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Computer-supported cooperative work

Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools.

History
The origins of CSCW as a field are intertwined with the rise and subsequent fall of office automation as response to some of the criticisms, particularly the failure to address the impact human psychological and social behaviors can have. Greif and Cashman created the term CSCW to help employees seeking to further their work with technology. A few years later, in 1987, Dr. Charles Findley presented the concept of Collaborative Learning-Work. Computer-supported cooperative work is an interdisciplinary research area of growing interest which relates workstations to digitally advanced networking systems. The first technologies were economically feasible, but their interoperability was lacking which makes understanding a well-tailored supporting system difficult. Due to global markets, more organizations are being pushed to decentralize their corporate systems. When faced with the complexities of today's business issues, a significant effort must be made to improve manufacturing systems' efficiency, improve product quality, and reduce time to market.

The idea of CSCW or computer-supported cooperative work has become useful over the years since its inception and most especially in the ongoing crisis of the COVID-19 pandemic. The measures to mitigate the virus’ spread have led to firm closures and increased the rates of remote working and learning. People now share a common workspace, hold virtual meetings, see and hear each other's movements and voices in a common virtual workspace with a group-centered design. Only when advanced and generic methods are combined does a CSCW framework seem complete to the consumer. For decades, CSCW studies have been proposed using a variety of technologies to promote collaborative work, ranging from shared data services to video-mediated networks for synchronous operations. Among the various domains of CSCW, the Audio/Video Conference Module (AVM) has become useful in enabling audiovisual communication via the online applications used to discuss and undertake work operations such as Zoom and EzTalks.

Central concerns and concepts
CSCW is a design-oriented academic field that is interdisciplinary in nature and brings together librarians, economists, organizational theorists, educators, social psychologists, sociologists, anthropologists and computer scientists, among others. The expertise of researchers in various and combined disciplines help researchers identify venues for possible development. Despite the variety of disciplines, CSCW is an identifiable research field focused on understanding characteristics of interdependent group work with the objective of designing adequate computer-based technology to support such cooperative work.

Essentially, CSCW goes beyond building technology itself and looks at how people work within groups and organizations, as well as the impacts of technology on those processes. CSCW has ushered in a great extent of melding between social scientists and computer scientists. These scientists work together to overcome both technical and non-technical problems within the same user spaces. For example, many R&D professionals working with CSCW are computer scientists who have realized that social factors play an important role in the development of collaborative systems. On the flip side, many social scientists who understand the increasing role of technology in our social world become "technologists" who work in R&D labs developing cooperative systems. Over the years, CSCW researchers have identified a number of core dimensions of cooperative work. A non-exhaustive list includes:
 * Awareness: individuals working together need to be able to gain some level of shared knowledge about each other's activities.
 * Articulation work: cooperating individuals must be able to partition work into units, divide it amongst themselves and, after the work is performed, reintegrate it.
 * Appropriation (or tailorability): how an individual or group adapts a technology to their own particular situation; the technology may be appropriated in a manner completely unintended by the designers.

These concepts have largely been derived through the analysis of systems designed by researchers in the CSCW community, or through studies of existing systems (for example, Wikipedia ). CSCW researchers that design and build systems try to address core concepts in novel ways. However, the complexity of a domain can make it difficult to produce conclusive results.

Articulation work
Articulation work is essentially the work that makes other work exist and possible. It is an effort made to make other work easier, more manageable, and can either be planned or unplanned. Therefore articulation work is an integral part of software process since software processes can sometimes fail or break down. Articulation work is also commonly known as "invisible work" since it is not always noticed. The concept was introduced by Anselm Strauss. He described it as a way to observe the "nature of mutually dependent actors in their division of labour". It was introduced in CSCW by Schmidt and Bannon in 1992, where it would be applied to more realistic work scenarios in society. Articulation work is inherent in collaboration. The idea of articulation work was initially used in relation to computer-supported cooperative work, but it was travelled through other domains of work, such as healthcare. Initially, articulation work was known for scheduling and allocation of resources, but now, extends beyond that. Articulation work can also be seen as the response developers make to adapt to changes due to error or misjudgments in the real world. There are various models of articulation work that help identify applicable solutions to recover or reorganize planned activities. It is also important to note that it can vary depending on the scenario. Oftentimes there is an increase in the need for articulation work as the situation becomes more complex.

Because articulation work is so abstract, it can be split into two categories from the highest level: individual activity and collective activity.

 * With individual activity, articulation work is almost always applicable. It is obvious that the subject is required to articulate his / her own work. But when a subject is faced with a new task, there are many questions that must be answered in order to move forward and be successful. This questioning is considered the articulation work to the actual project; invisible, but necessary. There is also articulation of action within an activity. For example, creating to-do lists and blueprints may be imperative to progressing a project. There is also articulation of operation within an action. In terms of software, the user must have adequate knowledge and skill in using computer systems and knowledge about software in order to perform tasks.
 * In a teamwork setting, articulation is imperative for collective activity. To maximize the efficiency of all the people working, the articulation work must be very solid. Without a solid foundation, the team is unable to collaborate effectively. Furthermore, as the size of the team increases, the articulation work becomes more complex.

What goes in between the user and the system is often overlooked. But software process modeling techniques as well as the model of articulation work is imperative in creating a solid foundation that allows for improvement and enhancement. In a way, all work needs to be articulated; there needs to be a who, what, where, when and how. With technology, there are many tools that utilize articulation work. Tasks such as planning and scheduling can be considered articulation work. There are also times when the articulation work is bridging the gap between the technology and the user. Ultimately, articulation work is the means that allows for cooperative work to be cooperative, a main objective of CSCW.

Matrix
One of the most common ways of conceptualizing CSCW systems is to consider the context of a system's use. One such conceptualization is the CSCW Matrix, first introduced in 1988 by Johansen; it also appears in Baecker (1995). The matrix considers work contexts along two dimensions: whether collaboration is co-located or geographically distributed, and whether individuals collaborate synchronously (same time) or asynchronously (not depending on others to be around at the same time).

Same time / same place - face to face interaction

 * Roomware
 * Shared tables, wall displays
 * Digital whiteboards
 * Electronic meeting systems
 * Single display groupware
 * Group Decision Support System

Same time / different place - remote interaction

 * Electronic meeting systems
 * Videoconferencing
 * Real-time groupware
 * Messaging (instant messaging, email, chat)
 * Telephoning

Different time / same place - continuous task (ongoing task )

 * Team rooms
 * Large displays
 * Post-it
 * War-rooms

Different time / different place - communication and coordination

 * Electronic meeting systems
 * Blogs
 * Workflow
 * Version control

This matrix is an outline of CSCW in different contexts, but it does have its limitations for users who are beginners at understanding CSCW. For example, there is a collaborative mode called multi-synchronous that can not fit the matrix. As the field evolves whether by new social standards or technological development, the simple matrix cannot describe all of CSCW and fields of research within.

Model of Coordinated Action (MoCA)
The Model of Coordinated Action, as a framework for analyzing group collaboration, identifies several dimensions of common features of cooperative work that extend beyond the CSCW matrix and allow for more complexity in describing how teams work given certain conditions. The seven total dimensions that constitute the model (MoCA) are used to describe essential “fields of action” seen in existing CSCW research. Rather than existing as a rigid matrix with distinct quadrants, this model is to be interpreted as multidimensional – each dimension existing as its own continuum. These ends of these dimensions’ continuums are defined in the following subsections.

Synchronicity
This is pertaining to the time at which the collaborative work occurs. This could range from live meetings conducted at exact times to viewing recordings or responding to messages that do not require one or all participants to be active at the time the recording, message, or other deliverable was created.

Physical distribution
This covers the distance in which team members could be geographically separated while still being able to collaborate. The least physically distributed cooperative work is a meeting in which all team members are physically present in the same space and communicating verbally, face-to-face. Conversely, technology now allows for more distanced communication that could extend as far as meeting from multiple countries.

Scale
The scale of a collaborative project refers to how many individuals comprise the project team. As the number of people involved increases, the division of tasks must become more intricate and complex to ensure that each participant is contributing in some way.

Number of communities of practice
A community of practice refers to a group of individuals with shared, common knowledge of a specific subject. This group may be composed of both newcomers and experts. New members will gain knowledge through exposure and immersion and become experts as newer members join, thus expanding the community of practice over time. These groups can be as specific or as broad as their members feel is necessary, as no two people have the same set of knowledge and diversification of perspectives is common.

Nascence
Some collaborative projects are designed to be more long-lasting than others, often meaning that their standard practices and actions are more established than newer, less developed projects. Synonymous with “newness”, nascence refers to how established a cooperative effort is at a given point in time. While most work is always developing in some way, newer projects will have to spend more time establishing common ground among its team members and will thus have a higher level of nascence.

Planned permanence
This dimension encourages teams to establish common practices, terminology, etc. within the group to ensure cohesion and understanding among the work. It is difficult to gauge how long a project will last, therefore establishing these foundations in early stages helps to prevent confusion between group members at later stages when there may be higher stakes or deeper investigation. The notion of planned permanence is essential to the model as it allows for productive communication between individuals who may have different expertise or are members of different communities of practice.

Turnover
This dimension is used to describe the rate at which individuals leave a collaborative group. Such events may occur at various rates depending on the impact one’s departure may have on the individual and the group. In a well-established collaborative action or a group with a small scale, a team member leaving may have detrimental effects, whereas temporary projects with open membership may have high turnover rates covered by the project’s high scale. Crowdsourcing, such as the means by which Wikipedia creates its articles, are an example of an entity with high turnover rates  (e.g. a Wikipedian contributes only to one article at one time) that does not face impactful consequences due to the high scale of the collaborative work.

Self-presentation
Self-presentation has been studied in traditional face-to-face environments, but as society has embraced content culture, social platforms have generated new affordances for presenting oneself online. Due to technological growth, social platforms, and their increased affordances, society has reconfigured the way users self-present online due to audience input and context collapse.

In an online setting, audiences are physically invisible which complicates the users ability to distinguish their intended audience. Audience input, on social platforms, can range from commenting, sharing, liking, tagging, etc. For example, LinkedIn is a platform who encourages commentary where positive feedback outweighs negative feedback on topics including career announcements. Conversely, audience input can be unwarranted which can lead to real-life implications, especially for marginalized groups who are prone to both warranted and unwarranted commentary on public posts.

Context collapse is when separate audiences join together and make curated content for an audience which is visible to unintended audiences. The likelihood of context collapse is especially challenging with the surge of proprietary software which introduces a conflict of interest for the users who have an ideal audience, but the platforms algorithm has a differing one. Collapsed context influences self-presentation when previously separate audiences are merged into one.

Affordance
As media platforms proliferate, so do the affordances offered that directly influence how users manage their self-presentation. According to researchers, the three most influential affordances on how users present themselves in an online domain include anonymity, persistence, and visibility.

Anonymity in the context of social media refers to the separation of an individual's online and offline identity by making the origin of their messages unspecified. Platforms that support anonymity have users that are more likely to depict their offline self accurately online (i.e Reddit). Comparatively, platforms with less constraints on anonymity are subject to users that portray their online and offline selves differently, thus creating a “persona”. Facebook, for example, requires its users to abide by its “real-name” policy, further connecting their offline and online identities. Furthermore, being able to unequivocally associate an online persona to a real-life human contributes to how users present themselves online honestly.

Platforms which have "content persistence" store content so it may be accessed at a later point in time. Platforms including Instagram and Facebook are highly persistent with their ability to make content available until deleted. Whereas, Snapchat has lower persistence because content is ephemeral causing users to post content that represents their offline self more accurately. This affordance strongly affects users' self-presentation management because they recognize content can be openly accessed on platforms that are highly persistent. On social platforms, visibility is created when information is acquired with search of a word or phrase or even topic name, an example being a hashtag. When content is visible, users become aware of their self-presentation and will adjust accordingly. However, some platforms give their users leverage in specifying how visible their content is, thus affording for visibility control. For example Snapchat and Instagram both allow users to build a “close friends list” and block specific people from viewing content. Nonetheless, intended audiences are never guaranteed. Facebook is an example of a platform that shares content to both primary (e.g. direct friends) and secondary viewers (e.g. friends of friends). The concern of visibility with Facebook's algorithm is notably challenging for marginalized groups because of such blurred visibility mechanisms. In addition, users face privacy concerns relative to visibility given the current era of screenshotting.

Boundary object
A boundary object is an informational item which is used differently by various communities or fields of study and may be a concrete, physical item or an abstract concept.

Examples of boundary objects include:

 * Most research libraries, as different research groups may use different resources from the same libraries.
 * An interdisciplinary research project, as different business sectors and research groups may have different goals for the project.
 * The outline of a U.S. state's boundaries, which may be drawn on a roadmap for travelers or on an ecological map for biologists.

In computer-supported cooperative work, boundary objects are typically used to study how information and tools are transmitted between different cultures or communities.

Some examples of boundary objects in CSCW research are:

 * Electronic health records, which pass health information between groups with different priorities (such as doctors, nurses, and medical secretaries).
 * The concept of a "digital work environment", as used in Swedish political debate.

Standardization vs. flexibility in CSCW
Standardization is defined as “agile processes that are enforced as a standard protocol across an organization to share knowledge and best practice.” Flexibility, on the other hand, is the "ability to customize and evolve processes to suit the aims of an agile team".

As CSCW tools, standardization and flexibility are almost mutually exclusive from each other. In CSCW, flexibility comes in two forms, flexibility for future change, and flexibility for interpretation. Everything that is done on the internet has a level of standardization due to the internet standards. In fact, Email has its own set of standards, of which the first draft was created in 1977. No CSCW tool is perfectly flexible, and all lose flexibility in the same three levels. Either flexibility is lost when the programmer makes the toolkit, when the programmer makes the application, and/or when the user uses the application.

Standardization in information infrastructure
Information infrastructure requires extensive standardization to make collaboration work. Since data is transferred from company to company and occasionally nation to nation, international standards have been put in place to make communication of data much simpler. Often one company’s data will be included in a much larger system, and this would become almost impossible without standardization. With information infrastructure, there is very little flexibility in potential future changes. Due to the fact that the standards have been around for decades and there are hundreds of them, it is nearly impossible to change one standard without greatly affecting the others.

Flexibility in toolkits
Creating CSCW toolkits requires flexibility of interpretation; it is important that these tools are generic and can be used in many different ways. Another important part of a toolkit’s flexibility is the extensibility, the extent to which new components or tools can be created using the tools provided. An example of a toolkit that is flexible in how generic the tools are is Oval. Oval consists of four components: objects, views, agents, and links. This toolkit was used to recreate four previously existing communication systems: The Coordinator, gIBIS, Lotus Notes, and Information Lens. It proved that, due to its flexibility, Oval was able to create many forms of peer-to-peer communication applications.

Applications in education
There have been three main generations to distance education, starting with the first being through postal service, the second through mass media such as the radio, television, and films, and the third being the current state of e-learning. Technology-enhanced learning, or “e-learning”, has been an increasingly relevant topic in education, especially with the development of the COVID-19 pandemic that has caused many schools to switch to remote learning. E-learning is defined as "the use of technology to support and enhance learning practice". It includes the utilization of many different types of information and communication technologies (ICTs) and is limited to the use of intranet and internet in the teaching and learning process. The development of content is mainly through using learning objectives to create activities through Virtual Learning Environments, Content Management Systems, and Learning Management Systems. These technologies have created massive change in their use as CSCW tools, allowing students and teachers to work on the same platforms and have a shared online space in which to communicate in. The delivery of content can be either asynchronous, such as email and discussion forums, or synchronous, like through chat or video conferencing. Synchronous education allows for much more equal interaction between students and instructors and better communication between students for the facilitation of group projects and assignments.

Community of inquiry framework
E-learning has been explained by the community of inquiry (COI) framework introduced by Garrison et al. In this framework, there are three major elements: cognitive presence, social presence, and teaching presence.

 * Cognitive presence in this framework is the measure of how well meaning is able to be constructed from the content being taught. It assumes that students have access to a large network from which to gain information from. This includes peers, instructors, alumni, and practicing professionals. E-learning has allowed this network to be easily accessible through the internet, and these connections can be made synchronously through video, audio, or texts.
 * Social presence in the community of inquiry framework is how well participants can connect with one another on a social level and present themselves as “real people”. Video conferencing has been shown to increase social presence within students. One study found that "social presence in VC [Virtual Conferencing] can have a positive effect on group efficacy and performance by amplifying group cohesion". This information is greatly useful in designing future systems because it explains the importance of technology like video conferencing in synchronous e-learning. Groups that are able to see each other face to face have a stronger bond and are able to complete tasks faster than those without it. Increasing the social presence in online education environments helps facilitate in the understanding of the content and the ability for the group to solve problems.
 * Teaching presence in the COI framework contains two main functions: creation of content and the facilitation of this content. The creation of content is usually done by the instructor, but students and instructors can share the role of facilitator, especially in higher education settings. The goal of teaching presence is “to support and enhance social and cognitive presence for the purpose of realizing educational outcome”.

Virtual educational software and tools are becoming more readily used globally. Remote educational platforms and tools must be accessible for various generations, including children as well as guardians or teachers, yet these frameworks are not adapted to be child-friendly. The lack of interface and design consideration for younger users causes difficulty in potential communication between children and older generations utilizing the software. This in turn leads to a decrease in virtual learning participation as well as potential diminished collaboration with peers. In addition, it may be difficult for older teachers to utilize such technology, and communicate with their students. Similar to orienting older workers with CSCW tools, it is difficult to train younger students or older teachers in utilizing virtual technology, and may not be possible for widely spread virtual classrooms and learning environments.

Applications in gaming
Collaborative mixed reality games modify the shared social experience, during which players can interact in real-time with physical and virtual gaming environments and with other multiplayer video gamers. This may be done through any means of communication, self-representation, and collaboration.

Communication systems
The group members experience effective communication practices following the availability of a common platform for expressing opinions and coordinating tasks. The technology is applicable not only in professional contexts but also in the gaming world. CSCW usually offers synchronous and asynchronous games to allow multiple individuals to compete in a certain activity across social networks. Thus, the tool has made gaming more interesting by facilitating group activities in real-time and widespread social interactions beyond geographical boundaries.

Self-presentation
HCI, CSCW, and game studies in MMORPGs highlight the importance of avatar-mediated self-presentation in player experience. These studies have put together known two components of self-presentation in games. First, through personal choice and personalization of avatars, various social values (such as gender roles and social norms) are integrated and reflected in the player's self-image. Second, self-presentation in games conjointly options experimentation of fully new identities or reaffirmation of existing identities. This includes cross-gender play and queerness gameplay. Computer-mediated communication in gaming settings takes place across different channels, which can consist of structured message systems, bulletin boards, meeting rooms, and shared diaries. As such, the players can hold conversations while proceeding with the game to create a lively experience. Thus, the features of video games offer a platform for users to openly express themselves.

Collaborations and game design in multi-user video games
The most collaborative and socially interactive aspect of a video game is the online communities. Popular video games often have various social groups for their diverse community of players. For example, in the quest-based multiplayer game World of Warcraft, the most collaborative and socially interactive aspect of the game are the “Guilds,” which are alliances of individuals with whom players must join forces. By incorporating Guilds, World of Warcraft creates opportunities for players to work together with their team members who can be from anywhere in the world. WOW players who are associated with a Guild are more likely to play and do quests with the same Guild mates each time which develops a strong bond between players and a sense of community. These bonds and friendships formed from playing with Guild mates, not only improves collaboration within the game, it also creates a sense of belonging and community which is one of the most important attribute of online gaming communities.

When it comes to designing a multi-user collaborative game, it involves Positive Interdependence, Personal Accountability, and Social Skills. Positive Interdependence is the dependence of collaboration from members of a group in order to accomplish a task. In video games, this is the idea of players on a team or in a group understanding that working together is beneficial, and that the success and failure of the group is shared equally if all members participate. An example of including a positive interdependence aspect to a video game is creating a common shared goal for the team to increase collaboration. The next guideline is Personal Accountability, which is the idea that each individual in a group must put forth their best effort for the team’s overall success. Personal Accountability might be incorporated into video games by including an incentive system where individual players are rewarded with additional points for completing an objective or an action that improves the team’s chances of success. The final guideline, Social Skills, is the most important to consider when designing a collaborative game. An example of developing player social skills through a video game can be creating in-game situations where players have to assign roles, plan, and execute to solve the problem. By following these guidelines, game makers can create gaming-environments which encourage collaboration and social interaction between players.

Applications of mobile devices
Mobile devices are generally more accessible than their non-mobile counterparts, with about 41% of the world's population as per a survey from 2019 owning a mobile device. This coupled with their relative ease of transport makes mobile devices usable in a large variety of settings which other computing devices would not function as well. Because of this, mobile devices make videoconferencing and texting possible in a variety of settings which would not be accessible without such a device.

The Chinese social media platform WeChat has is utilized to facilitate communication between patients and doctors. WeChat is able to enhance healthcare interactions between patient and doctor by allowing direct communication of the patient's symptoms.

Applications in social media
Social media tools and platforms have expanded virtual communication amongst various generations. However, with older individuals being less comfortable with CSCW tools, it is difficult to design social platforms that account for both older and younger generational social needs.

Often, these social systems focus key functionality and feature creation for younger demographics, causing issues in adaptability for older generations. In addition, with the lack of scalability for these features, the tools are not able to adapt to fit evolutional needs of generations as they age. With the difficulty for older demographics to adopt these intergenerational virtual platforms, the risk of social isolation is increased in them.

While systems have been created specifically for older generations to communicate amongst one another, system design frameworks are not complex enough to lend to intergenerational communication.

Applications to ubiquitous computing
Along the lines of a more collaborative modality is something called ubiquitous computing. Ubiquitous computing was first coined by Mark Weiser of Xerox PARC. This was to describe the phenomenon of computing technologies becoming prevalent everywhere. A new language was created to observe both the dynamics of computers becoming available at mass scale and its effects on users in collaborative systems. Between the use of social commerce apps, the rise of social media, and the widespread availability of smart devices and the Internet, there is a growing area of research within CSCW that how come out of these three trends. These topics include ethnomethodology and conversation analysis (EMCA) within social media, ubiquitous computing, and instant message based social commerce.

Ethnomethodology and synchronicity
In You Recommend I Buy: How and Why People Engage in Instant Messaging Based Social Commerce, researchers on this project analyzed twelve users of Chinese Instant Messenger (IM) social commerce platforms to study how social recommendation engines on IM commerce platforms result in a different user experience. The study was entirely on Chinese platforms, mainly WeChat. The research was conducted by a team composed of members from Stanford, Beijing, Boston, and Kyoto. The interviewing process took place in the winter of 2020 and was an entirely qualitative analysis, using just interviews. The goal of the interviews were to probe about how participants got involved in IM based social commerce, their experience on IM based social commerce, the reasons for and against IM based social commerce, and changes introduced by IM based social commerce to their lives. An IM-based service integrates directly with more intimate social experiences. Essentially, IM is real-time texting over a network. This can be both a synchronous or asynchronous activity. IM based social commerce makes the user shopping experience more accessible. In terms of CSCW, this is an example of ubiquitous computing. This creates a “jump out of the box” experience as described in the research because the IM based platform facilitates a change in user behavior and the overall experience on social commerce. The benefit of this concept is that the app is leveraging personal relationships and real-life networks that can actually lead to a more meaningful customer experience, which is founded upon trust.

Embeddedness
A second CSCW paper, Embeddedness and Sequentiality in Social Media, explores a new methodology for analyzing social media—another expression of ubiquitous computing in CSCW. This paper used ethnomethodology and conversation analysis (EMCA) as a framework to research Facebook users. In brief, ethnomethodology studies the everyday interactions of people and relates how this pertains to forming their outlook of the world. Conversational analysis delves into the structures of conversations so as to extract information about how people construct their experiences. The team behind this research, hailing from University of Nottingham and Stockholm University, recognized that “moment-by-moment, unfolding, real-time human action” was somewhat missing from the CSCW literature on social media. The significance of this is they felt that by exploring EMCA, it could provide different insights on collaborative social network systems, as opposed to relying solely on recall. Here is a formal definition for EMCA:"For EMCA, the activities of everyday life are structured in time—some things routinely happen before others. Fundamentally there is a ‘sequentiality’ to activity, something that has been vital for developing understanding of the orderly nature of talk and bodily interaction."In other words, EMCA pays attention to the sequence of events, so as to reveal some sort of underlying order about our behavior in our day-to-day interactions. In the bigger picture, this work reveals that time, as one of the dimensions to consider within collaborative systems design, matters. Another major factor would be distance. ''Does Distance Still Matter? Revisiting the CSCW Fundamentals on Distributed Collaboration'' is another research article that, as the title suggests, explores under what circumstances distance matters. Most notably, it mentions the "mutual knowledge problem." This problem arises when a group in a distributed collaborative system experiences a breakdown in communication due to the fact that its members lack a shared understanding for the given context they are working in. According to the article, it matters that everyone is in alignment over the nature of what they are doing.

Co-located, parallel and sequential activities
The solutions of unresolved issues in ubiquitous computing systems can be explored now that the observations of user experiences in social media, which are normally based on recollection, are no longer needed. Some of the unresolved questions include: “How does social media start being used, stop being used? When is it being used, and how is that usage ordered and integrated into other, parallel activities at the time?”

Parallel activities refer to occurrences in co-located groupware and ubiquitous computing technologies like social media. Examining these sequential and parallel activities in user groups on social media networks enables the ability to “[manage] the experience of that everyday life.” An important takeaway from this paper on EMCA and sequentiality is that it reveals how the choices made by designers of social media apps ultimately mediates our end-user experience, for better or for worse. It reveals: “when content is posted and sequentially what is associated with it.”

Ubiquitous computing infrastructures
On the topic of computing infrastructures, Democratizing Ubiquitous Computing - a Right for Locality presents a study from researchers at Lancaster University on ubiquitous computing ("ubicomp") to identify where there exists positive or negative effects on users and society at large. The research specifically focuses on cities or urban areas as they are places where one can expect a lot of technological and social activities to take place. An apparent guiding principle to the research is that the goal of advancing any ubicomp technologies should be to maximize the amount of good to as many people in a society as possible. A key observation is made about the way in which these infrastructures come into being:"A ubiquitous computing infrastructure can play an important role in enabling and enhancing beneficial social processes as, unlike electricity, digital infrastructure enhances a society’s cognitive power by its ability to connect people and information [39]. While infrastructure projects in the past had the idealistic notion to connect the urban realm and its communities of different ethnicity, wealth, and beliefs, Graham et al. [28] note the increasing fragmentation of the management and ownership of infrastructures. This is because ubicomp has the potential to further disadvantage marginalized communities online."The current disadvantage of ubiquitous computing infrastructures is that they do not best support urban development. Proposals to resolve these social issues include increased transparency about personal data collection as well as individual and community accountability about the data collection process in ubicomp infrastructure. Data at work: supporting sharing in science and engineering is one such paper that goes into greater depth about how to build better infrastructures that enable open data-sharing and thus, empower its users. What this article outlines is that in building better collaborative systems that advance science and society, we are, by effect, "promoting sharing behaviors" that will encourage greater cooperation and more effective outcomes.

Essentially, ubiquitous computing will reflect society and the choices it makes will influence those computing systems that are put in place. Ubiquitous computing is huge to the field of CSCW because as the barriers between physical boundaries that separate us break down with the adoption of technology, our relationships to those locations is actually strengthened. However, there remains few potential challenges when it comes to social collaboration and the workplace.

Social - technical gap
The success of CSCW systems is often so contingent on the social context that it is difficult to generalize. Consequently, CSCW systems that are based on the design of successful ones may fail to be appropriated in other seemingly similar contexts for a variety of reasons that are nearly impossible to identify a priori. CSCW researcher Mark Ackerman calls this "divide between what we know we must support socially and what we can support technically" the social-technical gap and describes CSCW's main research agenda to be "exploring, understanding, and hopefully ameliorating" this gap.

It is important to analyze ‘what we know we must support socially’ for a few reasons. The way interaction takes place within an in-person setting is something that cannot be easily changed unlike the way technology is able to be manipulated to fit specific needs today. There are certain norms and standards lived up to within peoples’ day to day lives, a certain part of those norms and attitudes carry over into the online world. The problem is mimicking daily communication styles and behavior into an online setting. Schmidt examines this concept within “Mind the Gap”, he states “Cooperative work is a tricky phenomenon. We are all engaged in cooperative activities of various sorts in our everyday lives and routinely observe others working together around us. We are all experts from our everyday experience. And yet this quotidian insight can be utterly misleading when applied to the design of systems to support cooperative work”. Though in-person communication on a day-to-day basis is natural for most, it does not easily translate over into cooperative work. This highlights the need for adaptability within CSCW systems, Schmidt expands on the “crucial requirement of flexibility that arises from the changing needs of the cooperative work setting”. These all tie together to highlight the gaps within CSCW.

Leadership
Generally, teams working in a CSCW environment need the same types of leadership as non-CSCW teams. However, research has shown that distributed CSCW teams may need more direction at the time the group is formed than traditional working groups, largely to promote cohesion and liking among people who may not have as many opportunities to interact in person, both before and after the formation of the working group.

Adoption of groupware
Groupware goes hand in hand with CSCW. The term refers to software that is designed to support activities of a group or organization over a network and includes email, conferencing tools, group calendars, workflow management tools, etc.

While groupware enables geographically dispersed teams to achieve organizational goals and engage in cooperative work, there are also many challenges that accompany use of such systems. For instance, groupware often requires users to learn a new system, which users may perceive as creating more work for them without much benefit. If team members are not willing to learn and adopt groupware, it is highly difficult for the organization to develop the requisite critical mass for the groupware to be useful. Further, research has found that groupware requires careful implementation into a group setting, and product developers have not as yet been able to find the most optimal way to introduce such systems into organizational environments.

On the technical side, networking issues with groupware often create challenges in using groupware for CSCW. While access to the Internet is becoming increasingly ubiquitous, geographically dispersed users still face challenges of differing network conditions. For instance, web conferencing can be quite challenging if some members have a very slow connection and others are able to utilize high speed connections.

Intergenerational groups
Adapting CSCW tools for intergenerational groups is a prevalent issue within all forms of CSCW. Different generations have different feelings towards technology as well as different ways to utilize technology. However, as technology has become integral to everyday tasks, it must be accessible to all generations of people. With cooperative work becoming increasingly important and diversified, virtual interaction between different generations is also expanding. Given this, many fields that utilize CSCW tools require carefully designed frameworks to account for different generations.

Workplace teams
One of the recurring challenges in CSCW environments is development of an infrastructure that can bridge cross-generational gaps in virtual teams.

Many companies rely on communication and collaboration between intergenerational employees to be successful, and often this collaboration is performed using various software and technologies. These team-driven groupware platforms range from email and daily calendars to version control platforms, task management software, and more. These tools must be accessible to workplace teams virtually, with remote work becoming more commonplace.

Ideally, system designs will accommodate all team members, but orienting older workers to new CSCW tools can often be difficult. This can cause problems in virtual teams due to the necessity of incorporating the wealth of knowledge and expertise that older workers bring to the table with the technological challenges of new virtual environments. Orienting and retraining older workers to effectively utilize new technology can often be difficult, as they generally have less experience than younger workers with learning such new technologies.

As older workers delay their retirement and re-enter the workforce, teams are becoming increasingly intergenerational, meaning that the creation of effective intergenerational CSCW frameworks for virtual environments is essential.

Tools in CSCW
Collaboration amongst peers has always been an integral aspect to getting something done. Working together not only eases the difficulty of the task at hand, but leads to more effective work that is accomplished. As computers and technology become increasingly important in everyday lives, communication skills change as technology allows individuals to stay connected across many previous barriers. Barriers to communication might have been the end of the work day, being across the country or even slow applications that are more of a hindrance than an aid. With new collaborative tools that have been tried and tested, these previous barriers to communication have been shattered and replaced with new tools that help progress collaboration. Tools that have been integral in shaping computer supported cooperative work can be split into two major categories: communication and organization.
 * Communication: The ability to communicate with others while working is a luxury that has increased the speed and accuracy at which tasks are accomplished. Individuals can also send pictures of code and issues through platforms like Microsoft Teams without anyone needing to change screen monitors. This particular change increased office productivity and communication by almost half. The ability to send more specific information faster gave the employees the ability to get more done with also much less effort for themselves. Tools like Microsoft Teams and Slack also allow people to collaborate with ease even if they are in different time zones or different geographical areas. This means that work is no longer tied to specific offices at a 9 to 5 job, but can be done anywhere because you have the ability to communicate with one or groups of people on a large scale.
 * Organization: Apps such as iCal and Reminders on the iPhone provide time-oriented structure and remind users of the tasks they must complete. Organization and communication go hand in hand with one another, as they help individuals better plan their day because apps warn them when two events overlap, a due date approaches, or whether there is time available for an event. There is reduced hassle to daily scheduling and group coordination. Such apps usually tie into different electronic devices such as computers and tablets, therefore people receive reminders across multiple platforms. If the platform permits, individuals in teams can set reminders for other people.

Cross-boundary breakdowns
Cross-boundary breakdowns are when different departments of the same organization unintentionally harm other. They may be caused by failures to coordinate activities across multiple departments, a form of articulation work.

Hospitals may experience cross-boundary breakdowns during patient transfers. When a patient is sent from the emergency department to the operation room, the inpatient access department (IPA) must normally be notified, allowing them to track the number and location of available ICU beds. However, when the emergency department fails to notify the IPA, the IPA staff are later unable to find suitable beds for patients.

Re-coordinating activities
To restore useful communication between departments after a cross-boundary breakdown, organizations may perform re-coordinating activities.

Hospitals may respond to cross-boundary breakdowns by explicitly ranking key resources or assigning "integrator" roles to multiple staff members across different departments.

Differing meanings
In the CSCW field, researchers rely on a variety of sources that include journals and research schools of thought. These different sources may lead to disagreement and confusion, as there are terms in the field that can be used in different contexts ("user", "implementation", etc.) User requirements change over time and are often not clear to participants due to their evolving nature and the fact that requirements are always in flux.

Identifying user needs
CSCW researchers often have difficulty deciding which set(s) of tools will benefit a particular group because of the nuances within organizations. This is exacerbated by the fact that it is challenging to accurately identify user/group/organization needs and requirements, since such needs and requirements inevitably change through the introduction of the system itself. When researchers study requirements multiple times, the requirements themselves often change and evolve once the researchers have completed a particular iteration.

Evaluation and measurement
The range of disciplinary approaches leveraged in implementing CSCW systems makes CSCW difficult to evaluate, measure, and generalize to multiple populations. Because researchers evaluating CSCW systems often bypass quantitative data in favor of naturalistic inquiry, results can be largely subjective due to the complexity and nuances of organizations themselves. Possibly as a result of the debate between qualitative and quantitative researchers, three evaluation approaches have emerged in the literature examining CSCW systems. However, each approach faces its own unique challenges and weaknesses:

Gender and CSCW
In computer-supported cooperative work, there are small psychological differences between how men and women approach CSCW programs. This can lead to unintentionally biased systems, due to the majority of software being designed and tested by men. As well, in systems where societal gender differences are not accounted for and countered, men tend to overrepresent women in these online spaces. This can lead to women feeling potentially alienated and unfairly targeted by CSCW programs.

In recent years, more studies have been conducted on how men and women interact with each other using CSCW systems. Findings do not indicate that men and women have performance difference when performing CSCW tasks, but rather that each gender approaches and interacts with software and performs CSCW tasks differently. In most findings, men were more likely to explore potential choices and willing to take risks compared to women. In group tasks, women in general were more conservative in voicing their opinions and suggestions on tasks when paired with a male, but inversely were very communicative when paired with another woman. As well, men are found to be more likely to take control of group activities and teamwork, even from a young age, leading to further ostracizing of women speaking up in CSCW group work. Additionally, in CSCW message boards, men on average posted more messages and engaged more frequently than their female counterparts.

Increasing female participation
The dynamic of women in the workforce not participating as much is less of a CSCW problem and is prevalent in all workspaces, but software can still be designed to increase female participation in CSCW. In software design, women are more likely to be involved if software is designed to center communication and cooperation. This is one possible method to increasing female participation, and it does not address why CSCW has lower female participation in the first place. In a study, women generally rated themselves as being poor at understanding technology, having difficulty at using mobile programs, and disliked using CSCW software. However, when asked these same questions about specific software in general, they rated themselves just as strongly as the men in the study did. This lack of confidence in software as a whole impacts women’s ability to efficiently and effectively use online programs compared to men, and accounts for some of the difficulties women face in using CSCW software.

Despite being an active area of research since the 1990’s, many developers often do not take gender differences into account when designing their CSCW systems. These issues compound on top of the cultural problems mentioned previously, and lead to further difficulties for women in CSCW. By enabling developers to be more aware of the differences and difficulties facing women in CSCW design, women can be more effective users of CSCW systems through sharing and voicing opinions.

Conferences
Since 2010, the Association for Computing Machinery (ACM) has hosted a yearly conference on CSCW. From 1986 to 2010, it was held biannually. The conference is currently held in October or November and features research in the design and use of technologies that affect organizational and group work. With the rapidly increasing development of new devices that allow collaboration from different locations and contexts, CSCW seeks to bring together researchers from across academia and industry to discuss the many facets of virtual collaboration from both social and technical perspectives.

Internationally, the Institute of Electrical and Electronics Engineers (IEEE) sponsors the International Conference on Computer Supported Work in Design, which takes place yearly. In addition, the European Society for Socially Embedded Technologies sponsors the European Conference on Computer Supported Cooperative Work, which has been held every two years since 1989. CSCW panels are a regular component of conferences of the adjacent field of Science and Technology Studies.

title: Computer-supported cooperative work


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Gamelan degung

Gamelan degung is a form of Sundanese musical ensemble that uses a subset of modified gamelan instruments with a particular mode of degung scale. The instruments are manufactured under local conditions in towns in West Java such as Bogor and Bandung. Degung music is often played at public gatherings in West Java, such as at local elections, as well as many other events. There is international interest in degung as well among communities in other countries interested in Indonesian and gamelan music.

Gamelan degung also playable in madenda scale, which is included in the set as a complementary tone, usually marked as a -3/ni tone in the set. Playing gamelan degung in this scale requires the substitution of the 3/na metal bars into -3/ni tones on all instruments.

Instruments
The instrumentation of gamelan degung is quite flexible. It may include:

 * Bonang/kolènang: two rows of seven small bulbous gongs. It differs from its Javanese counterpart in that the rows are each placed on either side of the player.
 * saron/peking: a high-pitched bronze metallophone with fourteen keys. Usually, there are two sarons in a single set.
 * panerus: another bronze metallophone, similar to the peking but pitched an octave lower.
 * Jengglong: six bulbous gongs suspended from the same frame. Could be played like bonang, or hanged.
 * goong ageung: a large gong.
 * ''Pancer: a smaller gong, secondary gong.
 * A set of kendang, consisting of one large (kendang indung) and two small double-sided drums (kulantér).
 * Suling degung: a four-holed bamboo flute.
 * Suling kawih: a six-holed bamboo flute, interchangeably used with suling degung
 * Gambang: a wooden xylophone.
 * Kacapi: a zither.

In classical degung, the bonang serves as a conductor for the whole ensemble. Except in certain modern compositions, it is rarely absent.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Gamelan degung


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Benidorm

Benidorm is a municipality in the province of Alicante, Valencian Community, on the Mediterranean coast of Spain.

Benidorm has been a tourist destination within Spain since 1925, when its port was extended and the first hotels were built, though it would not be until the 1950s that it became renowned as a summer destination for people coming from inland Spain, especially Madrid. Today it is known for its hotel industry, beaches, and skyscrapers and receives as many tourists from abroad as from Spain. According to the 2020 census, Benidorm has a permanent population of 70,450 inhabitants, making it the fifth-most populous town in the Alicante province and the ninth in Valencian Community.

History
It is thought there were settlements in the Benidorm area possibly as far back as 3000 BC, including evidence of Roman and Punic remains. However, settlements in the area were small and it was not until the arrival of the Arabs that the local population began to grow during the era of the Umayyad dynasty. The Christian King James I of Aragon conquered the region in 1245, and Benidorm first officially became known in 1325, when Admiral Bernat de Sarrià of Polop awarded it a town charter as a way of removing the Moors and allowing Christians to inhabit the area. Strategically, the town was also used by Bernat de Sarrià to stop the rising power of Admiral Roger of Lauria, lord of Altea, in the south of the Kingdom of Valencia.

Benidorm's history for the next few centuries was plagued by attacks from the sea by Ottoman and Barbary pirates. The 17th century saw conditions improve for Benidorm and its people, most notably with the construction of an advanced irrigation system in 1666 to channel water to the region. By the 18th century Benidorm fishermen had become famous and sought after all over Spain and beyond. Tuna was their main catch and they perfected the ancient almadraba technique dating from Islamic times. The success of the fishing industry, together with improved local agriculture, helped to fuel a strong local economy. Coastal traffic increased too, bringing more wealth to the region with the town becoming a base for sea captains and the building of their vessels.

In 1952, Benidorm's fishing industry went into decline; this was a factor in encouraging the town council to approve many new development plans aimed at the tourist market.

Local politics
After giving the Spanish Socialist Workers' Party majorities or pluralities in elections from the restoration of democracy in 1977, Benidorm has favoured the right wing People's Party (PP) since the general elections of 1993. The PP gained control of the local council at the 1995 local elections and won 14 of the 25 council seats in the 1999 and 2003 elections. The 2007 election gave them a one-seat majority over the PSOE, but disagreements in the PP group led to a motion of censure being passed against the PP mayor in September 2009. He was replaced by the socialist Agustín Navarro. In 2019, PP won the local elections, obtaining an absolute majority. As of the 2019 local elections, the political composition on the local council was the following:

In the 2023 election held on 28 May the results were:

Geography
The town is divided into five parts: Poniente (Ponent or 'sun setting') and Levante (Llevant or 'sun rising'), each fronted by a beach of the same name; the old town (also called El Castell); La Cala situated to the west side of Poniente; and El Rincón de Loix (or El Racó de l'Oix) situated to the east side of Levante. Between the two beaches lies a rocky promontory and the port.

The old city occupies the promontory and the area immediately inland, while most of the hotels occupy the more recently developed sections inland from the two beaches. A few miles from shore is an uninhabited island known as Benidorm Island or Peacock Island (due to previously having a peacock enclosure) which provides a dramatic centrepiece to the seascape.

In 1954 Pedro Zaragoza Orts, the then young Mayor of Benidorm, created the Plan General de Ordenación (city building plan) that ensured, via a complex construction formula, every building would have an area of leisure land, guaranteeing a future free of the excesses of cramped construction seen in other areas of Spain. It is the only city in Spain that still adheres to this rigid rule. Most of the streets in the city are named after places such as Avenida de Uruguay, Avenida del Mediterráneo, Calle Pekín, etc. Avenida del Mediterráneo is a wide avenue that crosses Levante and links the old town with Rincón. Avenida Europa crosses Levante at right angles linking the western city limits with the Levante beach.

Benidorm is connected to the FGV railway line between Alicante (Alacant) and Dénia. The section to Alicante is now converted to tram operation and trams run at least every half an hour between Benidorm and Alicante (see Alicante Tram). Trains run hourly from Benidorm to Dénia (via towns of Altea and Calp), connecting with the trams at Benidorm station.

Climate
Benidorm has a hot semi-arid climate (Köppen: BSh) with mild winters and hot sultry summers. The city receives slightly more than 300 mm in precipitation per year and the wettest season is the mid-late autumn. It enjoys more than 2,800 hours of sunshine per year and the average annual temperature is around 18.5 C. The typical maximum temperatures during winter average around 17 C, while the typical lows average around 8 C. The temperature oscillation is small, being even smaller during summers, during the summer the maximum temperatures normally range from 28 to 32 °C while the lows range from 20 to 24 °C. In almost all of the summer months the average city minimum temperatures at night remain above 20 °C (68 °F), a phenomenon referred to as tropical night. It is also common during the summer for humidity levels to be high, increasing the feeling of stuffy and sticky weather, which consequently increases the heat index.

Tourism

Benidorm is popular with tourists from the UK, Ireland, Norway, Belgium and the Netherlands. Benidorm's initial growth in popularity can be attributed to the package holiday explosion, and continues year round, due to the night-life based around the central concentration of bars and clubs. The large number of free cabaret acts that start around 21:00 and continue into the early hours sets Benidorm apart from other similar cities.

The author and Guardian journalist Giles Tremlett identified the city as the birthplace of package tourism in the book Ghosts of Spain: Travels Through a Country's Hidden Past and remarked that culturally the city contradicted conservative notions of National Catholicism that General Franco had espoused. The accessibility of Benidorm to a wider social strata made the town into an ever so easy target for highbrow sarcasm, as by Jani Allan in the Sunday Times in 1990: "These days you just have to look at the numbers of wide-bodied jets bearing wide-bodied holidaymakers to Benidorm to realise that package holidays and airborne cattle trucks make fun in the sun accessible to everyone."

In the 1980s Benidorm developed a reputation for British drunken lager louts and violent binge drinking. This did not happen all year round but mainly in the summer months of July and August.

The town is now very popular with families. Also, many elderly people from northern Europe pass the winter there. This made 'Benidorm' into something of a synonym for elderly people in those countries, as can be seen in the Flemish candid camera programme Benidorm Bastards.

Benidorm has three major beaches: Playa de Levante (Valencian: Platja de Llevant), Playa de Poniente (Valencian: Platja de Ponent) and Playa de Mal Pas (Valencian: Platja del Mal Pas); all of them have had a blue flag since 1987, the maximum quality standard recognised by the European Union. The Gran Hotel Bali, a four-star hotel located in this city since 2002, is a 186-metre-tall building which stood as the tallest skyscraper in Spain for five years, until it was surpassed by the CTBA towers in Madrid and Intempo building, also in Benidorm. Intempo building is currently the fifth tallest of Spain and the tallest building in the Valencian Community.

Events and attractions
Each summer, since 1959 to 2000, the city celebrated the Benidorm International Song Festival, a song contest where international or Spanish celebrities such as Julio Iglesias, Raphael or the Dúo Dinámico became famous. Loosely based on the song festival, RTVE signed, in 2021, a four-year contract with the city of Benidorm to hold the preselection to determine the Spanish entry for the Eurovision Song Contest, naming the event Benidorm Fest.

Since 2010, in July, Benidorm celebrates an indie music festival, with national and international music groups, called "Benidorm Low Festival". In 2019, a counterpart of Primavera Sound, Primavera Weekender, premiered at Magic Robin Hood Camp.

In 2011, Benidorm hosted the start of the Vuelta a España, one of cycling's three grand tours.

Benidorm is home to annual open water swimming competition of Oceanman series.

Benidorm boasts three family-oriented theme parks: Terra Mítica is inland from the city, at the foot of the mountain, and Aqualandia and Mundomar are located on the outskirts of the city on the Levante side. Benidorm offers activities for all ages. With all the family attractions available, Benidorm has been described as one of the most family-oriented holiday destinations in Spain and Europe. In addition to large shopping and commercial areas. An episode of the hit British sitcom Only Fools and Horses was set in Benidorm. The episode was called "It Never Rains...". A TV series called Benidorm has aired on ITV (with replays on ITV2) in the UK. Actors include Jake Canuso, Steve Pemberton, Sheila Reid and comedian Johnny Vegas. Airing of the tenth series began in February 2018. In 2020 a Spanish comedy series of the same name starring Antonio Pagudo and María Almudéver premiered on Atresplayer Premium.

Nationality
Benidorm is one of the most culturally diverse cities in Europe with a high immigrant population. The population in 2010 was 71,198. These figures are for those registered as formal residents and not long-term visitors.

Education
The École française Pablo Picasso, an annex of the Lycée Français d'Alicante, a French international school, is located in Benidorm.

Sport
Benidorm hosted 1992 UCI Road cycling World Championships.

The town hosted the 2008 Beach Soccer World Cup European qualification stages and the 2008 FIG Rhythmic Gymnastics World Cup Final

The local football team was for 47 years Benidorm CF who played at the Guillermo Amor Municipal Stadium, until they folded in June 2011. Currently only amateur club Atlético Benidorm exists.

BM Benidorm is a professional handball club and play in the premier division.

title: Benidorm


text:
Talk:Purchasing power parity

Wikipedia Ambassador Program assignment
This article is the subject of an educational assignment at Indiana University supported by WikiProject United States Public Policy and the Wikipedia Ambassador Program during the 2011 Spring term. Further details are available on the course page.

Above message substituted from on 14:37, 7 January 2023 (UTC)

"Major rewrite"

 * I've just done a major rewrite.rajkumar The new version clarifies what the PPP method is, what it's used for and why, and what issues it has.  I also removed all references to a PPP "theory."  PPP is a method, not a theory.  I know of no theory saying that "in equilibrium, the exchange rate that will prevail between two countries will be that which equalizes the prices of traded goods in each country."   The whole point of using PPP is that using real exchange rates, goods won't cost the same amount in different countries. Isomorphic 01:46, 10 Jun 2004 (UTC)
 * Because of so called arbitrage some prices strive towards a common price. For example prices for precious metals like gold doesn't range widely across borders. Gold cost $420 US dolllars per troy ounce in most parts of the world. If it sold for $200 bucks per ounce in Canada or even China it would sell out pretty quick. While things like a Big Mac is not as easily arbitraged across wide distances.

Currency Pegs
While I realize that this may be overly technical for most of the audience, one of the critical factors in understanding differences, especially for china, is the currency peg placed between the chinese and american currencies.

If the currencies were allowed to float (if free markets were allowed to correct imbalances), the chinese currency would be stronger. By extention, the real GDP of China would be considerably higher then the $1290.

This reality not only helps explain the benefit of PPP in inefficient currency markets, but also would be important to help assuage confusions like the above post.

 * No, a GDP does not stick to your currency, as life has shown. Chinese currency hike will not increase GDP in US dollars. That did not happen in Switzerland, that did not happen in Japan, that did not happen in Zambia, that did not happen in Somalia. Why should it happen in China? --18:49, 4 May 2023 (UTC)

Price comparisons just horizontal, or vertical too?
Are the comparisons in prices of goods done only horizontally, i.e. comparing the price of a McDonalds in UK and the price of a McDonalds in the US, or do they compare the prices vertically too, like for example the price of a McDonalds hamburger compared to the price of a burger made from Kobe beef?

GDP
concept 36.252.193.184 (talk) 19:53, 6 May 2022 (UTC)

 * @ 2403:6200:8840:823:7963:915F:C7CC:B71B (talk) 18:50, 15 October 2023 (UTC)

Ppp
I wamt to check 2405:204:3128:6034:E18F:9401:6DAE:ECE9 (talk) 10:41, 8 October 2022 (UTC)

Exchange rate prediction
The first paragraph under the heading === Exchange rate prediction[edit] === seems self-contradictory. SamIAmNot (talk) 13:30, 5 April 2023 (UTC)

IMF
What goods and in what proportion does the IMF use to calculate price levels, and where do they publish these prices? --95.24.60.6 (talk) 18:43, 4 May 2023 (UTC)

Average?
Are average prices in a country usually counted or lowest ones (or highest?)?. Because, like, India is a country with huge population, with different regions. Are average prices for India taken, or the cheapest region or what? --95.24.65.62 (talk) 16:28, 18 May 2023 (UTC)

What's ICP?
What's ICP?

I see it used in this article and elsewhere, but I don't know what it means. Thanks, DavidMCEddy (talk) 12:47, 14 April 2024 (UTC)

 * I found it: International Comparison Program. I then found it spelled out in this article and added "(ICP)" immediately after, so others who don't know can more easily find it. I also added it to the "ICP" disambiguation page. DavidMCEddy (talk) 20:13, 14 April 2024 (UTC)

title: Talk:Purchasing power parity