FOCS '00 Proceedings of the 41st Annual Symposium on Foundations of Computer Science
The dynamics of viral marketing
EC '06 Proceedings of the 7th ACM conference on Electronic commerce
Intrinsic robustness of the price of anarchy
Proceedings of the forty-first annual ACM symposium on Theory of computing
Designing incentives for online question and answer forums
Proceedings of the 10th ACM conference on Electronic commerce
Feedback Loops of Attention in Peer Production
CSE '09 Proceedings of the 2009 International Conference on Computational Science and Engineering - Volume 04
Crowdsourcing, attention and productivity
Journal of Information Science
Incentivizing high-quality user-generated content
Proceedings of the 20th international conference on World wide web
A game-theoretic analysis of rank-order mechanisms for user-generated content
Proceedings of the 12th ACM conference on Electronic commerce
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We model the economics of producing content in online social networks such as Facebook and Twitter. We propose a game-theoretic model within which we quantify inefficiencies from contributions by strategic users in online environments. Attention and information are assumed to be the main motivation for user contributions. We treat attention as a mechanism for sharing the profit from consuming information and introduce a general framework for analyzing dynamics of contributions in online environments. We analyze the proposed model and identify conditions for existence and efficient computation of pure-strategy Nash equilibrium. We prove a bicriteria bound on the price of anarchy; in particular we show that the social welfare from central control over level of contribution by users is no larger than the social welfare from strategic agents with twice as large consumption utilities. We then construct and analyze a family of production games that have an arbitrarily large price of anarchy. We also prove non-robustness of the price of anarchy for a particular instance of the introduced family, establishing a distinction between the games studied here and network congestion games.