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Flash Collabs: Collaborative Innovation Networks in Online Communities of Animators

机译:Flash Collabs:动画师在线社区中的协作创新网络

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Collaborative innovation networks (COINs) and swarm creativity is often studied in a professional business context. We propose that studying COINs of amateurs and non-business contexts provides a crucial and complementary perspective on these phenomena. By broadening the scope of COINs research to encompass these edge cases, we can begin to identify patterns and trends that persist across different contexts. For the past three years, we have been studying COINs in a novel context: online communities of Flash animators who collaborate over the internet to create animated movies and games called “collabs.” From a quantitative analysis of nearly 900 collabs on Newgrounds.com, we found that these projects can be highly successful, attracting hundreds of thousands of Internet audience members to download the completed animations. Our analysis also demonstrated that is possible to predict the success potential of a collab by examining specific factors, including attributes of the leader, organizational structures, and activity patterns within a collab.Our focus in this research has been on the social dynamics within collabs, especially the role of leadership. Through in-depth interviews with collab participants, we found that collabs are typically created by groups of amateurs, or in some cases, animation students, often located around the world and speaking different languages. Their motivations tend to be socialpsychological—such as learning, reputation, social support, and self-efficacy—rather than financial, and almost everyone contributes as an unpaid volunteer. We also found that a shared goal of almost every collab participants with whom we spoke was to create something original; that is, a movie or game that audiences perceived as unique. To this end, collab participants are constantly experimenting with new processes, team compositions, and artistic styles. We have identified notable similarities and differences between collabs and other COINs involved with entertainment production. Collab participants emulate the professional filmmaking community in that they recruit mainly through social networks; in contrast to movie studios, however, collabs are organized entirely online, via discussion forums, blogs, and instant messaging. This process is facilitated by online reputation markers, such as digital histories of past contributions. Another similarity between the film set and the collab production process is that both operate in a hierarchical fashion, with one individual at the top, the “benevolent dictator,” maintaining the ultimate creative direction and authority. This finding contradicts the received wisdom of online collaborations, which holds that flattened hierarchies make decisions in a democratic or meritocratic fashion. Finally, in contrast to professional filmmaking, we found that the division of labor in collabs is often modularized, rather than specialized. Collab leaders typically assign entire scenes to individual animators to be recombined upon completion. This modularization allows animators to work independently and in parallel to sidestep some of the challenges posed by distributed collaboration.The breadth and potential of COINs, as illuminated by our ongoing study of collabs, continues to surprise and inspire us. Our future work includes (1) developing software tools to support collabs and (2) relating these findings to other forms of online creative collaboration.
机译:经常在专业的业务环境中研究协作创新网络(COIN)和群体创造力。我们建议,研究业余爱好者和非商业环境的COIN可以为这些现象提供至关重要的补充观点。通过扩大COIN的研究范围以涵盖这些极端情况,我们可以开始确定在不同背景下持续存在的模式和趋势。在过去的三年中,我们一直在一个新颖的环境中研究COIN:Flash动画师的在线社区,他们通过互联网进行协作来制作动画电影和游戏,称为“ collabs”。通过对Newgrounds.com上近900个合作项目的定量分析,我们发现这些项目可以取得巨大成功,吸引了成千上万的Internet观众下载完整的动画。我们的分析还表明,通过检查特定因素,包括领导者的属性,组织结构和协作模式中的活动模式,可以预测协作的成功潜力。我们的研究重点是协作中的社会动态,尤其是领导作用。通过对协作参与者的深入访谈,我们发现协作通常是由一群业余爱好者,或者在某些情况下,是动画学生创建的,这些学生通常遍布世界各地并且使用不同的语言。他们的动机往往是社会心理的,例如学习,声誉,社会支持和自我效能感,而不是财务上的动机,几乎每个人都以无薪志愿者的身份捐款。我们还发现,几乎与我们交谈的每个协作参与者的共同目标是创造一些新颖的东西。即观众认为独特的电影或游戏。为此,协作参与者将不断尝试新的流程,团队组成和艺术风格。我们已经确定了与娱乐制作相关的合作伙伴与其他COIN之间的显着异同。协作参与者模仿专业电影制作社区,因为他们主要通过社交网络进行招募;与电影制片厂相反,合作影片是通过讨论论坛,博客和即时消息完全在线组织的。在线声誉标记(例如过去贡献的数字历史记录)促进了此过程。影片设置和协作制作过程之间的另一个相似之处是,两者都是以分层方式进行的,其中一个人是“仁慈的独裁者”,并保持最终的创作方向和权威。这一发现与在线协作的认知相矛盾,后者认为扁平化的层次结构以民主或专制的方式进行决策。最后,与专业电影制作相反,我们发现合作中的分工通常是模块化的,而不是专业化的。协作领导通常会将整个场景分配给各个动画师,以在完成后进行重组。这种模块化使动画师可以独立且并行地工作,从而避免了分布式协作带来的一些挑战。我们正在进行的协作研究表明,COIN的广度和潜力继续给我们带来惊喜和启发。我们未来的工作包括(1)开发软件工具以支持协作以及(2)将这些发现与其他形式的在线创意协作相关联。

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