Algorithmic Assortative Matching on a Digital Social Medium

被引:3
|
作者
Vargas, Kristian Lopez [1 ,2 ]
Runge, Julian [3 ,4 ]
Zhang, Ruizhi [1 ]
机构
[1] Univ Calif Santa Cruz, Santa Cruz, CA 95064 USA
[2] Univ Pacifico, Lima 15072, Peru
[3] Duke Univ, Durham, NC 27708 USA
[4] Rheinisch Westfalische TH Aachen Univ, D-52062 Aachen, Germany
关键词
assortative matching; social media; field experiments; freemium; systems design and implementation; GOODS; FIRMS;
D O I
10.1287/isre.2022.1135
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
Humans are increasingly interacting in and operating their daily lives through structured digital and virtual environments, mainly through apps that provide media for sharing photos, messaging, gaming, collaborating, or video watching. Most of these digital environments are offered under "freemium" pricing to facilitate adoption and network effects. In these settings, users' early social interaction and experience often have a substantial impact on their longer term behavior. On this background, we study the impact of an algorithmic system that matches new users to existing communities in an assortative manner. We devise a machine learning-based matching system that identifies users with high expected value and provides them the option to join highly active, in terms of engagement and expenditure, teams. We deploy thismechanismexperimentally in a digital social game and find that it significantly increases user engagement, spending, and socialization. This finding holds for more active communities and overall. Teams matched with low-activity new users are negatively impacted, leading to an overall more segregated social environment. We argue that social experience and social behavior in groups are likely mechanisms that drive the impact of thematching system.
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页码:1138 / 1156
页数:19
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