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Benjamin Mako Hill

Publications and source records attributed to Benjamin Mako Hill.

At least 19 recordsLinked to original sources

The Relational Origins of Rules in Online Communities

Where do rules come from in online communities? This study investigates how and why online communities adopt and change their rules. We conducted a grounded theory-based analysis of 40 in-depth interviews with community leaders from subreddits, Fandom wikis, and Fediverse servers, and identified seven processes involved in the adoption of online community rules. Our findings reveal that, beyond operational reasons like regulating behavior and solving problems, rules are also adopted and changed for relational reasons, such as signaling or reinforcing community legitimacy and identity to other communities. While rule change was often prompted by challenges during community growth or decline, change also depended on volunteer leaders' work capacity, the presence of member feedback mechanisms, and relational dynamics between leaders and members. Our findings extend prior theories from social computing and organizational research, illustrating how institutionalist and ecological explanations of the relational origins of rules complement operational accounts. Finally, we build on these explanations to offer a set of design propositions that reflect the relational aspects of rules and rulemaking across communities' lifecycles.

cs.HC

LLM Agents Grounded in Self-Reports Enable General-Purpose Simulation of Individuals

Machine learning can predict human behavior well when substantial structured data are available for well-defined outcomes. Such models are typically outcome-specific, however, requiring training data for each target outcome, limiting their applicability to new domains. We test whether large language models (LLMs) can relax these requirements by using self-report data to build attitudinal and behavioral simulations, or "generative agents," that can predict responses across outcomes without outcome-specific training data. Using data from a diverse national sample of 1,052 Americans, we built agents from (i) two-hour, semi-structured interviews elicited using the American Voices Project interview schedule, (ii) structured surveys including General Social Survey items and the Big Five personality inventory, or (iii) both sources combined. On held-out General Social Survey items, interview-only, survey-only, and combined agents achieved accuracies equal to 83%, 82%, and 86% of participants' own two-week test-retest consistency benchmark, respectively, compared with 74% for demographics-only agents. Combining interviews and surveys produced the highest accuracy, though gains over either source alone were modest, suggesting that predictive benefits from data begin to asymptote once the model has observed sufficient evidence within a domain. We find that these agents also predict personality traits, economic-game behavior, and experimental responses, while reducing accuracy disparities across racial and ideological groups relative to demographics-only agents. Together, these results show that LLM agents grounded in qualitative or quantitative self-reports can support general-purpose simulation of individuals across outcomes, without requiring task-specific training data.

cs.AI

Challenges in Restructuring Community-based Moderation

Content moderation practices and technologies need to change over time as requirements and community expectations shift. However, attempts to restructure existing moderation practices can be difficult, especially for platforms that rely on their communities to conduct moderation activities, because changes can transform the workflow and workload of moderators and contributors' reward systems. Through the study of extensive archival discussions around a prepublication moderation technology on Wikipedia named Flagged Revisions, complemented by seven semi-structured interviews, we identify various challenges in restructuring community-based moderation practices. We learn that while a new system might sound good in theory and perform well in terms of quantitative metrics, it may conflict with existing social norms. Our findings also highlight how the intricate relationship between platforms and self-governed communities can hinder the ability to assess the performance of any new system and introduce considerable costs related to maintaining, overhauling, or scrapping any piece of infrastructure.

cs.HC

Life Histories of Taboo Knowledge Artifacts

Communicating about some vital topics -- such as sexuality and health -- is treated as taboo and subjected to censorship. How can we construct knowledge about these topics? Wikipedia is home to numerous high-quality knowledge artifacts about taboo topics like sexual organs and human reproduction. How did these artifacts come into being? How is their existence sustained? This mixed-methods comparative project builds on previous work on taboo topics in Wikipedia and draws from qualitative and quantitative approaches. We follow a sequential complementary design, developing a narrative articulation of the life of taboo articles, comparing them to nontaboo articles, and examining some of their quantifiable traits. We find that taboo knowledge artifacts develop through multiple successful collaboration styles and, unsurprisingly, that taboo subjects are the sites of conflict. We identify and describe six themes in the development of taboo knowledge artifacts. These artifacts need resilient leadership and engaged organizations to thrive under conditions of limited identifiability and disjointed sensemaking, while contributors simultaneously engage in emergent governance and imagining public audiences. Our observations have important implications for supporting public knowledge work on controversial subjects such as taboos and more generally.

cs.CY

How Interest-Driven Content Creation Shapes Opportunities for Informal Learning in Scratch: A Case Study on Novices' Use of Data Structures

Through a mixed-method analysis of data from Scratch, we examine how novices learn to program with simple data structures by using community-produced learning resources. First, we present a qualitative study that describes how community-produced learning resources create archetypes that shape exploration and may disadvantage some with less common interests. In a second quantitative study, we find broad support for this dynamic in several hypothesis tests. Our findings identify a social feedback loop that we argue could limit sources of inspiration, pose barriers to broadening participation, and confine learners' understanding of general concepts. We conclude by suggesting several approaches that may mitigate these dynamics.

cs.HC

Taboo and Collaborative Knowledge Production: Evidence from Wikipedia

By definition, people are reticent or even unwilling to talk about taboo subjects. Because subjects like sexuality, health, and violence are taboo in most cultures, important information on each of these subjects can be difficult to obtain. Are peer produced knowledge bases like Wikipedia a promising approach for providing people with information on taboo subjects? With its reliance on volunteers who might also be averse to taboo, can the peer production model produce high-quality information on taboo subjects? In this paper, we seek to understand the role of taboo in knowledge bases produced by volunteers. We do so by developing a novel computational approach to identify taboo subjects and by using this method to identify a set of articles on taboo subjects in English Wikipedia. We find that articles on taboo subjects are more popular than non-taboo articles and that they are frequently vandalized. Despite frequent vandalism attacks, we also find that taboo articles are higher quality than non-taboo articles. We hypothesize that stigmatizing societal attitudes will lead contributors to taboo subjects to seek to be less identifiable. Although our results are consistent with this proposal in several ways, we surprisingly find that contributors make themselves more identifiable in others.

cs.CY

From Hanging Out to Figuring It Out: Socializing Online as a Pathway to Computational Thinking

Although socializing is a powerful driver of youth engagement online, platforms struggle to leverage engagement to promote learning. We seek to understand this dynamic using a multi-stage analysis of over 14,000 comments on Scratch, an online platform designed to support learning about programming. First, we inductively develop the concept of "participatory debugging" -- a practice through which users learn through collaborative technical troubleshooting. Second, we use a content analysis to establish how common the practice is on Scratch. Third, we conduct a qualitative analysis of user activity over time and identify three factors that serve as social antecedents of participatory debugging: (1) sustained community, (2) identifiable problems, and (3) what we call "topic porousness" to describe conversations that are able to span multiple topics. We integrate these findings in a theoretical framework that highlights a productive tension between the desire to promote learning and the interest-driven sub-communities that drive user engagement in many new media environments.

cs.CY

Effects of algorithmic flagging on fairness: quasi-experimental evidence from Wikipedia

Online community moderators often rely on social signals such as whether or not a user has an account or a profile page as clues that users may cause problems. Reliance on these clues can lead to "overprofiling'' bias when moderators focus on these signals but overlook the misbehavior of others. We propose that algorithmic flagging systems deployed to improve the efficiency of moderation work can also make moderation actions more fair to these users by reducing reliance on social signals and making norm violations by everyone else more visible. We analyze moderator behavior in Wikipedia as mediated by RCFilters, a system which displays social signals and algorithmic flags, and estimate the causal effect of being flagged on moderator actions. We show that algorithmically flagged edits are reverted more often, especially those by established editors with positive social signals, and that flagging decreases the likelihood that moderation actions will be undone. Our results suggest that algorithmic flagging systems can lead to increased fairness in some contexts but that the relationship is complex and contingent.

cs.CY

Countering underproduction of peer produced goods

Peer produced goods such as online knowledge bases and free/libre open source software rely on contributors who often choose their tasks regardless of consumer needs. These goods are susceptible to underproduction: when popular goods are relatively low quality. Although underproduction is a common feature of peer production, very little is known about how to counteract it. We use a detailed longitudinal dataset from English Wikipedia to show that more experienced contributors -- including those who contribute without an account -- tend to contribute to underproduced goods. A within-person analysis shows that contributors' efforts shift toward underproduced goods over time. These findings illustrate the value of retaining contributors in peer production, including those contributing without accounts, as a means to counter underproduction.

cs.HC

Open Problems in DAOs

Decentralized autonomous organizations (DAOs) are a new, rapidly-growing class of organizations governed by smart contracts. Here we describe how researchers can contribute to the emerging science of DAOs and other digitally-constituted organizations. From granular privacy primitives to mechanism designs to model laws, we identify high-impact problems in the DAO ecosystem where existing gaps might be tackled through a new data set or by applying tools and ideas from existing research fields such as political science, computer science, economics, law, and organizational science. Our recommendations encompass exciting research questions as well as promising business opportunities. We call on the wider research community to join the global effort to invent the next generation of organizations.

cs.CY

Sources of Underproduction in Open Source Software

Because open source software relies on individuals who select their own tasks, it is often underproduced -- a term used by software engineering researchers to describe when a piece of software's relative quality is lower than its relative importance. We examine the social and technical factors associated with underproduction through a comparison of software packaged by the Debian GNU/Linux community. We test a series of hypotheses developed from a reading of prior research in software engineering. Although we find that software age and programming language age offer a partial explanation for variation in underproduction, we were surprised to find that the association between underproduction and package age is weaker at high levels of programming language age. With respect to maintenance efforts, we find that additional resources are not always tied to better outcomes. In particular, having higher numbers of contributors is associated with higher underproduction risk. Also, contrary to our expectations, maintainer turnover and maintenance by a declared team are not associated with lower rates of underproduction. Finally, we find that the people working on bugs in underproduced packages tend to be those who are more central to the community's collaboration network structure, although contributors' betweenness centrality (often associated with brokerage in social networks) is not associated with underproduction.

cs.SE

Governance Capture in a Self-Governing Community: A Qualitative Comparison of the Serbo-Croatian Wikipedias

What types of governance arrangements makes some self-governed online groups more vulnerable to disinformation campaigns? To answer this question, we present a qualitative comparative analysis of the Croatian and Serbian Wikipedia editions. We do so because between at least 2011 and 2020, the Croatian language version of Wikipedia was taken over by a small group of administrators who introduced far-right bias and outright disinformation; dissenting editorial voices were reverted, banned, and blocked. Although Serbian Wikipedia is roughly similar in size and age, shares many linguistic and cultural features, and faced similar threats, it seems to have largely avoided this fate. Based on a grounded theory analysis of interviews with members of both communities and others in cross-functional platform-level roles, we propose that the convergence of three features -- high perceived value as a target, limited early bureaucratic openness, and a preference for personalistic, informal forms of organization over formal ones -- produced a window of opportunity for governance capture on Croatian Wikipedia. Our findings illustrate that online community governing infrastructures can play a crucial role in systematic disinformation campaigns and other influence operations.

cs.CY

Many Destinations, Many Pathways: A Quantitative Analysis of Legitimate Peripheral Participation in Scratch

Although informal online learning communities have proliferated over the last two decades, a fundamental question remains: What are the users of these communities expected to learn? Guided by the work of Etienne Wenger on communities of practice, we identify three distinct types of learning goals common to online informal learning communities: the development of domain skills, the development of identity as a community member, and the development of community-specific values and practices. Given these goals, what is the best way to support learning? Drawing from previous research in social computing, we ask how different types of legitimate peripheral participation by newcomers-contribution to core tasks, engagement with practice proxies, social bonding, and feedback exchange-may be associated with these three learning goals. Using data from the Scratch online community, we conduct a quantitative analysis to explore these questions. Our study contributes both theoretical insights and empirical evidence on how different types of learning occur in informal online environments.

cs.HC

The Risks, Benefits, and Consequences of Prepublication Moderation: Evidence from 17 Wikipedia Language Editions

Many online communities rely on postpublication moderation where contributors, even those that are perceived as being risky, are allowed to publish material immediately and where moderation takes place after the fact. An alternative arrangement involves moderating content before publication. A range of communities have argued against prepublication moderation by suggesting that it makes contributing less enjoyable for new members and that it will distract established community members with extra moderation work. We present an empirical analysis of the effects of a prepublication moderation system called FlaggedRevs that was deployed by several Wikipedia language editions. We used panel data from 17 large Wikipedia editions to test a series of hypotheses related to the effect of the system on activity levels and contribution quality. We found that the system was very effective at keeping low-quality contributions from ever becoming visible. Although there is some evidence that the system discouraged participation among users without accounts, our analysis suggests that the system's effects on contribution volume and quality were moderate at most. Our findings imply that concerns regarding the major negative effects of prepublication moderation systems on contribution quality and project productivity may be overstated.

cs.HC

No Community Can Do Everything: Why People Participate in Similar Online Communities

Large-scale quantitative analyses have shown that individuals frequently talk to each other about similar things in different online spaces. Why do these overlapping communities exist? We provide an answer grounded in the analysis of 20 interviews with active participants in clusters of highly related subreddits. Within a broad topical area, there are a diversity of benefits an online community can confer. These include (a) specific information and discussion, (b) socialization with similar others, and (c) attention from the largest possible audience. A single community cannot meet all three needs. Our findings suggest that topical areas within an online community platform tend to become populated by groups of specialized communities with diverse sizes, topical boundaries, and rules. Compared with any single community, such systems of overlapping communities are able to provide a greater range of benefits.

cs.SI

Identifying Competition and Mutualism Between Online Groups

Platforms often host multiple online groups with overlapping topics and members. How can researchers and designers understand how related groups affect each other? Inspired by population ecology, prior research in social computing and human-computer interaction has studied related groups by correlating group size with degrees of overlap in content and membership, but has produced puzzling results: overlap is associated with competition in some contexts but with mutualism in others. We suggest that this inconsistency results from aggregating intergroup relationships into an overall environmental effect that obscures the diversity of competition and mutualism among related groups. Drawing on the framework of community ecology, we introduce a time-series method for inferring competition and mutualism. We then use this framework to inform a large-scale analysis of clusters of subreddits that all have high user overlap. We find that mutualism is more common than competition.

cs.HC

The Hidden Costs of Requiring Accounts: Quasi-Experimental Evidence From Peer Production

Online communities, like Wikipedia, produce valuable public information goods. Whereas some of these communities require would-be contributors to create accounts, many do not. Does this requirement catalyze cooperation or inhibit participation? Prior research provides divergent predictions but little causal evidence. We conduct an empirical test using longitudinal data from 136 natural experiments where would-be contributors to wikis were suddenly required to log in to contribute. Requiring accounts leads to a small increase in account creation, but reduces both high- and low-quality contributions from registered and unregistered participants. Although the change deters a large portion of low-quality participation, the vast majority of deterred contributions are of higher quality. We conclude that requiring accounts introduces an undertheorized tradeoff for public goods production in interactive communication systems.

cs.CY