Social Influence and the Diffusion of User-Created Content

被引:0
|
作者
Bakshy, Eytan [1 ]
Karrer, Brian [1 ]
Adamic, Lada A. [1 ]
机构
[1] Univ Michigan, Sch Informat, Ann Arbor, MI 48109 USA
关键词
social influence; diffusion of innovations; virtual worlds; social networks; MODEL;
D O I
暂无
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Social influence determines to a large extent what we adopt and when we adopt it. This is just as true in the digital domain as it is in real life, and has become of increasing importance due to the deluge of user-created content on the Internet. In this paper, we present an empirical study of user-to-user content transfer occurring in the context of a time-evolving social network in Second Life, a massively multiplayer virtual world. We identify and model social influence based on the change in adoption rate following the actions of one's friends and find that the social network plays a significant role in the adoption of content. Adoption rates quicken as the number of friends adopting increases and this effect varies with the connectivity of a particular user. We further find that sharing among friends occurs more rapidly than sharing among strangers, but that content that diffuses primarily through social influence tends to have a more limited audience. Finally, we examine the role of individuals, finding that some play a more active role in distributing content than others, but that these influencers are distinct from the early adopters.
引用
收藏
页码:325 / 334
页数:10
相关论文
共 50 条
  • [1] User-Created Education
    Peters, Michael A.
    [J]. EDUCATIONAL PHILOSOPHY AND THEORY, 2012, 44 (10) : 1041 - 1044
  • [2] LOCATING THE ONLINE: CREATIVITY AND USER-CREATED CONTENT IN SEOUL
    Hjorth, Larissa
    [J]. MEDIA INTERNATIONAL AUSTRALIA, 2011, (141) : 118 - 127
  • [3] Cloudifying User-Created Content for Existing Applications in Mobile Devices
    Ghosh, Subhamoy
    Savolainen, Juha
    Raatikainen, Mikko
    Mannisto, Tomi
    [J]. 2011 35TH IEEE ANNUAL INTERNATIONAL COMPUTER SOFTWARE AND APPLICATIONS CONFERENCE (COMPSAC), 2011, : 510 - 515
  • [4] The moral economy of user-created content in the digital game industry
    Nielsen, Daniel
    Nani, Alessandro
    [J]. JOURNAL OF GAMING AND VIRTUAL WORLDS, 2021, 13 (03): : 285 - 305
  • [5] Concept of a Gaming Platform for Domain-Specific User-Created Content
    Soebke, Heinrich
    Hadlich, Christiane
    Broeker, Thomas
    Kornadt, Oliver
    [J]. PROCEEDINGS OF THE 5TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2011, : 759 - 766
  • [6] Fostering creativity in virtual worlds: Easing the restrictiveness of copyright for user-created content
    Marcus, Todd David
    [J]. JOURNAL OF THE COPYRIGHT SOCIETY OF THE USA, 2008, 55 (04): : 469 - 496
  • [7] User-Created Persona: Namibian rural Otjiherero speakers
    Cabrero, Daniel G.
    [J]. SIGDOC2015: PROCEEDINGS OF THE 33RD ANNUAL INTERNATIONAL CONFERENCE ON THE DESIGN OF COMMUNICATION, 2015,
  • [8] CodeTrainer Teacher Authoring System: Facilitating User-Created Content in an Intelligent Tutoring System
    McGuire, Christy L.
    Harris, Thomas K.
    Steinhart, Jonathan
    Sudol-DeLyser, Leigh Ann
    [J]. SIGCSE 12: PROCEEDINGS OF THE 43RD ACM TECHNICAL SYMPOSIUM ON COMPUTER SCIENCE EDUCATION, 2011, : 674 - 675
  • [9] A model for evaluating the quality of user-created documents
    Hoang, Linh
    Lee, Jung-Tae
    Song, Young-In
    Rim, Hae-Chang
    [J]. INFORMATION RETRIEVAL TECHNOLOGY, 2008, 4993 : 496 - 501
  • [10] LOCAL MUSICIANS BUILDING GLOBAL AUDIENCES Social capital and the distribution of user-created content on- and off-line
    Sargent, Carey
    [J]. INFORMATION COMMUNICATION & SOCIETY, 2009, 12 (04) : 469 - 487