Making Sense of Users Participation in Open Source Projects: The case of a Mature Video Game

Through a cyberethnographic informed approach applied to a mature Free and Open Source Software video game collective this research addressed a central issue in contemporary information age: the increasing place taken by users in creating and maintaining innovative public goods thanks to the distributed carrying capacity of the Internet. The empirical work is based on an ethnographic immersion in the field and on interviews and it is theoretically informed by Actor-Network Theory and integrated with insights coming from Action Nets.