Motivations in Virtual Communities: A Literature Review
Note: Ini hanya sebuah catatan pribadi, mohon rujuk
sumber asli
Motivations in Virtual Communities: A
Literature Review
Camponovo, Giovanni (Sep 2011). Motivations in Virtual Communities: A
Literature Review . European Conference on
Information Management and Evaluation: 598-IX. Reading: Academic Conferences
International Limited.
Camponovo, G. (2011). Motivations in virtual
communities: A literature review. Paper presented at the 598-IX. Retrieved from
http://search.proquest.com/docview/1010055872?accountid=1724
Abstract
One of the major recent trends in the IT landscape is the fast emergence
of community-based models centered on the active
participation of users as contributors. This trend is so strong that many
observers consider it as a step in the evolution of systems, for instance by referring to it
as Web 2.0.Community-based models permeated various types of
services like social networks, user generated contentcommunities, interest or practice communities, peer-to-peer networks, open source software communities, wireless communities and so on. However, using a community-based model is not a guarantee of success, as
the primary key success factor is the ability to attract a critical mass of
contributing users. Therefore, a key research issue is to understand what
motivates users to actively participate in such virtual communitiestypically characterized by a loose group of individuals that
primarily interact via some computer-mediated communication media. This paper
proposes a review of existing studies of user motivation in various types ofvirtual communities with the goal of highlighting a few
general motivations that are recurring across the various community types as well as suggesting that
motivations are context sensitive by pointing out that the importance of the
various types of motivation is somewhat different across the different types of communities. The results of this paper are a taxonomy of communities in four broad types according to their
primary orientation (social relationships, contents, interests and
resources), a taxonomy of motivations (intrinsic, psychological, social and economical) and a mapping between
the various community types and motivations.
Keywords: virtual communities, motivations,
literature review
1. Introduction
The rapid emergence of community-based applications and business models
centered on the active participation of users as contributors is probably the
most influential trends occurring in the ICT landscape. This trend is so strong that many
observers consider it as a step in the evolution of information systems. For instance, many
now commonly refer to community-based
web systems like social networks, blogs and user-generated
content sites as "Web 2.0", implicitly suggesting that they are more
evoluted than the old "Web 1.0" sites. This view is well described by
Musser and O'Reilly (2006): "Web 2.0 is a set of economic, social, and technology trends that collectively form
the basis for the next generation of the Internet-a more mature, distinctive
medium characterized by user participation, openness, and network
effects".
The characteristics or
user participation, openness and network effects are the basis of a more
general family of community-based business models which includes various
types of services such as communities of
interest or practice (e.g. thematic forums and news), social networks (e.g. Facebook), user generated
contentcommunities (e.g. Youtube, Flickr), peer-to-peer
networks (e.g. BitTorrent), open source software communities (e.g. SourceForge), wireless communities (e.g. FON) and so on.
Although there are
many successful examples of business using a community-based model, the major difficulty and primary
key success factor is the ability of the community to attract a critical mass of contributing users. It is
widely acknowledged that the development and sustainability of a community heavily depends on the involvement of
many motivated members willing to make contributions or share their resources
with it. The value of a community does
indeed strongly depends on network externalities (as the number of members
increases, the network becomes more valuable which then attracts even more
users and so forth) and thus building critical mass is a key imperative for
growth and sustainability.
Therefore, a key
research issue is to understand what motivates users to actively participate in such virtual communities typically characterized by a loose group
of individuals that primarily interact via some computer-mediated communication
media. This research question has been tackled by many researchers in different contexts and with different
theoretical models. Because this heterogeneity makes it difficult to get a
comprehensive broad overview of research in this topic, it is useful to aggregate and summarize the
various contributions in a literature
review. This paper therefore proposes a review of existing studies of user
motivation in various types of virtual communities with the goal of highlighting a few
general motivations that are recurring across the various community types as well as suggesting that
motivations are context sensitive by pointing out that the importance of the
various types of motivation is somewhat different across the different types of communities.
2. Methodology
Relevant papers about
motivations in
virtual communities were identified
through an extensive literature review whose initial corpus consisted in the articles published after year 2000 in the top ten journal in the information systems discipline as
proposed by the Association for Information Systems and in particular by the ranking of Rainer and
Miller (2005)1 as well as the main IS conferences (ICIS and the various
regional conferences).
To this corpus, we
added other papers we could find through online databases like ACM Digital
Library, ABI Inform, JSTOR, Elsevier and SpringerLink. The search strategy used
to identify articles in those search engines was based on
combining relevant keywords like virtual communities (with variants such as onlinecommunities, electronic communities, electronic networks of practice as well as
the various specific types ofcommunities identified
thereafter in the paper) and motivation (with variants
like participation, contribution, gratifications and action).
Finally, other
references were obtained from this initial corpus by looking at the references
cited in the various papers, with the process
being repeated iteratively until no further references were identified. In this phase we also collected the various
papers describing the various general motivation theories cited in the various articles.
Of all the references
collected, we only retained papers proposing empirical studies using primary
data: we considered both qualitative studies (e.g. based on interviews or
content analysis) and quantitative studies (e.g. based on surveys) leaving out
purely theoretical papers. These references were then entered into a reference
management software to check for duplications and relevant papers were
classified by type ofcommunity and summarized into a spreadsheet
containing the authors, year or publication, methodology,community type, country, reference theories
employed, the various motivations found and their relevance.
3. Literature review
3.1 General motivation theories
Human motivation is a
popular theme among researchers in a broad number of disciplines like psychology, sociology,
economics and information systems. Consequently, many theories have been
developed to explain human behaviour and hereafter we briefly illustrate the
ones that are most relevant to our context (that have been used as a basis to
explain motivations for participation in virtual communities).
One early theory is
the expectancy-valence theory (Vroom, 1964; Atkinson, 1966), which suggests
that individuals are motivated to do an activity if they expect that their
efforts will lead to a good performance (expectancy), that will lead to
desirable outcomes (instrumentality) that are valuable to them (valence).
A first stream of
motivation theories focuses on the determinants of intentional behaviour. The Theory of Reasoned Action (Fishbein and Ajzen, 1975) suggests that
a person's behavioural intention depends on his attitude towards the behaviour
(i.e. "a function of beliefs about the behaviour's consequences and
evaluations of those consequences") and his subjective norm (i.e. his
"beliefs that relevant referents think he should or should not perform the
behaviour and his motivation to comply with the referents"). The Theory of
Planned Behaviour (Ajzen, 1991) extends it by adding the construct of perceived
behavioural control to consider "the perceived ease or difficulty of
performing the behaviour". Building on these two theories, the Technology
Acceptance Model (Davis, 1989) states that intention of using a technology is
determined by its perceived usefulness (the belief that it would enhance one's
performance) and its perceived ease of use (the belief that it would be free of
effort). Finally, the Unified Theory of Acceptance and Use of Technology
(UTAUT) (Venkatesh et al., 2003) combines several of the preceding theories by
considering four determinants of intention (performance expectancy, effort
expectancy, social influence and facilitating conditions)
and four moderating variables (gender, age, experience and voluntariness of
use). It is worth to notice, that there are many variants of these models that
consider others constructs like trust, playfulness, self-efficacy etc.
The last aspect of
self-efficacy is the cornerstone of the Social Cognitive Theory (Bandura, 1977): if people believe in their capabilities to perform a specific action (the idea of self-efficacy) that they
believe to be capable of attaining a desired outcome (outcome expectancy) they
are more inclined to do so (they also considering perceived impediments and
opportunities).
The self determination
theory (Deci and Ryan, 1985; Vallerand, 1997) offers another well suited
theoretical framework as it explains motivations of people within social contexts. Unlike the preceding theories,
it does not treat motivation as a unitary concept that simply varies in intensity, but differentiates different
kinds of motivations. More specifically, it raises a distinction between
intrinsic motivation (doing something for the pleasure of doing an interesting
activity or to satisfy some on psychological innate needs for competence,
autonomy and relatedness) and extrinsic motivation (we do something for the
purpose of receiving some separable outcome as a result of our action such as obtaining tangible rewards or
avoiding punishments, obtaining social rewards such as approval and status or obtaining some
psychological reward such as get self-esteem, pride or avoid guilt or anxiety).
While this theory suggests that people can have more than one motivation type,
several studies propose that extrinsic motivation can have a negative effect on
intrinsic motivation, the so-called crowding out effect (see Gagné and Deci,
2005 for a brief review).
Another interesting
stream of research in
social psychology has
studied motivations underlying prosocial behaviour intended to benefit other
people such as helping, comforting, sharing and cooperating (Batson, 1998).
While much of this research studied spontaneous helping in unexpected situations, some authors have
also examined planned helping such as volunteering. For instance, Clary et al.
(1998) propose that people volunteer because it serves one or more functions
such as gaining knowledge, express one's values, comply with social expectations, get utilitarian
recompenses, enhance one's ego or protect oneself against negative feelings
about oneself. While members may not see contributing to a virtual community as volunteering, It appears to be
fruitful to examine whether those typical motivations are a factor in members' decisions to join and
participate in a community (Butler, 2004).
Other applicable
theories focus on the idea of exchange. Economic exchange theory posits that
individuals behave rationally according to self-interest (i.e. when rewards
exceed costs), whereas social exchange theory
(Blau, 1964) suggests that social exchange also
involves intangible benefits such as improved relationships as well as feelings
like reciprocal obligation, gratitude, trust etc.
Innovation diffusion
theory (Moore, 1999; Rogers, 2003) describe the patterns of adoption of an
innovation among the members of a social system and propose a set of factors that influence this
process. These theories describe a number of characteristics of an innovation
that favor its diffusion (relative advantage, compatibility, complexity,
trialability, observability) and the characteristics of the different adopter
types (from the more venturesome early adopters that may be more attracted by
intrinsic reasons to the more skeptical and traditional late adopters which
mainly seek proven solutions and less risky outcomes).
Finally, the
expectation-confirmation model complements the abovementioned theories by not
focusing on the initial adoption of a system, but on its continued use which is
also critical for its long-term viability. This model was ideated by Oliver
(1980) to explain repurchase intentions based on satisfaction, which in turn depends on the confirmation of
initial expectations against performance. This model has been applied to
information systems by Bhattacherjee (2001), suggesting that continuance
intention is determined by its perceived usefulness and the user satisfaction,
with the latter being determined by the confirmation of expectations following
actual use as well as its perceived usefulness.
Many of the concepts
of the various theories are rather similar and can be regrouped as follows:
The taxonomy of
motivation proposed in table 1 will then be used as a basis to
describe the motivation in the various
types of wireless communities, with the exception that effort and
facilitating conditions will not be included because they are not motivations in a strict sense, but rather contextual
factors that may hinder or facilitate participation. On the other hand, we will
distinguish utility into two separate concepts: the satisfaction of a personal
need and the attainment of an external reward. We also add the concept of
reciprocity as it is one of the defining element of virtual communities.
3.2 Definition and types of virtual
community
One of the first
definition of virtual
communities (also called
online communities) is the one from Rheingold (Rheingold, 2002):
"social aggregations that emerge from the Net
when enough people carry on those public discussions long enough, with
sufficient human feeling, to form webs of personal relationships in cyberspace". While this definition
highlights the social character as a defining element of a virtual community, other authors propose a larger set of
elements of what constitutes a community which includes shared resources, interests, needs or
activities that are the primary reason for belonging to the community, common values, reciprocal behaviour and a
shared context of social conventions (Whittaker et al., 1997;
Preece, 2000).
Based on such a
broader view of what constitutes an online community, several authors identify various types of virtual communities and propose different classifications.
Many classifications
are based on the primary goal of the community. One of the first of such classifications is proposed by
Armstrong and Hagel (1996) who distinguish four different types of virtual communities:communities of transaction, interest, fantasy and relationship. A
comparable classification is proposed by Hummel and Lechner (2002), who
classify communities from the more communication oriented to
the more transaction oriented, distinguishing five types of communities: gaming communities, communities of interest, B2B communities, B2C communities and C2C communities. Finally, Markus (2002) proposes an expanded taxonomy of virtual communities that encompasses both classifications
which distinguishes based on theirsocial orientation (relationship building and entertainment),
professional orientation (expert network and learning) and commercial
orientation (B2B, B2C and C2C). We also feel that it is important to add communitiesof resource-sharing" such as peer-to-peer
networks and wireless communities.
A different criteria
is employed by Porter (2004), who based on community structure distinguishes between member-initiated and
organization-sponsored communities:
the former is established and self-managed by members and can have a social or professional orientation, the latter
is established and managed by either a commercial, non-commercial or
governmental organization. This distinction is also made by Camponovo and
Picco-Schwendener (2010), who differentiate pure communities (built and managed by members in a self-organized way) and hybrid communities (built and managed by an organization
that supports individual members that are willing to participate).
Because both criteria
are expected have an important impact on members' motivations, we propose here
to use an integrated taxonomy that combines both criteria which is shown in the figure below (remark that acommunity may also span over more than one community type at the same time).
This framework is used
as a basis for the following chapters dedicated to describing the motivation in the various types of communities. Our choice of community is made firstly by choosing three types
of communities according to their goal: a social-oriented type of community like communities of interest, a professional-oriented community like open-source communities and a commercial oriented community like a wireless community (C2C). Then within the three types we
will make a further distinction based on community structure, distinguishing between member-initiated and
organization-sponsored communities.
3.3 Motivations in wireless communities
A nice starting point
for describing research on motivation in wireless communities is a literature review (Bina and Giaglis, 2005) that
identifies 8 papers that propose a first list of motivations (cooperative
spirit, gain prestige, challenge telecom firms and promote free communication)
without empirical investigation.
The first attempt to
study these motivations empirically developed a theoretical model with a broad
mix of intrinsic (enjoyment, competence, autonomy, relatedness),
obligation-based (reciprocity, shared values) and extrinsic motivations
(explicit rewards, external pressure, self-esteem, ego involvement,
connectivity needs, human capital, career prospect, altruism). The model was
tested with surveys in Greece (Bina and Giaglis, 2006) and Australia
(Lawrence et al., 2007), finding that different groups of members participate
with different mixes of intrinsic and extrinsic motivations, with the former
being more prevalent.
Subsequent studies in Canada (Wong and Clement, 2007; Cho,
2008) found that similar short-term motivations based on personal interest
(fun, learning, social, professional networking, free access) are
complemented by long-term motivations based on public interest (promoting
inclusion in the Information Society, media
democracy, civic activism). A recent paper (Shaffer, 2010) found similar self
interest motivations like gratification from using technical skills, obtaining
free access and public interest motivations like contributing to expanding
broadband access.
Finally, (Camponovo
and Picco-Schwendener, 2010) analyzed motivations in large 'hybrid' community(supported by a firm) finding that unlike in pure communities members are motivated mainly by utilitarian (free network
access) or psychological (idealism and feeling competent) rather than intrinsic
or social motivations (socializing with peers or
feel part of a community).
A graphical summary of
these papers and the relative motivation is shown below.
It appears that while
motivations are very heterogeneous, utilitarian motivation (obtain free
connectivity), together with altruistic motivation (help others by offering
access) and competence (the possibility to learn and show technical skills) are
the most frequently cited motivations. While the mix of utilitarian and
altruistic motivation may seem strange, it is worth noticing that with the
diffusion of flat-fee broadband connections offering free access to others does
not have any impact on costs or personal use.
What is more
interesting is that social and intrinsic motivations are higher in pure communities, whereas utilitarian motivations are more salient in hybrid communities. This may be explained by the presence of a
firmin hybrid communities, their greater use of rewards (which tend to
have a negative effect on intrinsic motivation (Gagné and Deci, 2005)), their
larger size (which increases utility due to network externalities (Economides,
1996) and reduces the strength of social ties among members (Olson, 1971)) or because they emerged
later (thus attract late adopters that are more attracted by tangible aspects
(Moore, 1999)).
3.4 Motivations in
virtual communities of practice
Virtual
communities of interest or
practice are without doubt the most studied virtual communities, probably because they have a much longer
tradition than the other types (they exist since more than 30 years in the form of Usenet newsgroups and
forums) and have been widely adopted inside organizations (in particular to help communication and
share knowledge among employees). A selection of the most relevant empirical
studies of member motivations in such communities is
shown in the next table.
The investigation of
motivation for contributing to organizational communities of practice aimed at sharing knowledge
inside organizations has produced a large body of literature that focuses on
the importance of sharing knowledge as a foundation for a firm's competitive
advantage (cf. Grant, 1991) and the importance of personal beliefs,
institutional structure and context (cf. Bock et al., 2005 for a nice
literature review).
With regard to
empirical studies about the motivations of individuals, various authors have
been inspired by different theories and have consequently found rather
heterogeneous results as shown below in table 5. For instance Bock et al. (2002; 2005) found that
contributors are driven primarily by anticipated reciprocal relationships, a
sense of self-worth by contributing and an organizational climate that is fair
and innovative, but may be hindered by extrinsic rewards. In contrast, (Kankanhalli et al., 2005)
confirmed that self-efficacy was important, but also found that extrinsic
factors like rewards played an important role. Other studies also add recognition
as an expert as a relevant motivation (Ardichvili et al., 2003). It is
difficult to fully explain such a heterogeneity of motivation, which probably
depends a lot on contextual factors such as organizational culture (trust,
climate, norms etc.), business sector and national culture.
Communities of practice in public settings, such as thematic forums
and newsgroups, have also received a lot of attention. Motivations differ to a
certain extent with regard to enterprise communities, especially as socialaspects and personal needs are much higher (Chen, 2007; Huang et
al., 2008). These motivations have been extensively investigated as part of a
debate on lurkers versus active contributors, based on the observation that
many members just to get the information they need but do not actively
contribute. Butler et al. (2007) found that active participant have higher social and altruistic motivations (they really
enjoy interacting with people with similar interests as well as helping them)
but are less motivated by information benefits than lurkers. Nonnecke et al.
(2006 ) similarly focused on the difference between poster and lurkers, finding
similar results except posters also had higher motivations with regard to
information benefits as well as intrinsic enjoyment. Other papers also add
competence and visibility as other significant motivations (Wasko and Faraj,
2000; 2005; Peddibhotla and Subramani, 2005; Sangwan, 2005). The absence of
rewards from motivations is not surprising as they are hardly used by this type
of communities.
3.5 Motivations in open
source software communities
Literature about
motivation in open source software communities is also quite large. In the following table we summarize the
most relevant papers that study contributors' motivations empirically. It is
worth noticing that there also are a number of papers describe motivations
using a case-study methodology or economic models (see Bitzer et al. (2007) for
a concise review) which are not reported in the following table as they do not offer an empirical
justification.
In contrast with the other two types of communities examined in this paper, in this case it is often not possible to
make the distinction between member-generated and firm-supported communities since most of the papers described below
wither addressed their surveys to a mix of communities (thus potentially comprising communities of both types) or did not specify to
which type the community belonged.
Table 3 shows that the
motivations that drive open source participants are variegate. The most
important motivations appear to be the need of feeling competent (which is also
close to the feeling of enjoyment of taking on a challenge) as well as altruism
(which is coherent with the values of freedom behind the open source movement).
Another common motivation is linked to personal need: many open source projects
and contributions do indeed start with the idea of developing functionalities needed
by the developers themselves. The presence of rewards is also unsurprising, as
enterprises increasingly make use of the open source development model and
developers are increasingly being paid to work on it (Fitzgerald, 2006). On the
other hand, it is surprising that reputation and social relations are seldom found to be
important motivations.
4. Discussion and conclusions
By performing a
literature review of empirical studies in virtual communities, this paper shows that the motivations that
drive members to participate in such communities are
rather diverse and variegate: they comprise intrinsic psychological reasons
(such as intrinsic enjoyment, need to feel worthy and competent and good
feeling of being altruistic), social reasons (such as the desire to entertain social relations with interesting people, get social recognition or respect reciprocity
exchanges in a community) as well as economic reasons (such as the utility obtained by
satisfying a personal need as well as extrinsic benefits).
This paper also
proposed a classification that distinguishes among various types of virtual communities based on their orientation (social, professional and commercial) and their
structure (pure communities self-managed by members and hybrid communities supported by a firm or nonprofit
organization).
By examining empirical
paper in three types of communities (communities of practice, open sourcecommunities and wireless communities), this paper found that motivations are diverse both within and
acrosscommunities. In particular, while empirical results of papers are somewhat
heterogeneous - namely because of the large number of reference theories
employed (see section 3.1) and thus often focusing only on a subset of
potentially relevant motivations supported by the chosen reference theory -
some general observations can be made. Firstly it appears that the importance
of extrinsic rewards is more important in hybrid communitiessupported by a firm (this can be seen in wireless communities and, to a lesser extent, in communities of practices). Secondly, it appears that
members often are motivated by a combination of different motivation that
reinforce each other such as satisfying personal needs (which triggers usage of
the community) as well associal and psychological needs (which also favor a more active
contribution).
Of course this paper
has some limitations in that it only focuses on empirical
studies (thus neglecting to do proper justice to the vast amount of more
theoretical papers) and only considers three types of virtual communities. It might therefore be interesting to extend
this work to pure relationship communities such associal networks,
entertainment communities such as gaming and user generated
content communities (e.g. video and photo communities), commercial communities (e.g. social shopping sites, buyer groups, brandcommunities) as well as peer-to-peer networks.
We hope that this work
makes a bit of order in the existing research and stimulates
further research. We feel that it is especially important to extend existing
research in three directions: 1) make an effort to
avoid an excessive proliferation of reference theoretical models by comparing,
integrating and consolidating reference theories, which would permit both a
better evaluation of competing theories as well as a better comparability of
results across studies; 2) better understand the impact of many contextual
factors that could help explain the heterogeneity of results across the
different studies both within and across the various types ofcommunity and 3) expand the research about communities within and across of different types ofcommunities.
Acknowledgment
This paper has been
supported by a research project financed by the Swiss National Science
Foundation under grant number 100014-127006.
Footnote
1 MIS Quarterly,
Communications of the ACM, Information Systems Research, Management Science,
Journal of Management Information Systems, Harvard Business Review, Decision
Sciences, IEEE Transactions (various), Decision Support Systems, ACM
Transactions on Information Systems and European Journal of Information Systems
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AuthorAffiliation
Giovanni Camponovo
University of Applied
Sciences of Southern Switzerland
Giovanni.Camponovo@supsi.ch
AuthorAffiliation
Giovanni Camponovo is
lecturer at the Department of Business and Social Sciences of the University of Applied Sciences of Southern
Switzerland (SUPSI). He received a PhD in Business Information Systems from the Faculty of Business
and Economics of the University of Lausanne. His current research focuses on
innovative business models, information systems, adoption and usage.
Note: Ini hanya sebuah catatan pribadi, mohon rujuk
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