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Our rapid immersion into online life has made us all ill. Through the generation, personalization, and dissemination of enchanting imagery, artificial technologies commodify the minds and hearts of the masses with nauseating precision and…
Online suicide games are claimed to involve a series of challenges, ending in suicide. A whole succession of these such as the Blue Whale Challenge, Momo, the Fire Fairy and Doki Doki have appeared in recent years. The challenge culture is…
How important are friendships in determining success by individuals and teams in complex collaborative environments? By combining a novel data set containing the dynamics of millions of ad hoc teams from the popular multiplayer online first…
Groups of humans are often able to find ways to cooperate with one another in complex, temporally extended social dilemmas. Models based on behavioral economics are only able to explain this phenomenon for unrealistic stateless matrix…
Most people struggle with prioritizing work. While inexact heuristics have been developed over time, there is still no tractable principled algorithm for deciding which of the many possible tasks one should tackle in any given day, month,…
The goal of video games is to challenge and entertain the players. Successful video games deliver experience that impact players on a level of arousal. Therefore undertaking a user experience (UX) study is crucial to ensure that a game…
Recent research shows that humans are heavily influenced by online social interactions: We are more likely to perform actions which, in the past, have led to positive social feedback. We introduce a quantitative model of behavior changes in…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
Evolutionary games provide the theoretical backbone for many aspects of our social life: from cooperation to crime, from climate inaction to imperfect vaccination and epidemic spreading, from antibiotics overuse to biodiversity…
We analyze online collective evaluation processes through positive and negative votes in various social media. We find two modes of collective evaluations that stem from the existence of filter bubbles. Above a threshold of collective…
The video game industry is larger than both the film and music industries combined. Recommender systems for video games have received relatively scant academic attention, despite the uniqueness of the medium and its data. In this paper, we…
Different errors that occur in video games are often referred to as glitches or bugs. The goal of this exploratory research is to understand how these glitches and bugs within video games affect a players experience. To do this, I reviewed…
Social scientists have long sought to understand why certain people, items, or options become more popular than others. One seemingly intuitive theory is that inherent value drives popularity. An alternative theory claims that popularity is…
Recent research has taken particular interest in observing the dynamics between altruistic and individual behavior. This is a commonly approached problem when reasoning about social dilemmas, which have a plethora of real world counterparts…
Mental health problems are on the rise globally and strain national health systems worldwide. Mental disorders are closely associated with fear of stigma, structural barriers such as financial burden, and lack of available services and…
Cooperation is of utmost importance to society as a whole, but is often challenged by individual self-interests. While game theory has studied this problem extensively, there is little work on interactions within and across groups with…
The Internet has become a critical communication infrastructure for citizens to organize protests and express dissatisfaction with their governments. This fact has not gone unnoticed, with governments clamping down on this medium via…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
The recent success of crowd-funding for supporting new and innovative products has been overwhelming with over 34 Billion Dollars raised in 2015. In many crowd-funding platforms, firms set a campaign goal and contributions are collected…
Creativity is individual, and it is social. The social aspects of creativity have become of increasing interest as systems have emerged that mobilize large numbers of people to engage in creative tasks. We examine research related to…