Saturday, February 10, 2007

QotW4: Give or Take or Give AND Take?



Introduction
A gift is something acquired without compensation. An economy can be defined as the efficient use of resources ("WordNet", 2006). Put them together and you get something acquired without compensation by the efficient use of resources. Therefore, on the Internet, a gift economy is something digitally acquired without compensation by the efficient use of online resources. Sounds too good to be true? Not really, since the Internet itself is considered as a gift economy (Phillips, 1997).




How Can It Be Free?

When one participates in a gift economy, you contribute, receive or engage in both. However, is the gift really free, with no strings attached? According to sociologists and anthropologists, one of the most widespread and basic norms of human culture is embodied in the rule for reciprocation. The rule requires that one person try to repay, in kind, what another person has provided (Cialdini, 2001). If this rule applies, broadly speaking, people who participate in a gift economy will feel the need to reciprocate when they receive something from others. Conversely, it is also possible that one contributes something in hope that someone else will reciprocate and contribute something back in return.

Another motivation for contributing to a gift economy includes the effect on one's reputation. According to Lewis Hyde, status is accorded to those who give the most to others (as cited in Pinchot, 1995). "High quality information, impressive technical details in one's answers, a willingness to help others, and elegant writing can all work to increase one's prestige in the community" (Kollock, 1999).

Also, according to Kollock (1999), having a sense of efficacy, is a third possible motivation for contributing valuable information. Hoping to have an effect or make an impact on one's environment can be powerful for quality contributions, especially when one is aware of that the contributions may reach a larger audience.


My Gift Economy
The gift economy I'm choosing to represent my answer is GameFAQs. GameFAQs is a website that hosts FAQs and walkthroughs for video games. The site has a large database of video game information and has been called a site where readers "can get almost any information" regarding game strategies ("GameFAQs", 2007). In a nutshell, GameFAQs has a huge library of user-submitted walkthroughs, which are documents that attempt to teach players how to beat or solve a particular game ("Walkthrough", 2007), mission guides, specific strategies and maps. Some video game enthusiasts even contribute walkthroughs that are so detailed, they can amount to more 100 pages.





Observations & Analysis
How is GameFAQs regarded as a gift economy? Let's compare it with my observations on the common characteristics of online gift economies. First of all, since it is a gift, it must be free of any repayments. There should not be any obvious obligation to reciprocate, unless of course, the receiver volunteers to. This checks in with GameFAQs, since it is free even if one downloads a thousand copies of walkthroughs. Also, one will never need to contribute a post in order to read the message boards.

Second, the bulk of contribution is from Internet users. Usually, the information is not provided by any authorized experts but is submitted by people who believe they have the knowledge - most of the times. As mentioned above, the game strategies provided by GameFAQs are user-submitted. Anyone and everyone can submit a game guide.

A third characteristic is the interactive nature. Since "gifts" are shared among people online, people will communicate to clear their doubts, express their gratitude, and build relationships ignited by a common interest. This is also evident in GameFAQs, where there is a message board for every game for users to discuss game strategies. Furthermore, in game walkthroughs, writers often include contact information like e-mail address for people who use their guide. This frequently results in users notifying writers the errors they detected after reading the guide. Sometimes, users may even provide writers with extra information about the game. In return, writers usually thank the users who contributed when they update their guide.

Lastly, a common interest in the information shared. This is an obvious trait for contributors and users of GameFAQs alike. In order to write a walkthrough, a gamer typically has to complete the game at least once. It is not uncommon for a walkthrough author to complete a game several times before writing a walkthrough. Similarly, the reason users accessed the walkthroughs is because they are currently playing the game and is interested to discover more strategies.


Conclusion
As the common characteristics of a gift economy were illustrated, it is apparent that GameFAQs belongs to a gift economy. GameFAQs, Wikipedia, SourceForge, IMDb, DeviantART, MyCarForum and many other online gift economies are wildly popular and thriving, owing mainly to the nature of how the system works and the motivations to share. Whether you only give, or only take or give and take, online gift economies will be here to stay.


References

Cialdini, R. B. (2001). 3. Influence: Science and Practice (4th ed., pp. 50). Boston, MA: Allyn & Bacon.

Cnet Networks, Inc. (2007). GameFAQs Contributor Central. Retrieved February 9, 2007, from http://www.gamefaqs.com/contribute/

Economy. WordNet 3.0. (2006). Princeton University. Retrieved February 9, 2007, from http://wordnet.princeton.edu/perl/webwn?s=economy

GameFAQS. (2006, January 7). In Wikipedia, The Free Encyclopedia. Retrieved February 9, 2007, from http://en.wikipedia.org/w/index.php?title=GameFAQS&oldid=34188321

Gift. WordNet 3.0. (2006). Princeton University. Retrieved February 9, 2007, from http://wordnet.princeton.edu/perl/webwn?s=gift

Gift economy. (2007, February 4). In Wikipedia, The Free Encyclopedia. Retrieved February 9, 2007, from http://en.wikipedia.org/w/index.php?title=Gift_economy&oldid=105681971

Kollock, P. (1999). The economies of online cooperation: Gifts and public goods in cyberspace. Retrieved February 8, 2007, from http://www.sscnet.ucla.edu/soc/faculty/kollock/papers/economies.htm

Phillips, E. (1997, June 2). Gift Economy. Retrieved February 9, 2007, from http://www.rewired.com/97/0602.html

Pinchot, G. (1995). The Gift Economy. In Context, pp. 49. Context Institute. Retrieved February 9, 2007, from http://www.context.org/ICLIB/IC41/PinchotG.htm

Walkthrough. (2007, February 7). In Wikipedia, The Free Encyclopedia. Retrieved February 9, 2007, from http://en.wikipedia.org/w/index.php?title=Walkthrough&oldid=106414852

1 comment:

Kevin said...

GameFAQs is a good example, and it's strange that no one talked about Wikipedia, except you (briefly). Wikipedia is an excellent example since it's truly about people helping one another in a more general knowledge domain.

Good call, full grades awarded.