18 research outputs found

    Computational Social Scientist Beware: Simpson's Paradox in Behavioral Data

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    Observational data about human behavior is often heterogeneous, i.e., generated by subgroups within the population under study that vary in size and behavior. Heterogeneity predisposes analysis to Simpson's paradox, whereby the trends observed in data that has been aggregated over the entire population may be substantially different from those of the underlying subgroups. I illustrate Simpson's paradox with several examples coming from studies of online behavior and show that aggregate response leads to wrong conclusions about the underlying individual behavior. I then present a simple method to test whether Simpson's paradox is affecting results of analysis. The presence of Simpson's paradox in social data suggests that important behavioral differences exist within the population, and failure to take these differences into account can distort the studies' findings.Comment: to appear in Journal of Computational Social Science

    Performance Dynamics and Success in Online Games

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    Online data provide a way to monitor how users behave in social systems like social networks and online games, and understand which features turn an ordinary individual into a successful one. Here, we propose to study individual performance and success in Multiplayer Online Battle Arena (MOBA) games. Our purpose is to identify those behaviors and playing styles that are characteristic of players with high skill level and that distinguish them from other players. To this aim, we study Defense of the ancient 2 (Dota 2), a popular MOBA game. Our findings highlight three main aspects to be successful in the game: (i) players need to have a warm-up period to enhance their performance in the game; (ii) having a long in-game experience does not necessarily translate in achieving better skills; but rather, (iii) players that reach high skill levels differentiate from others because of their aggressive playing strategy, which implies to kill opponents more often than cooperating with teammates, and trying to give an early end to the match

    Can Social News Websites Pay for Content and Curation? The SteemIt Cryptocurrency Model

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    This is an accepted manuscript of an article published by SAGE Publishing in Journal of Information Science on 15/12/2017, available online: https://doi.org/10.1177/0165551517748290 The accepted version of the publication may differ from the final published version.SteemIt is a Reddit-like social news site that pays members for posting and curating content. It uses micropayments backed by a tradeable currency, exploiting the Bitcoin cryptocurrency generation model to finance content provision in conjunction with advertising. If successful, this paradigm might change the way in which volunteer-based sites operate. This paper investigates 925,092 new members’ first posts for insights into what drives financial success in the site. Initial blog posts on average received 0.01,althoughthemaximumaccruedwas0.01, although the maximum accrued was 20,680.83. Longer, more sentiment-rich or more positive comments with personal information received the greatest financial reward in contrast to more informational or topical content. Thus, there is a clear financial value in starting with a friendly introduction rather than immediately attempting to provide useful content, despite the latter being the ultimate site goal. Follow-up posts also tended to be more successful when more personal, suggesting that interpersonal communication rather than quality content provision has driven the site so far. It remains to be seen whether the model of small typical rewards and the possibility that a post might generate substantially more are enough to incentivise long term participation or a greater focus on informational posts in the long term
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