Online communities are flourishing as social meeting web-spaces for users and peer community members. Different online communities require different levels of competence for participants to join, and scattered evidence suggests that the female gender and minorities can be overly under-represented. Additional anecdotal evidence suggests that women withdraw from unfriendly online communities.
Due to the limited amount of empirical evidence on the matter, this paper provides a quantitative study of the phenomenon, in order to assess the representation and social impact of gender in online communities. This study
positions itself within recent and focused international initiatives, launched by the European Commission in order to encourage women in the field of sciences and technology.
Focusing on technical support networks around web design tools (e.g., Drupal and WordPress) and on questions & answers sites (e.g., StackOverflow), this paper unearths a spectrum of online communities, in which women participate to various degrees.
Developer Data Modeling Mistakes: From Postgres to NoSQL
Gender in on-line communities: StackOverflow, WordPress, Drupal
1. UC Davis – DECAL reading club
Gender, Representation
and Online Participation
A Quantitative Study
Bogdan Vasilescu,
Andrea Capiluppi,
Alexander Serebrenik
7. What is your gender?
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8. What is your gender?
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9. What is your gender?
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10. What is your gender?
Name +
Location =
Gender
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11. w35l3y ⇒ wesley
Lonzo ⇒ Alonzo
Name +
Location =
Gender
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12. Heuristics:
title + first h1
<title>Ben Kamens</title>
…
<h1>We’re willing
to be embarrassed about
what we
<em>haven’t</em>
done…</h1>
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Ben Kamens We’re willing to
be embarrassed about what we
haven’t done…
Stanford Named
Entity Tagger
<PERSON>Ben
Kamens</PERSON> We’re
willing to be embarrassed
about what we haven’t done…
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13. Quality of gender resolution: Survey
SelfAs inferred Total
identification M F ?
M
F
60
2
3 43
5 4
106
11
+ avatars,
other social
media sites
(manually)
SelfAs inferred Total
identification M F ?
M
90 3 13 106
F
2
9 0
11
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20. Why?
• [Gneezy, Niederle, Rustichini 2003]: women are less
effective in mixed-gender competitive environments
• [Niederle, Vesterlund 2007]: women shy away from
competition and men embrace it
⇒ To retain women we need different gamification
techniques
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21. Threats to validity
• Gender inference:
• Automated: Imprecise tooling
• Manual: Errare humanum est
• Gender swapping
• Images of other people as avatars
• Celebrities, children, porn stars…
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22. Future work…
• Roles: coders, translators, UI designers
• Similar to diff mailing lists in Drupal/WordPress
• Activity (commits) rather than discussion
• Output: code, bugs, …
• Confounding variables
• Culture/country: Malaysia – 50% of CS students
• Sexual orientation: IT might be attractive to lesbians for
the same reasons it repels heterosexual women [Landström
2007]
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