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Autori principali: Zha, Mingyue, Chang, Ho-Chun Herbert
Natura: Preprint
Pubblicazione: 2024
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Accesso online:https://arxiv.org/abs/2411.05782
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author Zha, Mingyue
Chang, Ho-Chun Herbert
author_facet Zha, Mingyue
Chang, Ho-Chun Herbert
contents Content-creator collaborations are a widespread strategy for enhancing digital viewership and revenue. While existing research has explored the efficacy of collaborations, few have looked at inequities in collaborations, particularly from the perspective of the supply and demand of attention. Leveraging 42,376 videos and 6,117,441 comments from YouTube (across 150 channels and 3 games), this study examines gender inequality in collaborative environments. Utilizing Shapley value, a tool from cooperative game theory, results reveal dominant in-group collaborations based on in-game affordances. However, audience responses are aligned across games, reflecting symmetric biases across the gaming communities, with comments focusing more on peripherals than actual gameplay for women. We find supply-side asymmetries exist along with demand-side symmetries. Our results engage with the larger literature on digital and online biases, highlighting how genre and affordances moderate gendered collaboration, the direction of inequality, and contributing a general framework to quantify synergy across collaborations.
format Preprint
id arxiv_https___arxiv_org_abs_2411_05782
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Gender Inequalities in Content Collaborations: Asymmetric Creator Synergy and Symmetric Audience Biases
Zha, Mingyue
Chang, Ho-Chun Herbert
Computers and Society
97P70
Content-creator collaborations are a widespread strategy for enhancing digital viewership and revenue. While existing research has explored the efficacy of collaborations, few have looked at inequities in collaborations, particularly from the perspective of the supply and demand of attention. Leveraging 42,376 videos and 6,117,441 comments from YouTube (across 150 channels and 3 games), this study examines gender inequality in collaborative environments. Utilizing Shapley value, a tool from cooperative game theory, results reveal dominant in-group collaborations based on in-game affordances. However, audience responses are aligned across games, reflecting symmetric biases across the gaming communities, with comments focusing more on peripherals than actual gameplay for women. We find supply-side asymmetries exist along with demand-side symmetries. Our results engage with the larger literature on digital and online biases, highlighting how genre and affordances moderate gendered collaboration, the direction of inequality, and contributing a general framework to quantify synergy across collaborations.
title Gender Inequalities in Content Collaborations: Asymmetric Creator Synergy and Symmetric Audience Biases
topic Computers and Society
97P70
url https://arxiv.org/abs/2411.05782