that shape and constrain the behavior of their members. Some of these norms are broad and open to different interpretations. In Wikipedia, for example, a series of guidelines and policies remind members to adopt a neutral point of view in the articles they write [1] and that they should not use their personal talkpages to discuss personal topics and promote relationships with other Wikipedians [2]. Others are more narrowly targeted, such as the Wikipedia copyright policy [3] or formatting guidelines [4]. Although many of the norms and behavioral Page 9 Newcomers standards are explicitly described in Wikipedia, in many other online communities norms that prescribe how members should behavior are implicit and must be learned by observation. Violation of the behavioral norms can be harmful to existing groups for several reasons. First, norms are often set up because they are functional, helping the group to achieve desired goals or to operate efficiently. Thus, the norm in Wikipedia of citing sources helps the group achieve its goals of becoming an authoritative encyclopedia. Similarly, norms to hold all discussion via public distribution lists in open-source development projects help the group capture its design rationale and supports coordination among a distributed workforce. Violating these norms interferes with valued group goals and smooth operation. Standards of behavior often form part of the identity of the group’s members. Thus, when people act in non-normative ways, the group may start to lose some of its defining features. Violations of norms may also drive away old-timers. [point to Norms chapter here] [1] http://en.wikipedia.org/wiki/Wikipedia:Neutral_point_of_view [2] http://en.wikipedia.org/wiki/Wikipedia:What_Wikipedia_is_not#Wikipedia_is_not_a_blo g.2C_webspace_provider.2C_social_networking.2C_or_memorial_site [3] http://en.wikipedia.org/wiki/Wikipedia:Copyrights [4] http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Problem 5: Protecting the group from newcomers Although newcomers are essential to the survival of online communities, they also pose real threats. Because newcomers have no history in the community, existing group members do not know how much to trust them. Those established community members need to ask whether to allow a new member of a guild in World of Warcraft to participate in a high-stakes raid, to buy an expensive item from a new seller on eBay, or whether to allow a new developer to commit code to the Apache server build. Empirical evidence suggests that established members indeed distrust newcomers. For example, Resnick et al. (2006) showed experimentally that buyers paid less for comparable items on eBay when purchasing from newcomers (i.e., those with no prior transactions) than old-timers, distrusting them because of their lack of history. Because newcomers have not yet developed much commitment to the group and have not yet learned how the group operates, it is rational for established group members to actively distrust them. Because they don't yet identify with the group, they are less likely to have the best interests of the group at heart in deciding courses of action. In addition, because they are relatively unsophisticated in how the group operates, they may not have the skill or knowledge to operate in the group's best interest, even if they cared to. For example, in Wikipedia, newcomers (including those who have not registered and those who have not yet edited extensively) are more likely to vandalize pages or offer changes that other, more Page 10 Newcomers experienced Wikipedians will later delete (Adler, 2007). As a result of this lack of history and potential lack of goodwill and relevant skills, groups need to protect themselves against possible damage that newcomers can cause. Even if newcomers are not actively behaving inappropriately, the mere fact that they are different from the old timers may change the environment to make the community less desirable for old timers. An influx of new members to social networking sites may change the culture for old-timers, such as when MySpace transitioned from a promotion platform for small bands to a crowded venue for any teenager to post mp3s. [Transition of the Systers list, as more new women in computer science joined & what this did to the existing culture.] 2a. Provide realistic information about the community to outsiders If perceptions of fit are so important to recruiting and retaining members of an online community, what are the lessons from the social science literature on ways to increase fit? Figure X is an adaptation to online communities of Breaugh and Starke’s 2000 model of the formation of job expectation. Like the models of group and organizational socialization we review below, it explicitly recognizes the bi-directional nature of recruiting, with the potential recruit (left side of the figure) and the community (right side of the figure) making interdependent moves, which in this case influence the likelihood that potential recruits consider joining an organization, actually join it and remain in it once they become a member. Of course characteristics of the online community itself will have direct effects on whether newcomers are willing to join and stay, just as the compensation, type of work, work environment, and positive organizational image have powerful effects on whether potential recruits apply for, accept positions and stay in them in conventional organizations (Chapman et al, 20005). We consider some of these characteristics of the online community in the discussion of starting new communities in Chapter X. However, over and above these essential characteristics of the community, the processes by which a community reaches out to potential recruits, letting them know about the community and the benefits it can provide, and the initial interactions it has with these potential recruits can influence both fit and other causes of outcomes associated with recruiting new members. Design claim: To increase the fit between a community and the members they recruit, provide potential new members an accurate and complete picture of what the members’ experience will be once they join. As indicated in Figure 0-1, empirical research shows that conventional organizations that provide recruits accurate and complete information about the organization help them to form accurate expectations about it, which will influence their decisions to seek employment, to join if employment is offered and to have realistic expectations once they become organizational members. In the context of conventional organizations, this accurate information often is conveyed in the form of realistic job previews, in which recruiters and other members of the organization present both favorable and unfavorable Page 11 Newcomers job-related information to job candidates (Rynes, 1991). Realistic job previews are associated with recruits’ lower expectations about the nature of the job, lower levels of attrition from the recruitment process, and lower turnover, if recruits are offered a job. Although the effects are small, they are reliably larger if the realistic preview is delivered verbally than via a written document or video (Philips, 1998). Realistic job previews seem to have beneficial effects on recruiting success through two separable routes. First, they selectively attract people who have characteristics, including motives, skills and attitudes that better fit the existing community. Second, they lower expectations that newcomers have when they actually join the community, reducing the chances that the reality newcomers experience once they become organizational members will clash with unrealistic idealizations. Online communities can use the methods typical of conventional organizations to give off realistic information about the community — websites, online recruiting brochures and other documents, videos, direct contact with recruiters or other formal representatives of the community, and informal contact with community members. For example, when soliciting new members, World of Warcraft guilds often post recruiting statements, with information about their mission and style of play, at forums such as www.lookingforguild.net or similar recruiting sites. (See Figure 0-3 for examples.) Others post videos of their exploits on youtube.com, www.warcraftmovies.com and other media sharing sites. One famous clip is the saga of Leeroy Jenkins, a dramatic recreation by the guild Pals for Life of one of their encounters (see Figure 0-2)1. Leeroy Jenkins, one of their members, misses the detailed planning the guild engaged in before raiding a monster’s cave because he is away from his computer frying some chicken. Their plan is ruined when Leeroy returns and rushes into the cave shouting his own name as a battle cry. When the others follow him in, all die. While this video was originally produced as a parody, to contrast the passion of play, with the calculated nerdiness some guilds engage in, one of its consequences was that the guild Figure 0-2: Leeroy Jenkins leading the Pals was barraged by requests for for Life guild into disaster. [too fuzzy to be membership from applicants interested legible.] in their strategic style of play. Figure 0-2 : While these types of deliberate self-descriptions occur, they are rare compared to the recruiting activities conducted in conventional organizations. More typical are the frequently asked questions (FAQs) listed in many online communities, in which leaders 1 http://www.youtube.com/watch?v=LkCNJRfSZBU Page 12 Newcomers of the community post a mission statement or goals, but not realistic previews of life Page 13 Newcomers inside (see http://www.faqs.org/ for an index to many FAQs for Usenet newsgroups and Page 14 Newcomers Websites. For example, the FAQ for a stop smoking support group lists its policies Page 15 Newcomers Premonition> WotLK Cleared! Recruiting hardcore players!! We are Premonition --- a mature Alliance PvE raiding guild on the Windrunner PST server. Please visit us at http://premonitionwow.guildlaunch.com to learn more. We are recruiting hard core, geared players for WotLK. … We have completed Malygos 25 man/10 man, Sartharion 25 man/10 man, and Naxxramas 25 man/10 man. We are currently working on Obsidian Sanctum with three adds up and will probably be completed in the next day or two… Here’s some key information about the guild and our expectations. 1. Raiding schedule is Sunday-Thursday 8:00pm -11:30pm PST (server time). You are REQUIRED to attend 4/5 raids each week. 2. We have vent and EPGP. 3 . *Most* gear will be EPGP based, but there will be some pieces that will go to the class/spec it will suit the most to help progression of the guild. Very few pieces will be decided in this manner but the best interests of the guild and its progression will be considered first and always. We’re a team and will be most happy when we are downing new content consistently. To maintain progression this is necessary . 4. We’re very serious about having the most optimal raid composition and most potential while raiding. To maintain that we’ll require you to have: a. PvE spec when you come to raids. b. You will show up on time and ready and you will have consumables to last the entire raid. … g. You will know encounters having read strategies, watched videos, read forums before we engage those encounters. [A-PvP] 5/6 SW <Damage Networks> - LF Warlock, SPriest, HPriest, Ele Shaman, Paladin … Damage Networks is currently looking to add a few more people to our family. We're a PvE/PvP guild that spends way too much time on ventrilo, and not nearly enough time raiding. As a guild, we've been around for a long time (completing MC and BWL in their primes, and landing a top 20 US Kel'Thuzad kill). We're not going anywhere. Damage Networks began as a porn site, then an NS team, and now it's a wow squad. So if you're interested in more than just a raiding guild, we're probably right for you. What are we looking for? Players are expected to hold at least 75% raid attendance. Drama bombs, Loot %%#!*s, ego-maniacs, self-centered retards, incessant whiners, immature babies and idiots in general should not apply (we have plenty of those already, they give us ''flavor''). … banning commercial posts,ofbut provides little information about the Figure 0-3: Sample World Warcraft recruiting announcements at frequency of this www.lookingforguild.net (downloaded 12/31/2008) Page 16 Newcomers practice.1 While comparatively few online communities explicitly create realistic membership previews for recruiting purposes, the archival nature of the Internet means that complete records of prior interactions among community members are available for newcomers to examine and in this way get an unedited, realistic view of life in the community. Design claim: To increase the fit between a community and the members they recruit, allow potential new members to see archives of communication within the community. Even though online communities can use the same recruiting mechanisms as conventional organizations, they have the potentially unique advantage that much of the communication and production work in the community is archived automatically. While in a conventional organization a new recruit must rely on the organization’s explicit descriptions via brochure and similar sources or rely upon word of mouth form current and former organizational members, with an online community they can see the interactions on which these impressions are based. They see how members treat each on various online forums and can see how team members work together in creating Wikipedia articles by examining the histories and talk pages associated with each article. However, not all communities provide public archives. In the online cancer support group ACOR.org, readers cannot search or browse archived messages without a subscription. Though subscribing is free, prospective subscribers are vetted by the list owners, which delays the newcomer's opportunity to evaluate the group and his or her expected fit. Furthermore, the archives are hidden from search engines. Though this protects the privacy of existing members, it also reduces the likelihood that desirable members will find the group. Other, non-fit design claim re recruiting. Recruiting as communication identify what type of member you are seeking & get message to them Standard advice abt persuasive communication, reviewed for the case of contribution, in Chapter X, and starting a community, in Chapter X: celebrity, credibility, similarity of communicator to target, likeability of the communicator 2b. Provide opportunities for evaluation In many real-life situations, individuals often have information relevant to a selection decision but fail to reveal this during the selection process. Job candidates may have poor work performance or criminal backgrounds they wish to conceal from potential employers. This information asymmetry leads to what is known as “adverse selection,” in both the insurance industry, where these types of problems were first identified, and in 1 http://www.faqs.org/faqs/support/stop-smoking/compost/part1/ Page 17 Newcomers economics, where theories of adverse selection have been elaborated. If an insurance company sets a single premium for life insurance, then smokers, intravenous drug users or others who have lifestyles leading to poor heath could differentially benefit from the insurance. People with these poor health risks are more likely to apply for the insurance than healthy consumers, and as a result, companies will end up disproportionately insuring them. As in the case of health risks, it is sometime in people’s self-interest to withhold private information when an online group is making a decision about accepting them for membership. This phenomenon occurs in the online world of multi-players games. For example, in World of Warcraft, players may apply to become a member of a guild with the intention of staying only a short time, merely to “level-up” (i.e., gain experience points) before moving to a superior guild (Ducheneaut, et al., 2007). However, it is not in the guild’s interest to recruit players who have intentions to leave as soon as they have accumulated the appropriate amount of experience. In other cases, it is in individuals’ interest to reveal private information about themselves, but the organization has difficulty distinguishing truthful from less truthful reports. In conventional work organizations, it would be beneficial to strong applicants for a software engineering position to be able to demonstrate their work ethic and skill at software development to distinguish them from pretenders who are less dedicated or less able. The same dilemma occurs for applicants for admissions to many online groups. For example, applicants to an open-source software development site like Apache who are very skillful at software-relevant tasks or who have been conscientious in the past in turning in assignments on time would want to let the powerful people in the site know this. However, less skillful and conscientious applicants would want to give off a similar impression. As a result, when experienced software engineers tell of their software experience in their day jobs, the community tends to ignore these self-reports as merely "cheap talk" (Ducheneaut, 2005; Lakhani & Hippel, 2003). In World of Warcraft, many guilds seek new players with a style of play and social relationships that fit with existing group members. New recruits may honestly describe themselves for example, saying they are extroverted and friendly and are seeking a relaxed style of play. However, guild masters or recruiters have little way to distinguish recruits who will be difficult to get along with from those who are easy to get along with. Economists often refer to these cases as signaling problems, because one party is attempting to signal their true qualities to perceivers using imperfect signals. In the case of selection, decision-makers are looking for visible signals that are correlated with the attribute they desire and which would be difficult for people without that attribute to fake. In trying to select quality childcare for their children, parents should not pay much attention to the cleanness of the reception area, which is an attribute that is easy to fake and is often associated with lower child care quality, but should pay attention to whether the center is for profit (often associated with poorer quality), whether it is part of a national chain (often associated with high quality) or is regulated by the government (often associated with higher quality) (Mocan, 2001). In open-source software development projects, the community seems to rely more upon participation in technical discussions and contributions of bug patches and software enhancements to make such decisions. Communities that provide free email accounts or server space also operate on Page 18 Newcomers the same principles of selection when they use CAPTCHAs to prevent bots from automatically creating hundreds of accounts. A CAPTCHA (an acronym of "Completely Automated Public Turing test to tell Computers and Humans Apart) is an automated test, such as the challenge to recognize a distorted word presented against a cluttered background, to differentiate people from computerized agents attempting to exploit Internet services. These tests are difficult for machines to accomplish but easy for humans, and therefore many Internet companies, including Yahoo, MSN and eBay use this mechanism to identify whether an agent applying for an Internet service is a human or a machine. In the case of signals, similar principles apply, although one generally assumes that the candidates for selection have the ability to invest in acquiring visible features that reliably signal quality. Then organizations and other decision-makers can select among candidates who have previously invested in resources that they cannot change during the period of selection. For example, job candidates might invest in completing four years of college at a good school to show their intelligence and their conscientiousness, even if the education itself will not provide them skills that help them perform the job. Analogously, players in the online game World of Warcraft, for example, can invest hours in playing the game to acquire weapons and the steeds they use for transportation. In turn, guild masters and others recruiting players for guilds can use candidates’ level, the weapons they have already acquired, or their steeds to choose among candidates, because the factors are reliable signals of past performance as well as being tools which the candidate can use to carry out quests, if they become members. Design claim: To allow communities to evaluate newcomers, provide diagnostic barriers to membership To help select good community members, signaling theory suggests that designers of online communities create entry barriers, diagnostic tasks that would be easy for desirable members but difficult for undesirable ones. In many open-source software (OSS) development projects, for example, potential members must first demonstrate their competence and commitment to the group by offering bug fixes or small enhancements before they are given "committer" status, permission to commit (save) their own changes to the software database (Krogh et al., 2003; Ducheneaut, 2005). In the FreeNet project, only 8.4% of individuals who participated in the technical discussions were ever given committer status and considered developers in the project (Krogh et al., 2003). Without committer status, programmers must pass their modifications to more trusted members of the group who then vet the software and decide whether to merge it with the existing code base. Mere talk without code, such as describing one's offline technical accomplishments, asking for tasks to work on, or proposing modifications did not lead to committer status; potential members had to pass substantive contribution barriers to become full members. Another barrier is the credential check: Sermo.com, a discussion forum for physicians to discuss medical decisions, asks potential members for their names and the zip code of their primary practice, which it then cross-checks against a national physician database, Page 19 Newcomers to ensure that its membership includes only physicians. Craigslist requires posters of classified ads to enter their email address and then respond to an invitation sent to that address before their ad goes public. The goal is similar to the goal for CAPTCHAs, to prevent screen bots and other software agents from gaining membership in the community. Pornographic websites that ask prospective members to provide a credit card number or license do so to try to differentiate adults from minors (or give the illusion of doing so), because adults are more likely to have a credit car or driver's license than minors. To weed out spectators, established members of one online depression forum have an unspoken practice of engaging newcomers in discussion about their symptoms and treatment (Fussell, personal communication). Producing these medical terms is likely to be easier for people who are clinically depressed than for those who aren't, although obviously this is not a failsafe system, because anyone could potentially conduct an online search to discover the names of antidepressants. On the flip side, the designers of Wikipedia intentionally minimized entry barriers, allowing anyone to make immediate changes to almost any article, without even registering, much less demonstrating competence or legitimacy. We speculate that the reason for the low barriers in Wikipedia is due to the relatively low interdependence between contributions to a Wikipedia article, reducing the risk that one newcomer's change will cause system-wide problems. It is also easy to revert to a prior version of an article using MediaWiki's history mechanism. Compare this to OSS development, with relatively high interdependence between contributions and a somewhat more difficult reversion process through typical version control systems. More importantly, there is simply less interdependence among the elements in a natural language article than in a software program. Readers can interpret around a misspelling introduced into a encyclopedia article, while the compiler cannot do this to a misspelled variable name in a program. 3. Socialization to groups and organizations Research on organizational recruitment makes a crisp distinction between recruits, who are not members of an organization, and employees, who are. In many online communities the distinction between non-member and member is more blurred. Theories of socialization to groups (Levine & Moreland, 19xx) and to organizations (Van Maanen, J., & Schein. 1979) are more likely to take into account the continuous nature of commitment an individual might have to a group, organization or community or the degree to which are they peripheral or central to it. For example, Levine and Moreland's socialization theory (19xx) emphasizes separable phases in their relationship with a group through which individuals can pass (investigation, socialization, maintenance, resocialization, and remembrance). These phases are separated by four role transitions (entry, acceptance, divergence, and exit). In understanding how to bring newcomers on board, the first two of these phases -- investigation and socialization -- are most important. In this section we concentrate on the investigatory phase, in which newcomers and the groups assess each other. If successful, the investigatory phase ends in entry, in which an outsider becomes a member of the community. In many formal conventional Page 20 Newcomers groups and organizations, the distinction between outsider and group member is clear, and is analogous to the recruit/employee distinction in the recruitment literature. Thus, an applicant can become a member of a fraternity, enlist in the military, be admitted to a university, or be hired by a company. All of these organizations have formal points at which the member joined. However, even in conventional groups and organizations, the distinction is sometimes an ambiguous one and entry into the group or organization can be a matter of degree, rather than a discrete event. When groups have little structure and diffuse boundaries (or low "entitivity" in the jargon of social psychology), whether one is a member is a matter of degree. Thus, one’s centrality to friendship cliques or even project groups at work can be a matter of degree (Mortensen & Hinds, 2002). In academia, for example, those who hold joint appointments and courtesy appointments in an academic department are often seen as less legitimate members than those whose whole salary is paid by the department in question and who have voting rights there. The same variability of the degree to which boundaries are well defined exists in online communities. For example, membership in a Usenet group may consist simply of reading posts occasionally, membership in a World of Warcraft guild involves applying to and being accepted by the guild master and existing guild members, and membership in Wikipedia projects is somewhere in between [1]. 3a. Promote friendly initial interactions Design claim. To encourage newcomers and potential recruits to join an online community and return, encourage old-timers to have friendly interactions with the newcomers During an investigatory phase, newcomers actively investigate their fit to the group and the benefits they are likely to receive from participation. This is analogous to the information gathering that recruits perform, as outlined in the Process Model for Developing Expectations outlined in Figure 0-1. Investigation is a major reason that newcomers silently read posts (i.e., “lurk”) before posting (Preece et al., 2004). At the same time, the group is evaluating whether the newcomer would be a good fit, so the group needs the newcomer to do more than simply lurk. Both the group and the individual require information exchange in order to estimate the benefits they will bring to each other. This investigatory phase is an especially fragile one for newcomers. During this early period, when they first encounter a group, they have little commitment to it and often little data to make judgments about whether to invest effort in finding out more or to explore alternatives. As a result, small amounts of either positive or negative evidence about how the group behaves and how it treats members may have an especially large impact on whether they leave for good or return again. Similarly, small amounts of either positive or negative evidence that the prospective member has desirable attributes will impact how the group responds. Initial positive interactions work to retain new members. Newcomers to Usenet groups Page 21 Newcomers are more likely to come back for subsequent visits if others reply to them (Arguello et al., 2006). Cosley (personal communication) found a similar phenomenon in Wikipedia, where newcomers who received a welcome on their talk pages were about 50% more likely to subsequently edit at least one page than people who created an account at about the same time, but who did not receive a welcoming message. Our analysis of the initial interactions between newcomers and old-timers in Wikipedia project shows a similar pattern. New members to a project who receive at least one message from an old-timer within two weeks after joining subsequently edit more on project pages (and in Wikipedia in general) and stay active in the project for a longer period. Lampe and Johnston (2005) found that new Slashdot members whose first comment received a rating from other members posted a second comment more quickly than new members whose comments weren't rated. They also found that newcomers who received negative ratings on their first comments came back even faster; they hypothesized that these newcomers returned quickly to improve their records, or that they intentionally wrote inflammatory content which they post more often {?}. [1] http://en.wikipedia.org/wiki/Wikipedia:WikiProject How much access should they have to group resources? In this case, resources include both people--other members' attention and support--and any artifacts the group produces, such as wikis, collective movie ratings, or software. Should newcomers be isolated to prevent annoying other members and damaging community artifacts, or should they be allowed to ask questions, scribble on others' walls, delete code, and join raiding parties right away? The answer to this question depends on a community’s goals. To recruit and retain new members, small-group socialization theory and the research on recruiting reviewed in the previous section suggest that newcomers should interact directly with experienced members right away. The goal of the first contact should be to encourage initial positive interactions as the newcomer is exploring the community and deciding whether to join or not. Rather than isolating newcomers in a mandatory private sandbox or preventing them from posting messages to a discussion group, they should be allowed to make themselves known and interact with other community members. Discussion forums often include a prominent "Introduction" thread, in which newcomers are encouraged (or required) to post brief biographies. Newcomers to PGHDance.com, a forum for Pittsburgh swing dancers, go to the "Hi, I'm ..." thread to describe their level of dance experience, day job, and other cities where they've danced. The forum is a hybrid community, in which many members socialize in person at local dances, but that socialization is often hindered by loud music and a norm of not talking while dancing. Thus, PGHDance allows members to get to know each other off the dance floor, and provides a more neutral platform where dance skill is less salient. Veteran forum members greet the newcomers and offer to dance with them at local events. Similarly, WrongPlanet.net, a community for individuals with autism and other developmental disabilities hosts a “Getting to know you” section, where newcomers describe their hobbies and diagnoses. These introduction threads serve two purposes: First, they allow the newcomers to move beyond the lurking stage and provide enough information to invite interaction with other members, and second, the threads allow newcomers a safe Page 22 Newcomers space to practice using the posting tools. Design claim. To encourage old-timers to have friendly interactions with the newcomers, assign these responsibilities to particular community members. One way to accomplish initial positive interaction is to assign welcoming responsibilities to old-timers. For example, Wikipedia has a “Welcoming Committee,” [1] whose main activity is to greet new editors, known as red users, because they have not yet made a personal page for themselves and thus their usernames appear in red. Welcoming committee members skim Wikipedia's account creation log and lists of contributions by newcomers, select friendly text from a set of welcoming templates, and post the text to the user's talk page, creating the page if necessary. Welcoming committee members encourage anonymous contributors--identified by their IP addresses--to register, post links to tutorials, and offer to answer questions. For example, the following is a standard welcoming template in Wikipedia: "Welcome! Hello, and welcome to Wikipedia! Thank you for your contributions. I hope you like the place and decide to stay. Here are some pages that you might find helpful: Introduction The five pillars of Wikipedia How to edit a page Help pages How to write a great article Manual of Style I hope you enjoy editing here and being a Wikipedian! Please sign your name on talk pages using four tildes (~~~~); this will automatically produce your name and the date. If you need help, check out Wikipedia:Questions, ask me on my talk page, or place {{helpme}} on your talk page and ask your question there. Again, welcome!" As the following excerpt from The WELL’s (Whole Earth 'Lectronic Link) Hosts’ Manual explains, moderators are responsible for welcoming newcomers (Hoag, 1996): “Learning to welcome, inspire and incorporate new visitors into the Page 23 Newcomers conversation is perhaps the most important talent a host can acquire. … There's one thing a host can be fairly sure of, however. Nobody likes to go into a conference for the first time, post a response, then have it sit there without ever being acknowledged. … At the very least, as host, you will want to keep an eye out for postings by folks who have never responded in your conference before, and acknowledge their participation. Even a simple ‘Hello! Could you tell us more about your experiences with...’ can mean the difference between someone feeling snubbed, and feeling like a welcomed participant in the conference.” [2] Design claim: To promote friendly initial interactions between newcomers and oldtimers, explicitly discourage hostility towards newcomers who make mistakes. The previous examples from Wikipedia and The Well are prescriptive in a positive way, assigning some people the responsibilities for welcoming newcomers and giving the welcomers some tools to make the task easier. Another way to encourage newcomers is to discourage the hostility that is often the result of the interactions between old-timer members of a group and newcomers (cf [3]). For example, policies for experienced users answering questions in the forum for Ubuntu, a graphical user interface for the Linux operating system, discourage experienced users from being rude to newcomers. “If the users' question has been covered in one of the community documents, please give them a description and the links. … If you wish to remind a user to use search tools or other resources when they have asked a question you feel is basic or common, please be very polite. Any replies for help that contain language disrespectful towards the user asking the question, i.e. "STFU" [Shut the fuck up] or "RTFM" [Read the fucking manual] are unacceptable and will not be tolerated.” Wikipedia's DBTN (Don't Bite the Newcomer) policy cautions old-timers that “New contributors are prospective 'members' and are therefore our most valuable resource. We must treat newcomers with kindness and patience — nothing scares potentially valuable contributors away faster than hostility or elitism." (emphasis in the original) [1] http://en.wikipedia.org/wiki/Wikipedia:Welcoming_committee [2] http://www.well.com/~confteam/hostmanual [3] http://www.libervis.com/blogs/15/Jastiv/eric_raymond_and_the_rtfm_jerks 3b. Design formal, one-on-one mentorships Beyond welcoming committees and introduction threads, early interactions between newcomers and the community should allow the newcomers to learn group etiquette, norms, and requisite skills, and provide a basis for future commitment. While many online communities have developed Frequently Asked Question (FAQ) pages, selfguided tutorials, or monthly etiquette emails to provide this information, far fewer have formal mentoring or person-to-person training procedures. Organization socialization theory (Van Maanen & Schein, 1979) suggests that an institutional style of socialization Page 24 Newcomers Page 25 leads to the most commitment from newcomers. In this style of socialization, newcomers are exposed to a formal and collective training experience, with a road map providing clear and explicit information about roles and sequence of responsibility, and a mentor to provide guidance. Organizational socialization theory identifies six dimensions that differentiate the techniques that organizations use to help newcomers get adjusted to the organization and learn their place in it. Jones (1986) created a self-report scale measuring these tactics, which has been extensively used in empirical research examining antecedents and consequences of successful socialization of newcomers in organizations. Table N provides an overview of the socialization tactics that van Maanen and Schein identified and samples of the self-report questions used to measure them. Technique Description (van Maanen & Schein) Sample of measurement items (from Jones, 1986) Collective versus individual Newcomers go through a common set of experiences designed to produce standardized responses to situations, versus, each newcomer receives unique training in isolation from others. C13 This organization puts all newcomers through the same set of learning experiences. C14 Most of my training has been carried out apart from other newcomers. (R) Newcomers are segregated from other organizational members as they learn their jobs, versus, newcomers receive on-the-job training. FIl I have been through a set of training experiences which are specifically designed to give newcomers a thorough knowledge of job-related skills. F14 Much of my job knowledge has been acquired informally on a trial and error basis. (R) Formal vs. informal Serial versus With serial tactics, newcomers disjunctive observe and get training from experienced role models, who give newcomers a clear view of the experiences they will encounter in the organization, while with disjunctive tactics newcomers do not have more senior people to observe. SD2 I am gaining a clear understanding of my role in this organization from observing my senior colleagues. SD3 I have received little guidance from experienced organizational members as to how I should perform my job. (R) Newcomers Page 26 Fixed versus With fixed tactics, newcomers are variable: given a fixed timetable about how to progress in the organization, while with variable tactics, the timing of role transitions is variable. FV1 I can predict my future career path in this organization by observing other people's experiences. FV4 I have little idea when to expect a new job assignment or training exercise in this organization. (R) Sequential versus random: With sequential socialization tactics, newcomers are given a clear sequence of steps leading to their ultimate role, while with random socialization the sequence of stages isn't known in advance. SRI There is a clear pattern in the way one role leads to another or one job assignment leads to another. SR4 This organization does not put newcomers through an identifiable sequence of learning experiences. (R] With investiture socialization tactics, the organization confirms newcomers' prior identity, while with divestiture tactics the organization tries to strip this prior identity away. ID1 I have been made to feel that my skills and abilities are very important in this organization. ID3 I have had to change my attitudes and values to be accepted in this organization. (R) Investiture versus divestiture: Table N. Six organizational socialization tactics. Van Maanen and Schein hypothesized that these tactics would be used in very different contexts (e.g., that collective socialization would be used in jobs where newcomers needed to learn technique skills, while individual socialization would be used where already existing organizational members were being prepared for promotions), and would have different consequences (e.g., collective socialization would constrain innovation, while individualistic socialization would allow for role innovation). However, most subsequent research has not examined these boundary conditions. Instead, it has developed a simpler picture of the effects of using these socialization tactics. In Bauer et al.'s meta-analysis of 70 samples of newcomer socialization to organizations, most of the research examined how the use of these organizational socialization strategies led to positive organizational outcomes among newcomers from a week or two after they became organizational members for four months or more. They studied how newcomers adjusted to the organizations they joined and performed in them. The literature reviewed by Bauer et al. shows that both active information-seeking by newcomers and the use of a more institutional style of socialization, involving collective, formal, serial, fixed, sequential and investiture socialization tactics lead newcomers to become more committed to the organization, have a greater intention of remaining in the organization and cause less turnover. However, socialization processes in most online communities are informal and Newcomers individualistic. For example, in Usenet groups, lurking newcomers have no opportunities for formal mentorship, because their presence is unknown to old-timers. Also consider Ducheneaut's description of the socialization of newcomers to the Python open-source software development community (2004). Even in this production-oriented environment, with defined workflows and sharp distinctions among the social roles participating in the project, socialization is still informal, based on trial and error. For example, although there is a progression of participation in this community, with newcomers first participating in technical discussion and then submitting bug fixes before obtaining committer status, this progression of roles is not documented. When one new developer who was slowly making his way toward the core of the community attempted to introduce a new module to the standard library used in this project, he did not know the organizational routines he needed to engage in order to make his contribution. A core member of the community eventually stepped in to offer advice (i.e., provided mentorship), but mentoring was not a regular socialization tactic in this community. Design claim: Provide newcomers with formal mentorships by old-timers. Some communities have successfully deployed mentorship practices, both formal and informal. Wikipedia's Adopt-a-User program [1] matches inexperienced editors with more senior editors, with the aim of reducing vandalism and test edits. More experienced editors are discouraged from requesting adoption; instead they submit specific work for editor assistance or review. Newcomers seeking adoption add the {{subst:dated adoptme}} tag to their userpage, which adds them to a list checked by adopters. New sellers at eBay benefit from Trading Assistants, experienced and active eBay sellers with at least 97% positive feedback. Trading Assistants assess whether an item is saleable, plan starting prices and shipping methods for items, and communicate directly with bidders. Newcomers benefit from the Trading Assistants' high reputation scores, proficiency with seller tools, and familiarity with listing policies and best practices. Newcomers search a directory for assistants who are geographically close and have expertise in particular areas, such as estate liquidation or motor vehicles. Trading Assistants themselves have training tutorials, guides to best practices and promotion, and a discussion board. Help from Trading Assistants is not limited to newcomers; any busy seller can outsource items to others in this way. However, unlike voluntary mentorship in other communities, eBay's Trading Assistants negotiate fees with new sellers for their services [2]. [1] http://en.wikipedia.org/wiki/WP:ADOPT [2] http://pages.ebay.com/tahub/index.html [check open-source communities to see if there's some semi-formal mentoring of new developers going on; the more formal the better; John] [how guilds help people get higher levels; emphasize teaching/mentorship; John] Page 27 Newcomers 3c. Protect the community’s resources while newcomers are socialized Design claim: To encourage newcomer socialization through exploration while preventing harm to the group’s resources, provide mechanisms that protect resources without hindering newcomers. So far, we have suggested that newcomers be socialized through friendly initial interactions with old-timers, that they be allowed to contribute immediately, and that oldtimers mentor the newcomers directly. Yet this is not to say that newcomers should receive carte blanche access to a group and its resources. Many communities include protection mechanisms to prevent potential damage or annoyance by newbies. Major blog platforms, including Blogger and WordPress, while allowing newcomers to post comments (subject to the blog owner's preferences), automatically include the "rel=nofollow" attribute in links embedded in comments. This mechanism directs search engines not to trust these links, preventing spam links from receiving PageRank, and thus discouraging spammers from disguising links to their products within blog comments. Slashdot also uses the nofollow attribute in some potentially misbehaving users' comments, using heuristics based on the age of the user's account and the user's karma. [4] These invisible mechanisms do not prevent newcomers from participating; they simply limit the amount of damage a potentially malicious newcomer could do. Another mechanism for allowing newcomers to experiment and develop skills is to provide a safe, isolated area for exploration. Newcomers need not be required to participate only in the safe area, but it does offer a measure of protection for both parties. One common approach in wikis is the sandbox: a page allowing editors to experiment with wiki syntax without having consequences on the rest of the site. All Wikipedia editors have a personal sandbox by default, as well as access to communal sandboxes [5]. Typical policies, such as formatting guidelines or notifying other users before making large changes, do not apply to the sandbox, although civility and copyright policies still apply. Sandbox content is automatically cleaned every 12 hours, although other users tend to overwrite content much faster. Multiplayer online games frequently contain "newbie gardens," safe spaces where new players practice skills, thwarting players who intentionally harass or kill unskilled avatars. Newcomers are not required to participate in these venues, and thus still have opportunities to demonstrate their desirable attributes to the wider community, but sandboxes and newbie gardens allow additional practice space. [4] http://en.wikipedia.org/wiki/Spam_in_blogs [5] http://en.wikipedia.org/wiki/Wikipedia:Sandbox CONCLUSION Page 28 Newcomers References Akerlof, G. A. (1970). The market for" lemons": Quality uncertainty and the market mechanism. The Quarterly Journal of Economics, 84(3), 488-500. Allen, D. G. (2006). Do organizational socialization tactics influence newcomer embeddedness and turnover? Journal of Management, 32(2), 237-256. Bauer, T. N., Todd Bodner, {wrong format} Tucker, J. S., Erdogan, B., & Truxillo, D. M. (2007). Newcomer adjustment during organizational socialization: A meta-analytic review of antecedents, outcomes, and methods. Journal of Applied Psychology, 92(3), 2007, Vol. 2092, No. 2003, 2707–2721. Jones, G. R. (1986). 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Page 32 Newcomers Guadagno, R., & Cialdini, R. (2005). Online persuasion and compliance: social influence on the Internet and beyond The Social Net: Understanding human behavior in cyberspace (pp. 91-114). New York: Oxford University Press. Cialdini, R. B., & Goldstein, N. J. (2004). SOCIAL INFLUENCE: Compliance and Conformity. Annual Review of Psychology, 55(1), 591-621. Petty, R., & Wegener, D. (1998). Attitude change: Multiple roles for persuasion variables. The handbook of social psychology, 1, 323–390. Page 33 Newcomers Page 34 Additional Fodder: Theories Design goals S: Selection C: Commitment B: Behavior 1. Signaling Theory Contact Barriers 2. Dissonance Theory (Theory doesn't address) Barriers (Theory doesn't (Theory doesn't address) address) Contact Barriers Contact Welcoming FAQs (Theory doesn't address, but might be side effects.) 3. Group socialization Theory (M&L) Protection (Theory doesn't (Theory doesn't Use signals to address) address) show who to trust 4. Organizational socialization Tactics Theory (van Maanen & Schein) NA: Theory assume members already selected Contact Welcoming FAQs (Explicit training, FAQs & mentorship increase likelihood of newcomer learning how to behave appropriately ) 5. Rewards & deterrence ? ? (Theory should Impose address this) penalties 6. Theories of trust Provide training to show newcomers how to behave Keep out those you don't trust Key: Pink=Moira, Blue=John, Yellow=Bob (Remove this key and colors before sharing with C-Lab) CHESS cancer group, moderator welcomes newbies. Acts more like a mentor Barriers: [do MMOs make you do stupid things before you're accepted; find guilds that haze?] Newcomers [hurdles in open source; perhaps groups are not relying on consistency theory] . [Discuss the mediating processes -- good person/organization fit, in which newcomer knows what to do, feels confident in being able to do the work, and feeling accepted by the organization] . Figure N. Antecedents and outcomes of newcomer adjustment during organizational socialization. From Bauer et al (2007). Cognitive dissonance Festinger's theory of cognitive dissonance holds that if people have two ideas that are psychologically inconsistent, they experience the negative drive state of cognitive dissonance and try to find a way to reconcile the ideas, generally by changing one or both to make them consonant (Festinger, 1957). This theory explains why we tend to change our attitudes to be consistent with our behavior (e.g., Festinger & Carlsmith,1959) or why we like people to view us as we see ourselves (e.g., Swann & Read, 1981). The theory has also been used to explain people's initial feelings of connection to the groups they join. In particular, experimental research by Aronson and Mills (1959) demonstrated that people like groups more if they have to endure a severe initiation process to join them than if they undergo a milder initiation (see also Gerard & Mathewson, 1966; Schopler & Bateson, 1962). According to Aronson, people come to like things for which they suffered, because this is the only way they can reconcile their views of themselves as intelligent people with the actions they have performed (Aronson, 1996). Although social psychologists have used this phenomenon to explain the effects of hazing in the military and in fraternities, there is controversy about the strength of these results (see Lodewijkx & Syroit, 1997 & 2001 for correlational studies that have failed to replicate the severity of initiation and liking link). Theories of rewards and deterrence (Pointer to norms chapter) Page 35 Newcomers Design options Barriers to entry According to cognitive dissonance theory, difficult barriers have the added effect of increasing commitment among members who have completed them: causing newcomers to suffer a little before joining a group should increase their eventual commitment. However, given the ease with which people can leave an online community (as opposed to a military academy), severe initiations may drive away potentially valuable contributors. Therefore online community designers should not instigate these types of initiations unless there is a surplus of prospective members. However, the newcomers who survive the initiation should have stronger loyalties than those who are invited in without initiation. First, as selection theory predicts, the severe initiation acts as a filter, preventing new recruits without the appropriate desire from joining. Second, as dissonance theory predicts, these initiations should increase the commitment of those subjected to them. Initiation rituals imposed by online communication can range from non-existent to quite severe. At one extreme, Usenet discussion groups impose no initiation at all. Newcomers can read and post without any formal barrier. Wikipedia explicitly encourages gentle treatment of new editors, with its "Don't bite the newcomer" policy [1]. At the other extreme are game-playing groups like World of Warcraft and OSS projects that require newcomers to go through a long period of initiation before they can become members. Some guilds, for example, require the newcomer to play with the group for a month or longer before the newcomer is allowed to become a regular member. In open-source software projects, it is common practice for newcomers to offer "gifts" of code before they are granted membership (von Krogh et al., 2003). While both of these activities provide data by which existing group members can evaluate the newcomers and may weed out the least motivated, the activities are also effortful actions that probably increase the newcomers' loyalty to the group. Small-group socialization theory suggests that these barriers be low, so that the exchange of information that allows the group and newcomers to evaluate each other can begin early. Thus, barriers that prevent prospective members from investigating the group reduce the likelihood that they will ever attempt to join. For example, in the online cancer support group ACOR.org, readers cannot search or browse archived messages without a subscription. Though subscribing is free, prospective subscribers are vetted by the list owners, which delays the newcomer's opportunity to evaluate the group and his or her expected fit. Furthermore, the archives are hidden from search engines. Though this protects the privacy of existing members, it also reduces the likelihood that desirable members will find the group. While signaling theory and dissonance theory are unidirectional, with signaling theory emphasizing the information that a test provides to the group about prospective members and dissonance theory emphasizing changes in motivations of prospective members toward the group, small-group socialization theory is bi-directional, simultaneously Page 36 Newcomers considering the effects of barriers on choices that both the group and the individual make. Barriers should be valuable only to the extent that they provide the group information with which to realistically assess prospective members (akin to signaling theory) and for prospective members to realistically assess benefits they might receive from the group if they were to become members. Thus, while signaling theory would recommend that groups impose tests on prospective members that only desirable members can easily pass, socialization theory would recommend that these tests be conducted in the context of realistic job previews, so potential members could select to join only communities where they perceived a good fit with their interests, values and skills. [Add example from Bo's research about matches between guilds and individuals on social/task-focus] [1] http://en.wikipedia.org/wiki/Wikipedia:Please_do_not_bite_the_newcomers [1] http://en.wikipedia.org/wiki/Wikipedia:Welcoming_committee [2] http://www.well.com/~confteam/hostmanual [3] http://www.libervis.com/blogs/15/Jastiv/eric_raymond_and_the_rtfm_jerks Punishment: While Wikipedia's "Don't bite the newcomer" policy poses a forgiving stance toward newcomers' foibles, other communities show less leniency, warning or punishing newcomers early to prevent future misbehavior. At JoBlo's Movie Emporium (check this) newcomers who post links to other communities in their first posts are treated with a barrage of angry messages to their personal email accounts. Vandals in Wikipedia are treated to a series of increasingly assertive warnings, ranging from a polite notice: Welcome to Wikipedia. Although everyone is welcome to make constructive contributions to Wikipedia, at least one of your recent edits, such as the one you made to Article, did not appear to be constructive and has been reverted or removed. Please use the sandbox for any test edits you would like to make, and take a look at the welcome page to learn more about contributing to this encyclopedia. Thank you. to a threat of blocking: This is the only warning you will receive for your disruptive edits. If you vandalize Wikipedia again, as you did to Article, you will be blocked from editing. [need more examples of punishment directed at newcomers and what theory says about this, or else refer readers to another chapter] Page 37 Newcomers Page 38 Candidate’s initial impression of community & role Organization’s information provision Channel Amount Accuracy Candidate’s information gathering Accuracy and completeness of expectations about community & candidate’s role in it Candidate’s characteristics compared to what community wants/needs Candidate’s needs/wants compared to what community offers Candidate’s & community’s selection decisions Fit between community’s wants/needs and candidate’s attributes Fit between candidate’s needs/wants what community offers Newcomer’s satisfactory performance in community Newcomer’s value attainment Mutual satisfaction Retention Figure 0-1: A Process Model of Formation of Job Expectations and Their Influence on Recruiting Outcomes (adapted from Breaugh & Starke, 2000). Newcomers From Norms chapter: There are two main ways to induce people to feel they are members of the same group and to care about it. One approach is to recruit a homogeneous set of people who fit the intended community profile. We discuss recruiting community members in the chapter on newcomers, but raise it again here because recruiting is relevant to the promotion of group identity as a means of regulating behavior. For instance, alt.hackers requires members to perform a skilled task for entry into the group. This recruiting strategy separates the “ingroup” from the “outgroup” and increases group identity (even though, otherwise, this community is not very sociable). Other communities, such as those for medical doctors, require members to prove they are doctors. Many exclusive BitTorrent tracker sites (groups that provide private BitTorrent seeds) require existing members to vouch for new members. Bad behavior on the part of a new member (such as downloading much more than they upload) can result in sanctions both to the new member and to the sponsor. Still other communities filter new members by requiring them to be invited by existing members, and limiting the invitations each existing member gets. Invitations to Google’s exclusive Gmail Beta were so highly coveted that some users put them up for bid on eBay (http://www.news.com/2100-1023_3-5203162.html). A number of Flickr photo groups have requirements that users’ photos have awards or have been marked as favorites by some number of other users. (Offline companies have started to use this technique to recruit new employees as well; for example, Google has posted recruitment billboards whose web address is hidden in the solution to a complex mathematical question. Include Drenner, S., Sen, S., & Terveen, L. (2008). Crafting the initial user experience to achieve community goals Proceedings of the 2008 ACM conference on Recommender systems (pp. 187-194): ACM New York, NY, USA. Page 39