1 Open Source Software, Computer Games, and other Socio-Technical Processes Walt Scacchi Institute for Software Research and University of California Irvine.

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Presentation transcript:

1 Open Source Software, Computer Games, and other Socio-Technical Processes Walt Scacchi Institute for Software Research and University of California Irvine Irvine, CA USA

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6 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

7 Game play as emergent narrative and storymaking

8 Game World Stats

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15 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

16 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)

17 OSSD Project Characteristics OSS Developers are always users of what they build, while OSS users (>1%) 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 OSSD tools to support their development work

18 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.

19 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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21 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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23 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.

24 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).

25 (images from A.J. Kim, Community Building on the Web, 2000) A meritocractic role hierarchy for F/OSSD

26 Making games as career development

27 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

28 Game related R&D efforts one research problem for game software developmentone research problem for game software development visual and performing artsvisual and performing arts –Games as cultural media science and technology educationscience and technology education – Games for informal education in science

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

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31 Games as a new medium

32 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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34 CERN Quantum Game

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40 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

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

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45 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

46 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

47 Summary observations We find F/OSSD is helping to drive computer game culture and technologyWe 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 experiencesWe 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.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.

48 Further information ISR OSS Research site: source.htmlwww.isr.uci.edu/research-open- source.html UCI Game Lab: MASSIVE summit: W. Scacchi, Free/Open Source Software Development Practices in the Computer Game Community, IEEE Software, 21(1), 59-67, January/February 2004.Free/Open Source Software Development Practices in the Computer Game Community 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.When Worlds Collide: Emerging Patterns of Intersection and Segmentation when Computerization Movements Interact Social Informatics Workshop

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50 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) # , # , # , and # Discovery Science Center