115 research outputs found

    Loyalty in Online Communities

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    Loyalty is an essential component of multi-community engagement. When users have the choice to engage with a variety of different communities, they often become loyal to just one, focusing on that community at the expense of others. However, it is unclear how loyalty is manifested in user behavior, or whether loyalty is encouraged by certain community characteristics. In this paper we operationalize loyalty as a user-community relation: users loyal to a community consistently prefer it over all others; loyal communities retain their loyal users over time. By exploring this relation using a large dataset of discussion communities from Reddit, we reveal that loyalty is manifested in remarkably consistent behaviors across a wide spectrum of communities. Loyal users employ language that signals collective identity and engage with more esoteric, less popular content, indicating they may play a curational role in surfacing new material. Loyal communities have denser user-user interaction networks and lower rates of triadic closure, suggesting that community-level loyalty is associated with more cohesive interactions and less fragmentation into subgroups. We exploit these general patterns to predict future rates of loyalty. Our results show that a user's propensity to become loyal is apparent from their first interactions with a community, suggesting that some users are intrinsically loyal from the very beginning.Comment: Extended version of a paper appearing in the Proceedings of ICWSM 2017 (with the same title); please cite the official ICWSM versio

    Users’ Participation Motivation and Behavior Patterns in Online Health Community: A Game Theory Viewpoint

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    Online health communities (OHC) are one of the most promising health-related social media services that have been developed, increasing in numbers and users in the past decade. Studies show that patients can benefit from participating in OHC, including obtaining information and knowledge, receiving support, and releasing mental stress. The purpose of this study is to identify the motivation behind users’ participation and to understand their behavior patterns across time in the online health community. A game theoretic model is used

    Self-presentation and emotional contagion on Facebook: new experimental measures of profiles' emotional coherence

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    Social Networks allow users to self-present by sharing personal contents with others which may add comments. Recent studies highlighted how the emotions expressed in a post affect others' posts, eliciting a congruent emotion. So far, no studies have yet investigated the emotional coherence between wall posts and its comments. This research evaluated posts and comments mood of Facebook profiles, analyzing their linguistic features, and a measure to assess an excessive self-presentation was introduced. Two new experimental measures were built, describing the emotional loading (positive and negative) of posts and comments, and the mood correspondence between them was evaluated. The profiles "empathy", the mood coherence between post and comments, was used to investigate the relation between an excessive self-presentation and the emotional coherence of a profile. Participants publish a higher average number of posts with positive mood. To publish an emotional post corresponds to get more likes, comments and receive a coherent mood of comments, confirming the emotional contagion effect reported in literature. Finally, the more empathetic profiles are characterized by an excessive self-presentation, having more posts, and receiving more comments and likes. To publish emotional contents appears to be functional to receive more comments and likes, fulfilling needs of attention-seeking.Comment: Submitted to Complexit

    Effects of narcissism, leisure boredom, and gratifications sought on user-generated content among net-generation users

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    This research identifies the gratifications sought by the net-generation when producing user-generated content (UGC) on the internet. Members of the Net-generation want to vent negative feelings, show affection to their frieds and relatives, be involved in others' lives, and fulfill their need to be recognized. These gratifications were all found to be significantly associated with the users' various levels of participation in UGC (e.g., Facebook, YouTube, blogs, online forums, etc.) What's more, narcissism was predictive of content generation in social networking sites, blogs, and personal webpage, while leisure boredom was significantly linked to expressing views in forums, updating personal website, and participating in consumer reviews. In particular, the results showed the Net-geners who encountered leisure boredom had a higher tendency to seek interaction with friends online. Implications of findings are discussed. --Narcissism,leisure boredom,user-generated content,uses and gratifications

    Exploring the global adoption of citizen science

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    In recent years there has been a growing interest toward the application of Web-based citizen science platforms. Such platforms use crowdsourcing techniques to support scientific advancements, and in several cases, have lead to new scientific discoveries which were not originally considered. Our work explores the highly successful Web-based citizen science platform, Zooniverse, a crowdsourcing platform with a userbase of over 1 million participants who volunteer their free time to support scientific enquiries. We focus on the growth of the Zooniverse platform, which has evolved from a rudimentary crowdsourcing platform where users were presented with tasks, into a platform which has become a rich community of citizen scientists, discussion, and interaction. Building upon existing research into the motivations and design considerations of developing and sustaining citizen science projects, this paper explores the space of citizen science engagement within the Zooniverse, and ask the question of whether citizen science has become a worldwide activity

    Incentivising Use of Structured Language in Biological Descriptions: Author-Driven Phenotype Data and Ontology Production

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    Phenotypes are used for a multitude of purposes such as defining species, reconstructing phylogenies, diagnosing diseases or improving crop and animal productivity, but most of this phenotypic data is published in free-text narratives that are not computable. This means that the complex relationship between the genome, the environment and phenotypes is largely inaccessible to analysis and important questions related to the evolution of organisms, their diseases or their response to climate change cannot be fully addressed. It takes great effort to manually convert free-text narratives to a computable format before they can be used in large-scale analyses. We argue that this manual curation approach is not a sustainable solution to produce computable phenotypic data for three reasons: 1) it does not scale to all of biodiversity; 2) it does not stop the publication of free-text phenotypes that will continue to need manual curation in the future and, most importantly, 3) It does not solve the problem of inter-curator variation (curators interpret/convert a phenotype differently from each other). Our empirical studies have shown that inter-curator variation is as high as 40% even within a single project. With this level of variation, it is difficult to imagine that data integrated from multiple curation projects can be of high quality. The key causes of this variation have been identified as semantic vagueness in original phenotype descriptions and difficulties in using standardised vocabularies (ontologies). We argue that the authors describing phenotypes are the key to the solution. Given the right tools and appropriate attribution, the authors should be in charge of developing a project’s semantics and ontology. This will speed up ontology development and improve the semantic clarity of phenotype descriptions from the moment of publication. A proof of concept project on this idea was funded by NSF ABI in July 2017. We seek readers input or critique of the proposed approaches to help achieve community-based computable phenotype data production in the near future. Results from this project will be accessible through https://biosemantics.github.io/author-driven-production

    EXPLORING SOCIAL COMMERCE ADOPTION IN CHINA: A USES AND GRATIFICATIONS PERSPECTIVE

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    As a new e-commerce paradigm, social commerce has resulted from consumers relying on the online recommendations of friends and acquaintances. To clarify Chinese consumers’ social commerce intentions, we conducted an empirical study based on a uses and gratifications approach. The results indicate that perceived gratification from entertainment was found to be the strongest predictor of Chinese consumers’ social commerce intentions. This is followed by the perceived gratification from information seeking, expressive information sharing, cool and new trends, and social interaction. However, neither gratification from escape nor passing time was found to be significant predictor. In addition, perceived gratification from information seeking has a stronger influence on consumers’ social commerce intentions in females than in males, while perceived gratification from expressive information sharing has a stronger influence on consumers’ social commerce intentions in males than in females. Theoretical and practical implications of these findings are discussed in the paper

    Exploring the virtual space of academia

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    The aim of this chapter is to provide a view on how researchers present themselves in a social network specifically developed for supporting academic practices, how they share information and engage in dialogues with colleagues worldwide. We analysed data from 30,428 users who have registered on a publicly available website to study the effect of academic position, university ranking and country on people's behaviour. Results suggest that the virtual network closely mirrors physical reality, reproducing the same hierarchical structure imposed by position, ranking, and country on user behaviour. Despite the potential for bridging and bonding social capital the networks have not achieved substantial changes in structures and practices of the academic context. Furthermore, our analysis highlights the need of finding new strategies to motivate the users to contribute to the community and support equal participation, as so far the community is mainly exploited as a static website
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