Qualifying "Web Karma": It shouldn't be a game.
unwieldy.net
unwieldy.net
The problem is that no one has yet invented a karma "game" that can't be manipulated. Still, when you're dealing with a large community the karma game is the only system that has shown promise. It would be great if just having clear guidelines was enough, but it doesn't work that way.
The problems that I've seen listed so far enumerated are:
- class hierarchy - groupthink - feedback loops - old hands vs newcomers (aka the incrowd problem)
I'll go back through all the stuff that was said on this subject and see if I can dig up more. It's a very interesting problem, possibly one of the most interesting ones that I have seen in a long time, it is worthy of a serious study.
But if I get really downmodded, I think about whether my comment was rude or something.
I don't need an orange username to feel good about myself.
Self-esteem and intrinsic motivation are so much more powerful than extrinsic incentives. All these karma systems can do is, at best, reflect how people feel about themselves. The real challenge is to have a community that attracts the right people. Then, the karma system will show the quality of the community.
...I'd prefer having the system make its values explicit via descriptors for comments (think Slashdot or Plastic). My top two would be "insightful" and "uncharitable". The former encourages what's best about this community, the latter strongly discourages what's worst. A lot of deep and pointless threads are caused by commenters reacting to their own hasty interpretations of what someone said rather than even-handedly responding to them.
Also, no "Funny".
http://news.ycombinator.com/item?id=467281
I've also suggested (and agreed with later suggestions) that the karma score should be kept hidden. I'm not adverse to replacing "up/down" with "insightful/uncharitable" entirely.
I posed that size limits on membership and censorship were options - even using Bayesian filtering as a tool.
If I re-wrote those posts, I would definitely include descriptors as a partial solution. The karma game falls apart because the people whose thoughts are most encouraged are those who care about karma the least.
edit: I'm only applying this to social sites like those discussed here. On a site like eBay, there is much greater utility in the karma number and also much more restriction over its use and what it represents.
slashdot is awesome. reddit and hn became popular because of the communities, despite the loss of technical goodness each time.
at the very least, i wish the quantifiable part of karma was kept strictly private.
For the site owner, 'the game' is in his/her interest because it pulls people in to participate. It gives recognition to the efforts of site users.
I'm not sure how effective 'good', 'very good' or 'poor' will perform as a substitute.
Are the orange users being very stringent about what they post? I don't blame them.
Yup, here it is. http://news.ycombinator.com/item?id=373992
The metric is slightly different, but the author basically got want he wanted.