57,449 research outputs found

    Attractiveness and activity in Internet communities

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    Datasets of online communication often take the form of contact sequences -- ordered lists contacts (where a contact is defined as a triple of a sender, a recipient and a time). We propose measures of attractiveness and activity for such data sets and analyze these quantities for anonymized contact sequences from an Internet dating community. For this data set the attractiveness and activity measures show broad power-law like distributions. Our attractiveness and activity measures are more strongly correlated in the real-world data than in our reference model. Effects that indirectly can make active users more attractive are discussed

    Information dynamics shape the networks of Internet-mediated prostitution

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    Like many other social phenomena, prostitution is increasingly coordinated over the Internet. The online behavior affects the offline activity; the reverse is also true. We investigated the reported sexual contacts between 6,624 anonymous escorts and 10,106 sex-buyers extracted from an online community from its beginning and six years on. These sexual encounters were also graded and categorized (in terms of the type of sexual activities performed) by the buyers. From the temporal, bipartite network of posts, we found a full feedback loop in which high grades on previous posts affect the future commercial success of the sex-worker, and vice versa. We also found a peculiar growth pattern in which the turnover of community members and sex workers causes a sublinear preferential attachment. There is, moreover, a strong geographic influence on network structure-the network is geographically clustered but still close to connected, the contacts consistent with the inverse-square law observed in trading patterns. We also found that the number of sellers scales sublinearly with city size, so this type of prostitution does not, comparatively speaking, benefit much from an increasing concentration of people

    Location, safety and (non) strangers in gay men’s narratives on ‘hook-up’ apps

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    Hook-up websites and apps are said to be transforming the sexual lives of gay men and have been linked with the apparent erosion of gay publics as the basis for identity politics and social action. This article examines these dynamics in the interview and focus-group talk of gay men living on the economic and geographical margins of metropolitan gay culture. It offers perspectives on the importance of location – class, generation and space – for the experience of digital media, the negotiation of safety, and the new codifications and elaborations on sex with the (non) stranger; a figure who is not alien, yet not familiar, in sexual sociality. Reflecting on these situated perspectives in connection with debates on the erosion of gay publics, this article argues against monolithic framings of gay men’s sexual lives after digital media

    Network reachability of real-world contact sequences

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    We use real-world contact sequences, time-ordered lists of contacts from one person to another, to study how fast information or disease can spread across network of contacts. Specifically we measure the reachability time -- the average shortest time for a series of contacts to spread information between a reachable pair of vertices (a pair where a chain of contacts exists leading from one person to the other) -- and the reachability ratio -- the fraction of reachable vertex pairs. These measures are studied using conditional uniform graph tests. We conclude, among other things, that the network reachability depends much on a core where the path lengths are short and communication frequent, that clustering of the contacts of an edge in time tend to decrease the reachability, and that the order of the contacts really do make sense for dynamical spreading processes.Comment: (v2: fig. 1 fixed

    Finding influential spreaders from human activity beyond network location

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    Most centralities proposed for identifying influential spreaders on social networks to either spread a message or to stop an epidemic require the full topological information of the network on which spreading occurs. In practice, however, collecting all connections between agents in social networks can be hardly achieved. As a result, such metrics could be difficult to apply to real social networks. Consequently, a new approach for identifying influential people without the explicit network information is demanded in order to provide an efficient immunization or spreading strategy, in a practical sense. In this study, we seek a possible way for finding influential spreaders by using the social mechanisms of how social connections are formed in real networks. We find that a reliable immunization scheme can be achieved by asking people how they interact with each other. From these surveys we find that the probabilistic tendency to connect to a hub has the strongest predictive power for influential spreaders among tested social mechanisms. Our observation also suggests that people who connect different communities is more likely to be an influential spreader when a network has a strong modular structure. Our finding implies that not only the effect of network location but also the behavior of individuals is important to design optimal immunization or spreading schemes

    The co-evolution of the “social” and the “technology": a netnographic study of Social movements in virtual worlds

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    Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. One social phenomenon which has moved into the virtual world is the social movement, which are an important means of bringing out social, cultural and political changes through collective action. These social movements exist in an immersive technological ecosystem which is constantly evolving as designers release patches which change the way users “live” within these environments. Using a biography of artifacts approach, we explore not just the evolution of the technological artifact itself (the virtual world), but also its co-evolution with the social phenomena (a social movement). Using Netnography, a modified version of ethnography, and actornetwork theory, we explore a social movement in World of Warcraft, and observe how it evolves over time as changes to the virtual world are implemented

    Courtship patterns in the information age. Theoretical reflections on the impact of computer technology on human grouping.

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    Online dating is a mass phenomenon. It is definitely not the only way of dating, since only a certain subpopulation uses this medium. However, it can be assumed that online dating will spread throughout the society with the increase in internet usage, which attracts the attention of researchers. Examples of research questions related to\ud this issue include:\ud *­How should these systems be designed in order to enable the most effective partner search?\ud ­*Which search strategies do users apply?\ud ­*How can users be retained?\ud ­*How can the marriage market be described?\ud ­*Which patterns can be analysed from the logged behaviour in online dating agencies?\ud ­*How can dating behaviour be analysed using statistical methods (Fiore 2004, Holme et.al. 2004)?\ud *With these questions the existing research focusses on product selling strategies and the description of the phenomenon, while a theoretical framework needed to understand the phenomenon is lacking
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