819 research outputs found
Characterizing videos, audience and advertising in Youtube channels for kids
Online video services, messaging systems, games and social media services are
tremendously popular among young people and children in many countries. Most of
the digital services offered on the internet are advertising funded, which
makes advertising ubiquitous in children's everyday life. To understand the
impact of advertising-based digital services on children, we study the
collective behavior of users of YouTube for kids channels and present the
demographics of a large number of users. We collected data from 12,848 videos
from 17 channels in US and UK and 24 channels in Brazil. The channels in
English have been viewed more than 37 billion times. We also collected more
than 14 million comments made by users. Based on a combination of text-analysis
and face recognition tools, we show the presence of racial and gender biases in
our large sample of users. We also identify children actively using YouTube,
although the minimum age for using the service is 13 years in most countries.
We provide comparisons of user behavior among the three countries, which
represent large user populations in the global North and the global South
Differential Games of Competition in Online Content Diffusion
Access to online contents represents a large share of the Internet traffic.
Most such contents are multimedia items which are user-generated, i.e., posted
online by the contents' owners. In this paper we focus on how those who provide
contents can leverage online platforms in order to profit from their large base
of potential viewers.
Actually, platforms like Vimeo or YouTube provide tools to accelerate the
dissemination of contents, i.e., recommendation lists and other re-ranking
mechanisms. Hence, the popularity of a content can be increased by paying a
cost for advertisement: doing so, it will appear with some priority in the
recommendation lists and will be accessed more frequently by the platform
users.
Ultimately, such acceleration mechanism engenders a competition among online
contents to gain popularity. In this context, our focus is on the structure of
the acceleration strategies which a content provider should use in order to
optimally promote a content given a certain daily budget. Such a best response
indeed depends on the strategies adopted by competing content providers. Also,
it is a function of the potential popularity of a content and the fee paid for
the platform advertisement service.
We formulate the problem as a differential game and we solve it for the
infinite horizon case by deriving the structure of certain Nash equilibria of
the game
A regression approach for prediction of Youtube views
YouTube has grown to be the number one video streaming platform on Internet and home to millions of content creator around the globe. Predicting the potential amount of YouTube views has proven to be extremely important for helping content creator to understand what type of videos the audience prefers to watch. In this paper, we will be introducing two types of regression models for predicting the total number of views a YouTube video can get based on the statistic that are available to our disposal. The dataset we will be using are released by YouTube to the public. The accuracy of both models are then compared by evaluating the mean absolute error and relative absolute error taken from the result of our experiment. The results showed that Ordinary Least Square method is more capable as compared to the Online Gradient Descent Method in providing a more accurate output because the algorithm allows us to find a gradient that is close as possible to the dependent variables despite having an only above average prediction
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