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INCREMENTAL CHANGE
Uri Gal
University of Sydney
Nicholas Berente
University of Georgia
Friedrich Chasin
University of Münster
Abstract
In this paper we explore the discourse around six digital technologies after their architectures are
stabilized - the period of time known as the "era of incremental change." Using a novel computational
technique to assess discourse from Wikipedia, we find that the patterns of discourse around digital
technologies vary based on the level of abstraction for the digital technology. The discourse around
digital devices, which represent the lowest level of abstraction, stabilizes relatively quickly. Whereas
digital concepts, which represent technologies at the highest level of abstraction, never fully stabilize and
emergence and contestant continues. The discourse around digital services, which are at a mid-level of
abstraction, display features of both stabilization and continued dynamism. This research extend the work
on technology lifecycles to begin addressing the digital technologies - which are particularly open-ended,
It has long been understood that social and political dynamics within industries shape patterns of
1992; Dokko et al 2012). After a period of competitive turmoil which is marked by political
until the next architectural upheaval (Anderson & Tushman 1990; Henderson & Clark 1990).
This period that follows the architectural stabilization of a dominant design is typically referred
to as the “era of incremental change” in the technology lifecycle (Anderson & Tushman 1990).
(Dokko et al 2012), recent work has found that the period that follows the stabilization of a
technology architecture can actually be quite dynamic. There is often still be a significant
amount of innovation with technologies within the bounds of the architecture (Murmann and
Frenken. 2006; Funk. 2009; Lee & Berente 2013). Further, technology stabilization does not
necessarily mean that there is lack of social dynamics – indeed technological stabilization might
Recent decades have witnessed the increasing ubiquity of digital technologies whose nature
increases the significance of social dynamics to the emergence and evolution of those
technologies. Digital technologies are products and services that are based on microprocessors
and software, and, as such, are programmable, editable and extensible and therefore continually
evolve as they are appropriated (Yoo et al 2010). For these reasons, digital technologies are
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distributed and open – they evolve as people interact with them and with each other – and are
never fixed in the way that fully physical technologies are (Kallinikos et al 2013; Germonprez et
al 2011). Thus, social dynamics continue to shape digital technologies and their use long after
architectural stabilization (Yoo et al 2010). Although others have found that the era of
incremental change can be interesting from a perspective of the social dynamics (Dokko et al
2012), these social dynamics become even more relevant in the context of digital technologies.
In this paper we explore the social dimensions involved in the evolution of digital technologies
during the era of incremental change - after the architecture of the digital technologies have
social dynamics because discourses reflect, carry, and instantiate those dynamics and the relevant
social, and material realities take form and gain meaning (Heracleous & Barrett 2001; Phillips et
al 2004; Taylor & Van Every 2000). Because people make sense of digital technologies
discursively (Griffith 1999; Berente et al 2011), these technologies are not merely described by
the discourse that surrounds them, but their very nature and meaning form and morph as this
To examine the discourse around the evolution of these digital technologies we draw upon a
2000). We do this by systematically tracking changes in the content and collaboration patterns of
among three broad categories of technologies based on their level abstractness: digital devices
(physical artifacts, e.g. iPad and Wii) which have a distinct material manifestation are the least
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abstract; digital services (Internet-based applications, e.g. Tumblr and Twitter) which do not
have a tactile manifestation are more abstract; and digital concepts (categories of computing
phenomena, e.g. “cloud computing” and “smartphones”) are the most abstract.
We trace the evolution of the discourse during the era of incremental change for different digital
innovations at varying levels of abstraction to identify how the social dynamics around those
technologies change and stabilize over time. We find that the discourse around and meaning of
digital technologies stabilize fairly quickly after an initial sensemaking process. With more
abstract digital services, their discourse and meaning continue to fluctuate long into the era of
incremental change before it stabilizes. With the most abstract digital concepts, their discourse
The remainder of the paper is organized as follows. First, we introduce the concepts of
technology lifecycle and the era of incremental change, and motivate the need to understand
discourse in the evolution of digital technologies. Second, we describe our approach for
understanding discourse using the theory of social representations, and outline a novel
computational technique. We conclude by presenting the outcomes of our analysis and proposing
DISCOURSE
The technology lifecycle model (Anderson & Tushman 1990) describes the process by which the
cycles of punctuated stabilization and change. At first, there are typically a variety of
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architectural designs competing for dominance in an industry for a given class of technology,
and there is a period of competition among potential architectures known as the “era of turmoil.”
At some point one of those architectural designs “wins” and that design becomes the standard
architecture for that class of technology – what is sometimes referred to as a “dominant design”
(Anderson & Tushman 1990). After a standard architecture is established, there is a period of
incremental innovation around that architecture known as the “era of incremental change” which
continues until at some point alternative architectures drive another period of turmoil. These
three stages: turmoil, stabilization, and incremental innovation, cycle throughout the life of a
technology.
The transition between the stages is driven by social, political, and technological mechanisms
(Tushman & Rosenkopf 1992). Technology does not stabilize as a dominant design in an
industry solely because a new technology is available. People must make sense of this
technology. As they interpret the possibilities for its use, the technology itself changes to
accommodate perceptions of its potential (Bijker 1997). Technological standards have as much
to do with negotiation and social agreements about the technology as with the technology itself
(Williams & Edge 1996). Thus, discursive practices such as negotiation and argumentation are
critical in the era of turmoil leading up to stabilization of the architecture. However, after this
stabilization takes place – in the era of incremental change – social dynamics have traditionally
been thought to settle down. The rich discourse leading up to the emergence of a standard will
level off as people accept the standard and move on to appropriation of the standard and
complementary, incremental innovation. This is what Tushman & Rosenkopf (1992) imply when
they indicate that social dynamics stabilize in the era of incremental change.
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Despite the centrality of social dynamics to the technology lifecycle model, there has been little
research into the social elements of lifecycle dynamics around any technology, let alone digital
technology. Recently, however, Dokko and colleagues (2012) point out that this social
stabilization more closely resembles Strauss’s negotiated order. Although social dynamics may
reach a state where they appear stable, stability across a diverse set of stakeholders must be
continually negotiated in a dynamic process where the meaning of the technology is shaped.
This observation is consistent with the view of how social phenomena are interpreted and
written texts which are produced and interpreted by a community (Fairclough 1992).
Communities make sense of situations through discourse, and it is this discourse that then shapes
subsequent community action and continued discourse. Indeed, key social structures and forms
such as organizations and institutions, as well as changes in these structures and forms, are
constructed and enabled largely through discourse (Heracleous & Barrett 2001; Taylor & Van
Every 2000).
Because discourse is at the core of social action (Habermas 1984; Wittgenstein 1969), and
technologies are in no small part socially constructed (Latour 1990, Bijker 1997), we would
architectures. In the era of incremental change, one would expect the changes in discourse to
diminish (as compared to previous levels, see Tushman & Rosenkopf 1992) and persist at a low
level in order to reflect and maintain that stability (Dokko et al 2012). However, we anticipate
that due to the uniquely open nature of digital technologies, the discourse around them will not
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communicable, memorizable, traceable, and associable – qualities which together enable them to
always be evolving in use (Yoo et al 2011). Further, they are socially distributed in the sense that
they span multiple modes of life (Kallinikos et al 2013). Therefore digital technologies enable
fundamentally more dynamic modalities for action than their analog counterpart artifacts
(Kallinikos 2009), which will be reflected in accordingly dynamic discursive patterns. Thus,
even after the architecture for a particular digital technology is stabilized, we expect the
discourse around it to keep evolving as the meaning of the technology continues to shift.
Next we introduce the theory of social representations as a way of understanding discourse, and
The central idea of social representations theory (SRT) is that people’s relationship with the
symbols, or representations, which serve to render the world meaningful for social actors
(Moscovici 2000). According to the theory, things in the world – conceptual or material - do not
have an inherent meaning. Rather, they acquire meaning when they are represented by social
groups in an ongoing discursive process. Phenomena, events, or artifacts only become social
reality by virtue of their representations that the community forms. Only by being represented by
a group of people by means of familiar conceptual devices can a phenomenon, event, or artifact
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become a social object that can be perceived, characterized, compared to other social objects,
and used in language and action (Wagner et al. 1996). Digital technologies evolve in conjunction
Representational activity is a social process that is often triggered when something disruptive
threatens socially shared perceptions of reality (Moscovici 2000). This can be a new and
members lack the cognitive vocabulary to describe and name. This unfamiliarity creates a sense
of incompleteness and emphasizes the “actuality of something absent” (Moscovici 2000 p.38).
To familiarize the unfamiliar, group members form new social representations in a discursive
et al. 1996). Anchoring entails the positioning of the unknown in familiar conceptual categories.
prototypes considered to represent the corresponding class (Moscovici 1984). For example, in its
early stage, the unfamiliar phenomenon of HIV/AIDS (before acquiring this name) was anchored
in terms of a ‘gay plague’ or ‘gay cancer’ (Farr 1993). Thus, the new phenomenon of HIV/AIDS
was initially understood in terms of, and took on the qualities associated with, the plague or
cancer. Anchoring is a dynamic process that reflects group members’ changing perceptions of
different aspects in their environment. Anchors are thus an integral part of thinking in general;
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Objectification. In addition to anchoring a new phenomenon and placing it in familiar categories,
the form of a metaphor, symbol, or image (Wagner et al, 1996). Objectification is the process
whereby socially represented knowledge acquires a concrete and distinct form, or representation.
Objectification involves the development of a signifier that stands for the phenomenon or object
that it represents (Gal and Berente 2008). The representation captures the essence of the
phenomenon and weaves it into the social fabric of the group’s common stock of knowledge. For
example, that HIV/AIDS is readily and widely recognized today as a medical condition in its
Wikipedia is not just an encyclopedia that holds knowledge about the world. It is also the place
where this knowledge is created: a place of dynamic discourse and social engagement, where
contributors collaborate, but also intensely debate and disagree about how to represent events,
people, and objects in their world. These debates take place as contributors express their opinions
by changing article content and participate in discussions on the corresponding talk pages
(Hansen et al 2009). Contributors can see and engage with others’ views by accessing the
revision history and observing previous discussions regarding the article at hand. In doing so,
contributors build upon the efforts of others in order to reach, if only temporarily, a collective
agreement about the meaning of the topic at hand. This reflects the discursive process of
representing, wherein meaning is collectively and continually shaped through anchoring and
objectification.
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To examine the evolution of social representations on Wikipedia it is necessary to operationalize
the theory and identify corresponding Wikipedia concepts. Starting with social representations
themselves, we maintain that each one is reflected in a Wikipedia article. Social representations
name various aspects of the world, thereby orientating people and providing a basis for their
communication. Wikipedia articles serve this very function; they give a unique name to different
domains of the world and reflect a socially negotiated meaning of that domain in a particular
Anchoring and objectification occur within and across Wikipedia articles. Anchoring can be
traced by examining internal links in one article that point to other articles. Anchoring involves
relevant to the understanding of the unfamiliar phenomenon (Moscovici 2000). This is what
internal links on Wikipedia aim to achieve: to create an association between a topic that requires
elaboration and explanation, and other known topics that are perceived to be relevant to
understanding the topic at hand. An internal link anchors the current representation in terms of an
existing one.
Objectification is the process whereby socially represented knowledge gains a distinct and
concrete form. Objectification in Wikipedia is best operationalized as the act of linking other
articles to the article at hand. Wikipedia articles that contain a reference to the social
representation under study in the form of a link are therefore relevant for tracing the
objectification process. A growing number of links that point to the social representation under
study would thus reflect an ongoing objectification process, as it would indicate that other
phenomena are explained (i.e. anchored) in terms of the representation under study1.
1
Due to the AoM page limit, in this paper we will focus exclusively on the anchoring process.
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WIKIGEN: A NOVEL COMPUTATIONAL TOOL FOR STUDYING SOCIAL
REPRESENTATIONS ON WIKIPEDIA
In order to trace the evolution of discourse around digital technologies in Wikipedia, we utilize a
databases over the platform’s Application Programming Interface (API), WikiGen generates
collaboration and anchoring statistics based on past revisions of any chosen article (in 196
languages). These statistics are instrumental to studying how social representations emerge and
evolve on Wikipedia. In what follows we will outline the tool’s main features that we use in our
analysis.
Collaboration Statistics
Representing unfolds over time through collaboration among contributors and plays out through
the editing of Wikipedia articles. To track this process, WikiGen generates two collaboration
statistics: (1) number of edits; and (2) number of editors. To capture the dynamics of the
collaboration process in greater detail, WikiGen differentiates between minor and major edits
based on data provided by Wikipedia. Minor edits include grammatical and formatting changes.
Major edits involve changes to article content, references, or visible tags. Figures 1a and 1b
illustrate the overall (minor and major) collaboration statistics plotted for the article Adobe since
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Figure 1a. Number of overall edits for the article Adobe
Anchoring Statistics
To measure how anchors emerge and change over time WikiGen generates four anchoring
statistics which reflect shifts in the composition and stability of anchors across selected time
periods: New and removed anchors, anchoring dissimilarity, edit-war level, and anchor strength.
New and Removed Anchors. WikiGen displays in a bar chart the number of introduced and
removed anchors (represented by green and red bars respectively) in a chosen period of time.
The chart helps to identify periods with extensive anchoring activity (i.e., periods in which many
anchors were either removed or introduced, or both). Figure 2 below shows new and removed
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Figure 2: New and removed anchors for the article Adobe.
Anchoring Dissimilarity. This measure captures the extent to which anchors in time period t are
dissimilar to anchors in the previous period t-1. It is based on the number of days an anchor was
present during the selected period and only includes anchors that were present for at least one
day to eliminate the temporary influence of anchors that were introduced to the article due to
vandalism. Because it is sensitive to the difference in the composition of anchors across time
periods, anchor dissimilarity can be used to gauge the difference in the meaning of an article
over time.
The dissimilarity score ranges from 1 (anchors are completely dissimilar across time periods) to
0 (anchors are completely similar across time periods). The logic behind the calculation is to take
the sum of least common days present for all anchors present in periods t and t-1 and set it in
relation to the total sum of maximum days anchors were present for every anchor in periods t and
t-1. Figure 3a shows the formula for anchor dissimilarity and figure 3b shows the anchor
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Figure 3a: Anchor dissimilarity formula
Edit-war level. This statistic measures the intensity of disagreement among users by relating the
number of anchor introductions and disappearances to the total number of unique anchors in a
period of time. Edit-war ranges from 0 (no introductions or disappearances of anchors) indicating
no disagreement among contributors, to infinity (x anchors are introduced and removed y times
where y -> inf) indicating intense disagreement among contributors. Figure 4a shows the formula
for edit-war level and figure 4b shows the edit-war level for the article Adobe:
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Figure 4a: Edit war level formula
Anchor Strength. This measure gauges the resilience of individual anchors within a time period.
It does so by linearly combining the number of days an anchor was present and the number of
revisions it survived during that time period. Anchor strength ranges from ‘0’ to ‘1’. Anchors
that are present for long periods or that are quickly reintroduced after being removed will have a
high score. A score of ‘1’ indicates that an anchor has survived all revisions and was present in
the article for the entire measured time period. Table 1 displays the 10 strongest anchors for the
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Table 1: Ten strongest anchors in 2014 for the article Adobe
Below we present the changes in discourse on Wikipedia for three categories of digital
technologies which reflect increasing levels of abstractness: digital devices, digital services, and
digital concepts. Within each category, we describe the discursive patterns of two sample cases
which were selected based on two main criteria: first, they describe a technological phenomenon
whose design has reached stabilization, and; second, the discourse that surrounds them has
sufficient volume (measured by the number of editors and edits) to render our analyses valid.
Digital Devices
iPad
iPad is a line of tablet computers produced by Apple Inc. The article ‘iPad’ was created on
December 26, 2009, a few months before the release of the first generation of the product in
April 2010. Between the creation of the article and the day we conducted the analysis (December
29, 2014), the article was edited 5183 times by 1711 editors.
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As can be seen in figures 5 and 6, the discursive activity within the article peaked in January
2010 with 1177 edits done by 421 editors. This activity gradually waned over the following
months.
During this period, the meaning of ‘iPad’ was being shaped as can be seen by the relatively high
number of new and removed anchors, which gradually diminished by the end of 2010 (figure 7).
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Figure 7. New and removed anchors for the article for the article iPad
The forming of the meaning of ‘iPad’ is also reflected in the anchor dissimilarity measure which
reached its highest level in February 2010 with a score of 0.91, indicating that 91% of the
anchors in present February were different to the anchors present in the preceding month (figure
8).
Furthermore, this period was characterized by a high level of disagreement among editors
regarding the meaning of ‘iPad’. This can be observed in the high edit-war level in January 2010,
which indicates a high number of anchor introductions and disappearances relative to the total
number of unique anchors in this month. Similar to anchor dissimilarity, the edit-war level
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Figure 9. Edit-war level for the article iPad
Apart for small shifts in the meaning of ‘iPad’ in October and December of 2012 (reflected in the
heightened anchor dissimilarity levels seen in figure 8), we can see that the meaning of ‘iPad’,
and the level of consensus around this meaning, stabilized within the first year of the creation of
the article and the release of the product to market. This can be further observed in the generally
increasing trend of average anchor strength between 2009 and 2014 (table 2). This trend
indicates that anchors in 2014 were, on average, more durable (survived more revisions and were
present for more days) than anchors in each of the preceding years.
Ave.
anchor
Year strength
2009 0.31
2010 0.18
2011 0.69
2012 0.38
2013 0.73
2014 0.87
Table 2. Average anchor strength for the article iPad
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Wii
Wii is a home gaming console designed by Nintendo. The article ‘Wii’ was created on January 5,
2004, about three years before the release of the product to market, which occurred over
November-December 2006. Between the creation of the article and the day we conducted the
As can be seen in figures 10 and 11, the discursive activity within the article peaked in May 2006
2450 edits done by 898 editors. This activity gradually dissipated over the following 18 months.
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The bulk of the meaning-shaping activity of ‘Wii’ took place during the initial period of the
article’s existence, indicated by the large number of introduced and removed anchors, which
persisted until April 2007 and then diminished abruptly (figure 12)
Figure 12. New and removed anchors for the article for the article Wii
The changes in the meaning of ‘Wii” can also be seen in the relatively high anchor dissimilarity
scores which went up during 2004, peaked in June 2005, fluctuated during 2006 and the first half
of 2007, and subsequently decreased significantly (except for two brief surges in August 2010
The forming of the meaning of ‘Wii’ are also reflected in the high edit-war level scores between
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Figure 14. Edit-war level for the article Wii
Apart for small shifts in the meaning of ‘Wii’ in August 2010 and November 2013 (reflected in
see figures 12 and 13), we can see that the meaning of ‘Wii, and the level of consensus around
this meaning, stabilized within a period of about one and a half years (between the beginning of
2006 and mid 2007), and roughly within six months of the release of Wii to the market. This can
also be observed in the generally increasing trend of average anchor strength between 2004 and
Ave.
anchor
Year strength
2004 0.33
2005 0.23
2006 0.18
2007 0.36
2008 0.95
2009 0.71
2010 0.7
2011 0.95
2012 0.73
2013 0.88
2014 0.94
. Average anchor strength for the article Wii
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Digital Services
Tumblr
Tumblr is a micro-blogging and social networking service that was launched in February 2007.
The Wikipedia ‘Tumblr’ article was created on August 3, 2008. Between the creation of the
article and the day we conducted the analysis, the article was edited 1593 times by 885 editors.
As can be seen in figures 15 and 16, the discursive activity within the article displays a different
pattern to that of the digital devices examined above. Rather than having a clear peak that
gradually diminishes, the discursive activity unfolds through several distinct peaks, which last
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Figure 16. Number of overall editors for the article Tumblr
The formation of the meaning of ‘Tumbler’ occurred in a less orderly fashion than did the
meaning of the digital devices. This happened as anchors were removed from and introduced
into the article in several spurts of activity, mostly during 2009 and later in 2011-2012 (figure
17).
Figure 17. New and removed anchors for the article for the article Tumblr
The ongoing change in the meaning of ‘Tumblr’ is also reflected in the multiple peaks in the
anchor dissimilarity score, which are visible around the same time (figure 18).
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Figure 18. Anchor dissimilarity for the article Tumblr
The same pattern can also be observed in the ongoing fluctuations in the edit-war level which,
like the discursive activity, display multiple peaks that reflect recurring high levels of
The uncertainty around the meaning of ‘Tumblr’ is also visible in the average anchor strength.
Rather than displaying a clear upward trend, average scores oscillate during the lifetime of the
article: they increase from 2008 to 2010, decrease in 2011 and 2012, and increase again in 2013
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Ave.
anchor
Year strength
2008 0.21
2009 0.59
2010 0.72
2011 0.54
2012 0.45
2013 0.66
2014 0.82
. Average anchor strength for the article Tumblr
Twitter is a micro-blogging and social networking service that was launched in July 2006. The
Wikipedia ‘Twitter’ article was created on February 12, 2007. Between the creation of the article
and the day we conducted the analysis, the article was edited 5519 times by 2662 editors. As can
be seen in figures 20 and 21, the discursive activity within the article displays a different pattern
to that of the digital devices examined above. Rather than having a clear peak that gradually
diminishes, the discursive activity unfolds through two distinct peaks, which persist for over
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Figure 21. Number of overall editors for the article Twitter
The formation of the meaning of ‘Twitter’ occurred in a less orderly fashion than did the
meaning of the digital devices. This happened as anchors were removed from and introduced
into the article in several spurts of activity, mostly during the first half of 2007, first half of 2009,
Figure 22. New and removed anchors for the article for the article Twitter
The meaning of ‘Twitter’ was in flux for much of the lifespan of the article as is evident from the
multiple peaks in the anchor dissimilarity scores since the creation of the article until they
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Figure 23. Anchor dissimilarity for the article Twitter
A similar pattern can also be observed in the recurring fluctuations in the edit-war level which
display multiple peaks in the first half of 2008, the first half of 2009, and in the end of 2010.
These peaks reflect high levels of disagreement among editors regarding the meaning of
The instability of the meaning of ‘Twitter’ is also visible in the average anchor strength, which
hover under the 0.5 mark from 2007 to 2011, and only start increasing in 2012 (table 5).
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Ave.
anchor
Year strength
2007 0.25
2008 0.48
2009 0.34
2010 0.36
2011 0.47
2012 0.68
2013 0.75
2014 0.72
. Average anchor strength for the article Twitter
Digital Concepts
Smartphone
The article ‘Smartphone’ was created on January 9, 2003 to describe a class of digital technology
that combines the features of a mobile phone with advanced computing capabilities used as a
Between the creation of the article and the day we conducted the analysis, the article was edited
9034 times by 3944 editors. As can be seen in figures 25 and 26, the discursive activity within
the article remains at a high level throughout the lifespan of the article.
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Figure 25. Number of overall edits for the article Smartphone
Similarly, the formation of the meaning of ‘Smartphone’ unfolded as anchors were removed
from and introduced into the article in several surges of activity, mostly around the beginning of
Figure 27. New and removed anchors for the article for the article Smartphone
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An examination of the anchor dissimilarity scores reveals that the meaning of ‘smartphone’
continues to fluctuate and in fact is never solidified. This is apparent from the recurring peaks in
anchor dissimilarity scores throughout the entire lifespan of the article (figure 28).
Furthermore, the level of disagreement among editors remains considerable over time as is
evident in the recurrent spikes in the edit-war level scores (figure 29).
The instability of the meaning of the article is also reflected in table 6, which shows that the
average anchor strength fluctuates over time and is at or under the 0.5 mark for 7 out of the 12
years of the article’s existence, including 2014. This indicates that in the majority of the time,
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Ave.
anchor
Year strength
2003 0.42
2004 0.73
2005 1
2006 0.33
2007 0.48
2008 0.38
2009 0.5
2010 0.56
2011 0.29
2012 0.78
2013 0.86
2014 0.32
Cloud Computing
The article ‘Cloud computing’ was created on March 3, 2007. Between the creation of the article
and the day we conducted the analysis, the article was edited 9039 times by 3947 editors. As can
be seen in figures 30 and 31, the discursive activity within the article remains at high to moderate
Figure 30. Number of overall edits for the article Cloud computing
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Figure 31. Number of overall editors for the article Cloud computing
The formation of the meaning of ‘Cloud computing’ unfolded as anchors were removed from
and introduced into the article in several surges of activity, mostly around the mid-2008, the
beginning 0f 2010, the first half of 2011, the beginning of 2012, and mid-2014 (figure 32).
Figure 32. New and removed anchors for the article for the article Cloud computing
An examination of the anchor dissimilarity scores shows that the meaning of ‘Cloud computing’
continues to fluctuate and in fact is never solidified. This is apparent from the recurring peaks in
anchor dissimilarity scores throughout the lifespan of the article (figure 33).
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Figure 33. Anchor dissimilarity for the article Cloud computing
Furthermore, the level of disagreement among editors remains considerable over time as is
evident in the recurrent spikes in the edit-war level scores (figure 34).
The instability of the meaning of the article is also reflected in table 7, which shows that the
average anchor strength remains low throughout the entire lifespan of the article. This indicates
that since 2007, anchors in the ‘Cloud computing’ article have been relatively unstable and
replaced frequently.
Ave.
anchor
Year strength
2007 0.24
2008 0.25
2009 0.37
2010 0.32
34
2011 0.15
2012 0.38
2013 0.28
2014 0.55
. Average anchor strength for the article Cloud computing
DISCUSSION
In this paper we have investigated the discourse within the era of incremental change in the
technology lifecycles of six digital technologies that reflect varying levels of abstraction. The
results for the cases within each level were quite consistent with each other. We found that the
volume of discourse around the least abstract digital devices (iPad and Wii) peaked at first, as
measured by the number of edits and number of editors – presumably as individuals were trying
to make sense of the new technology – but then stabilized as the volume of edits and number of
editors tapered off over time. This is consistent with Tushman & Rosenkopf’s (1992) expectation
for social stability during this period. Their expectation was further validated by the increasing
anchor strength measure over the lifespan of the iPad and Wii articles, which indicates that the
discourse around these devices gradually solidified. Additionally, after an initial spike,
disagreement among editors was all but eliminated, as measured by edit wars. Finally, anchor
dissimilarity – our measure for meaning creation – presented its highest values within the first
year following the release of the iPad and Wii to market and maintained punctuated activity
throughout, albeit at low levels. Since this did not coincide with increased conflict, it suggests
that there was a limited generation of new meanings associated with the technologies over time –
supporting the view of an inherent open-endedness view of digital artifacts (Yoo et al 2011;
Kallinikos et al 2013).
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Our second class of digital technologies – digital services - followed a different pattern. The
volume of the discourse around the Tumblr and Twitter articles had multiple peaks which
covered a much longer time frame (up to four years for the bulk of edits editors for digital
services compared to approximately one year for digital devices). Multiple peaks indicate a much
more punctuated process of discursive sensemaking as different narratives ebb and flow and gain
salience as the meanings of the services are transformed during their adoption by multiple users.
This four-year process of transformation in meanings was further reflected in the anchor
dissimilarity measure, which too maintained relatively high levels for a period of up to four years
before it settled. Similarly, contestation, as measured by anchor wars, also remained high for a
Importantly, the architecture of both Tumblr and Twitter had already been established at the time
the two articles started gaining momentum and did not change throughout. However the meaning
of the digital services only solidified several years after the technology stabilized. This continued
contestation and discourse evokes an image similar to Dokko et al’s (2012) view of negotiated
order as continued enactment, but it is different in a fundamental way. Negotiated order implies
that social dynamics take place to keep technology standards stable. Our findings suggest that
social dynamics took place to extend the meanings of the technology and generate new
Finally, the most abstract digital technologies we studied – digital concepts (cloud computing
and smartphones) – least resembled the period of social stability noted by Tushman & Rosenkopf
(1992). The level of discourse within the two digital concepts articles remained high and even
appeared to increase throughout their lifespan. The contestation and meaning making also
remained high throughout, as reflected in the edit-war and anchor dissimilarity levels, which
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never tapered off. The continuing instability in the meaning of cloud computing and smartphones
is also evident from the low and fluctuating levels of their respective average anchor strength
measures. The basic architecture of both cloud computing and smartphones emerged rapidly and
was mostly established by the period in question (although incremental innovations within these
architectures remained in later years). Our findings indicate that the continued contestation and
flux in the meanings of the two services reflect their vagueness long after their architecture had
been stabilized. The meaning, nature, possible uses, and business and social significance of the
In general, this study joins with the recent flurry of work on digital innovation which find the
innovative dynamics around digital technologies simply behave differently than their analog
predecessors (e.g., Yoo et al 2011; Yoo et al 2012; Kallinikos 2009; Kallinikos et al 2013;
Leonardi 2010). However, we extend this tradition of research to begin unpacking industrial
innovation management has studied the relationship between patterns of industrial evolution to
product architectures (particularly the work on modularity – see Baldwin & Clark 2000; Garud et
al 2009), very little of this work has taken into consideration the changes associated with digital
forms of technology (with some exceptions, see Hobday 1998 and Lee & Berente 2012). In
attending to digital technologies, we answer the call to draw upon the field of information
systems for informing theories of technology and innovation management (Yoo 2013). Further,
of the work on technology lifecycles in the tradition of Anderson and Tushman (1990), there is
little emphasis on the social dynamics that are so important to technology evolution. By focusing
on discourse, we take a step toward bringing this tradition together with the “social shaping” of
technology tradition (e.g. Latour 2000; Bijker 1997; Williams & Edge 1996).
37
CONCLUSIONS
Our findings indicate that, contrary to the assumption made in the technology lifecycle model,
the era of incremental change is not theoretically uninteresting due to a lack of social activity
(Anderson & Tushman 1990). In fact, this phase can be socially dynamic. This dynamism does
not only imply social negotiations in an effort to maintain technology standards stable (Dokko et
al 2012), but also an ongoing discursive process which reflects repeated efforts by multiple
Importantly, we saw that this process follows a different trajectory depending on the level of
abstractness of the digital technology that people attempted to make sense of. The most concrete
digital devices followed a process that best resembled the original lifecycle model where the
meaning of the device and the discursive activity around it mostly ceased during the era of
incremental change. However, the discursive activity and meaning of more abstract digital
services took much longer to stabilize and the discursive activity and meaning of the most
abstract digital concepts never stabilized during the timeframe of our analysis.
The differences among the three categories indicate that people have an easier time agreeing on
the meaning of technologies which have a distinct physical manifestation and which they can use
and interact with in an unmediated fashion. The lack of a clear physical manifestation and the
absence of a tactile relationship between users and digital services create a certain distance
between the users and the services. This can be seen in the discursive process around the services
which takes longer to stabilize. Whereas digital services reflect recognizable patterns of
processes and relationships between actions and outcomes, digital concepts refer to entire classes
38
of products or services and are therefore even further removed from users. This was evident in
discursive processes wherein the meaning of the examined concepts was in constant flux.
In this study we examined the discourse for six digital technologies. Despite describing distinct
patterns across the three categories of technology, our findings do not thoroughly explain the
significance of the identified patterns. Doing so would require adding a qualitative dimension to
the current investigation to identify not only the contours of the discursive changes, but also their
content. Future research will involve digging more deeply into the differences among the
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