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作者:Qian, Bingjie; Koh, Tat Koon; Zhang, Xiaoquan (Michael)
作者单位:Tongji University; Hong Kong University of Science & Technology
摘要:An integral component of user participation in community-based platforms is giving likes to content posted by others. At the same time, online social participation differs from offline social participation in that online users are often allowed to create a virtual identity unrelated to their real-world identity. The objective of this study is to identify the motivations behind users' giving likes when their virtual identity (i.e., username) is hidden or shown. Specifically, we leverage a natur...
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作者:Deng, Haowen; Dou, Yifan; Wu, Zenan; Zhang, Cheng
作者单位:Fudan University; Peking University
摘要:Player-versus-player (PvP) games often allow users to purchase superior virtual gears to increase their winning odds in battles against others. This game design, known as pay to win, generates substantial revenues from paying players, but it may also adversely affect the gaming experience of nonpaying players and lead to a decline in the game's popularity. Game developers thus need to strike a balance between revenue and player participation. This paper develops a model to analyze optimal vers...
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作者:Horton, John J.; Tambe, Prasanna
作者单位:Massachusetts Institute of Technology (MIT); National Bureau of Economic Research; University of Pennsylvania
摘要:We analyze how the decline of a technology affects online labor market dynamics. We evaluate the effects of Steve Jobs' announcement that Apple would no longer support Adobe Flash-a popular set of tools for creating internet applications. Despite a precipitous decline in Flash demand, there is no evidence of a reduction in Flash wages on this platform because the supply response was rapid, particularly among younger developers with readily available fallback skills. The key to this rapid adjus...
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作者:Lee, Ho Cheung Brian; Mishra, Anant
作者单位:Pennsylvania Commonwealth System of Higher Education (PCSHE); Pennsylvania State University; Pennsylvania State University - University Park; University of Minnesota System; University of Minnesota Twin Cities
摘要:Crowdsourcing contests have become increasingly popular as a means of seeking innovative solutions to business problems. However, the abundance of concurrent contests on platforms can lead to disparities in solvers' contest awareness, resulting in lost time-the time elapsed between the start of a contest and a solver's first visit. This study investigates how lost time influences solvers' submission behavior and its subsequent impact on matching inefficacy as measured by solver disqualificatio...