No Arabic abstract
Diffusion channels are critical to determining the adoption scale which leads to the ultimate impact of an innovation. The aim of this study is to develop an integrative understanding of the impact of two diffusion channels (i.e., broadcasting vs virality) on innovation adoption. Using citations of a series of classic algorithms and the time series of co-authorship as the footprints of their diffusion trajectories, we propose a novel method to analyze the intertwining relationships between broadcasting and virality in the innovation diffusion process. Our findings show that broadcasting and virality have similar diffusion power, but play different roles across diffusion stages. Broadcasting is more powerful in the early stages but may be gradually caught up or even surpassed by virality in the later period. Meanwhile, diffusion speed in virality is significantly faster than broadcasting and members from virality channels tend to adopt the same innovation repetitively.
Animated GIFs are becoming increasingly popular in online communication. People use them to express emotion, share their interests and enhance (or even replace) short-form texting; they are a new means to tell visual stories. Some creative animated GIFs are highly addictive to watch, and eventually become viral -- they circulate rapidly and widely within the network. What makes certain animated GIFs go viral? In this paper, we study the virality of animated GIFs by analyzing over 10 months of complete data logs (more than 1B posts and 12B reblogs) on Tumblr, one of the largest repositories of animated GIFs on the Internet. We conduct a series of quantitative and comparative studies on Tumblr data, comparing major types of online content -- text, images, videos, and animated GIFs. We report on a number of interesting, new findings on animated GIFs. We show that people tend to make animated GIFs easily searchable and discoverable by adding more hashtags than other content types. We also show that animated GIFs tend to go more viral than images and videos on Tumblr. With more in-depth analysis, we present that animated GIFs tend to get reblogged more and followed more from non-followers, while animated GIFs have more recurrence of a post. Lastly, we show that the virality of animated GIFs is more easily predictable than that of images and videos.
When a group of people strives to understand new information, struggle ensues as various ideas compete for attention. Steep learning curves are surmounted as teams learn together. To understand how these team dynamics play out in software development, we explore Git logs, which provide a complete change history of software repositories. In these repositories, we observe code additions, which represent successfully implemented ideas, and code deletions, which represent ideas that have failed or been superseded. By examining the patterns between these commit types, we can begin to understand how teams adopt new information. We specifically study what happens after a software library is adopted by a project, i.e. when a library is used for the first time in the project. We find that a variety of factors, including team size, library popularity, and prevalence on Stack Overflow are associated with how quickly teams learn and successfully adopt new software libraries.
We propose a stochastic model for the diffusion of topics entering a social network modeled by a Watts-Strogatz graph. Our model sets into play an implicit competition between these topics as they vie for the attention of users in the network. The dynamics of our model are based on notions taken from real-world OSNs like Twitter where users either adopt an exogenous topic or copy topics from their neighbors leading to endogenous propagation. When instantiated correctly, the model achieves a viral regime where a few topics garner unusually good response from the network, closely mimicking the behavior of real-world OSNs. Our main contribution is our description of how clusters of proximate users that have spoken on the topic merge to form a large giant component making a topic go viral. This demonstrates that it is not weak ties but actually strong ties that play a major part in virality. We further validate our model and our hypotheses about its behavior by comparing our simulation results with the results of a measurement study conducted on real data taken from Twitter.
Social media are massive marketplaces where ideas and news compete for our attention. Previous studies have shown that quality is not a necessary condition for online virality and that knowledge about peer choices can distort the relationship between quality and popularity. However, these results do not explain the viral spread of low-quality information, such as the digital misinformation that threatens our democracy. We investigate quality discrimination in a stylized model of online social network, where individual agents prefer quality information, but have behavioral limitations in managing a heavy flow of information. We measure the relationship between the quality of an idea and its likelihood to become prevalent at the system level. We find that both information overload and limited attention contribute to a degradation in the markets discriminative power. A good tradeoff between discriminative power and diversity of information is possible according to the model. However, calibration with empirical data characterizing information load and finite attention in real social media reveals a weak correlation between quality and popularity of information. In these realistic conditions, the model predicts that high-quality information has little advantage over low-quality information.
This paper introduces the concept of choreography with respect to inter-organizational innovation networks, as they constitute an attractive environment to create innovation in different sectors. We argue that choreography governs behaviours by shaping the level of connectivity and cohesion among network members. It represents a valid organizational system able to sustain some activities and to reach effects generating innovation outcomes. This issue is tackled introducing a new framework in which we propose a network model as prerequisite for our hypothesis. The analysis is focused on inter-organizational innovation networks characterized by the presence of hubs, semi-peripheral and peripheral members lacking hierarchical authority. We sustain that the features of a network, bringing to synchronization phenomena, are extremely similar to those existing in innovation network characterized by the emergence of choreography. The effectiveness of our model is verified by providing a real case study that gives preliminary empirical hints on the network aptitude to perform choreography. Indeed, the innovation network analysed in the case study reveals characteristics causing synchronization and consequently the establishment of choreography.