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Title: Open Source Software, Computer Games, and other Socio-Technical Processes


1
Open Source Software, Computer Games, and other
Socio-Technical Processes
  • Walt Scacchi
  • Institute for Software Research
  • and
  • University of California Irvine
  • Irvine, CA 92697-3425 USA
  • http//www.ics.uci.edu/wscacchi

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Game Culture and Technology
  • Games as immersive, experiential literary form --
    game play as emergent narrative
  • Gaming as rapidly growing global industry
  • Modding and making games as practice-based
    learning and career development
  • Games as new media and cultural form
  • Game culture as social movement

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Game play as emergent narrative and storymaking
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Game World Stats
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What is free/open source software development?
  • Free (as in freedom) vs. open source
  • Freedom to access, browse/view, study, modify and
    redistribute the source code
  • Free is always open, but open is not always free
  • F/OSSD is not software engineering
  • Different F/OSSD can be faster, better, and
    cheaper than SE in some circumstances
  • F/OSSD involves more software development tools,
    Web resources, and personal computing resources

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OSS Development Models
  • Free Software (GPL)
  • Open Source (BSD/MIT, Mozilla, Apache)
  • Corporate Source (Hewlett-Packard)
  • Consortium/Alliance (OSDL, SugarCRM)
  • Corporate-Sponsored (IBM-Eclipse, Sun-Netbeans,
    Sun-OpenOffice, HP-Gelato)
  • Shared Source (Microsoft)
  • Community Source (Sakai, Westwood)

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OSSD Project Characteristics
  • OSS Developers are always users of what they
    build, while OSS users (gt1) are also OSS
    developers
  • Requires critical mass of contributors and OSS
    components connected through socio-technical
    interaction networks
  • OSSD projects emerge/evolve via bricolage
  • Unanticipated architectural (de)compositions
  • Multi-project component integrations
  • OSSD teams use 10-50 OSSD tools to support their
    development work

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OSSD Project Characteristics
  • Operational code early and often--actively
    improved and continuously adapted
  • Post-facto software system requirements and
    design
  • OSSD is not Software Engineering
  • OSSD has its own -ilities which differ from
    those for SE
  • Caution the vast majority of OSSD projects fail
    to grow or to produce a beta release.

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F/OSS Processes for Requirements or Design
  • F/OSS Requirements/Designs
  • not explicit
  • not formal
  • F/OSS Requirements/Designs are embedded within
    informalisms
  • Example OSS informalisms to follow (as screenshot
    displays)
  • F/OSS Requirements/Design processes are different
    from their SE counterparts.

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Evolutionary redevelopment, reinvention, and
redistribution
  • One recurring evolutionary dynamic of F/OSSD is
    reinvention
  • Reinvention enables continuous improvement
  • F/OSS evolve through continuously emerging
    mutations (incremental innovation/adaptation)
  • Expressed, recombined, redistributed via
    incremental releases

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Evolutionary redevelopment, reinvention, and
redistribution
  • F/OSS systems co-evolve with their development
    community
  • Success of one depends on the success of the
    other
  • Closed legacy systems may be revitalized via
    opening and redistribution of their source
  • When enthusiastic user-developers want their
    cultural experience with such systems to be
    maintained.

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Project management and career development
  • F/OSSD projects self-organize as a meritocractic
    role-hierarchy and virtual project management
  • Meritocracies embrace incremental innovations
    over radical innovations
  • VPM requires people to act in leadership roles
    based on skill, availability, and belief in
    project community
  • F/OSS developers want to learn about new stuff
    (tools, techniques, skills, etc.), have fun
    building software, exercise their technical
    skill, try out new kinds of systems to develop,
    and/or interconnect multiple F/OSSD projects
    (freedom of choice and expression).

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A meritocractic role hierarchy for F/OSSD
(images from A.J. Kim, Community Building on the
Web, 2000)
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Making games as career development
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Socio-technical and cultural evolution processes
  • New processes under study
  • Joining and contributing to a project in progress
  • Role-task migration from project periphery to
    center
  • Alliance formation and community development
  • Independent and autonomous project communities
    can interlink via social networks that manipulate
    objects of interaction
  • Enables possible exponential growth of
    interacting and interdependent community as
    socio-technical interaction network

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Game related RD efforts
  • one research problem for game software
    development
  • visual and performing arts
  • Games as cultural media
  • science and technology education
  • Games for informal education in science

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(One) software development research problem for
games
  • What is the best way to rapidly create
    networked games, game worlds, and play
    experience?
  • best gt
  • faster, better, cheaper
  • open source (e.g., BSD/MIT style license)
  • (global) community-based development,
    contribution and support
  • Fun, enjoyable, intrinsically motivating,
    disruptive, etc.
  • Modification, Construction, or Generation?

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Games as a new medium
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Informal Science Education
  • Science Games
  • (Mechanical) Systems Engineering Game
  • Dinosaur and Life Science Game
  • Physical game linked to online/virtual game
  • Venue for action research
  • Games for Libraries

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CERN Quantum Game
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T.Rex
  • Game story task 1 (grades 1-2)
  • How does a T.Rex stand and run with short arms
    (front legs) and a long tail?
  • How might the tail help the dinosaur when eating?
  • Domain requirement must address national/CA
    science education standards
  • Example learning task Place and (re)size tail
    and neck vertebra into see-saw balance system

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T.Rex SEE-SAW BALANCE PUZZLE
  • Demonstrates see-saw like T.Rex engineering
  • Kids add tail segments to achieve correct balance
    for raptor skeleton

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Computer Games in Libraries
  • Libraries as community centers for games culture
    and technology
  • New game opportunities for public libraries
  • Science learning games
  • Game-based graphic novels
  • Game modding
  • Library-specific games

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Library-Specific Games
  • Knowledge Quest
  • navigational, adventure/discovery game
  • find and assemble knowledge from library
    resources
  • acquire practice and skill of library researcher
  • resident librarians as game masters/mentors
  • open source game engine, content development,
    and community participation

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Summary observations
  • We find F/OSSD is helping to drive computer game
    culture and technology
  • We seek to break down barriers between art,
    science, technology, culture through computer
    games, game environments, and open source
    experiences
  • We seek to create a new generation of informal
    learning tools and techniques, together
    with a global community of developers and users,
    through a massively shared, participatory
    collaborative learning environments.

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Further information
  • ISR OSS Research site www.isr.uci.edu/research-op
    en-source.html
  • UCI Game Lab www.ucgamelab.net
  • MASSIVE summit www.isr.uci.edu/events/massive/
  • W. Scacchi, Free/Open Source Software Development
    Practices in the Computer Game Community, IEEE
    Software, 21(1), 59-67, January/February 2004.
  • W. Scacchi, When Worlds Collide Emerging
    Patterns of Intersection and Segmentation when
    Computerization Movements Interact, working
    paper, presented at the Social Informatics
    Workshop,  March 2005.

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Acknowledgements
  • Mark Ackerman (UMichigan), Margaret Elliott
    (ISR), Les Gasser (UIUC), Chris Jensen (ISR),
    Robert Nideffer (UCI Game Lab), John Noll (Santa
    Clara U), also others at ISR and UCI Game Lab.
  • National Science Foundation (no endorsement
    implied) 0083075, 0205679, 0205724, and
    0350754.
  • Discovery Science Center
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