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In two-sided platforms (e.g., video streaming or e-commerce), viewers and providers engage in interactive dynamics: viewers benefit from increases in provider populations, while providers benefit from increases in viewer population. Despite…
We study the problem of sharing the revenues raised from subscriptions to music streaming platforms among content providers. We provide direct, axiomatic and game-theoretical foundations for two focal (and somewhat polar) methods widely…
With most content distributed online and mediated by platforms, there is a pressing need to understand the ecosystem of content creation and consumption. A considerable body of recent work shed light on the one-sided market on…
Empowered by today's rich tools for media generation and collaborative production, the multimedia service paradigm is shifting from the conventional single source, to multi-source, to many sources, and now toward {\em crowdsource}. Such…
Social media platforms have led to online consumption communities, or fandoms, that involve complex networks of ancillary creators and consumers focused on some core product or intellectual property. For example, video game communities…
Cross-group externalities and network effects in two-sided platform markets shape market structure and competition policy, and are the subject of extensive study. Less understood are the within-group externalities that arise when the…
Using multiple streams can improve the overall system performance by mitigating the data transfer overhead on heterogeneous systems. Currently, very few cases have been streamed to demonstrate the streaming performance impact and a…
This paper proposes a method for generating bullet comments for live-streaming games based on highlights (i.e., the exciting parts of video clips) extracted from the game content and evaluate the effect of mental health promotion. Game live…
Driven by the new economic opportunities created by the creator economy, an increasing number of content creators rely on and compete for revenue generated from online content recommendation platforms. This burgeoning competition reshapes…
A common belief about the growing medium of livestreaming is that its value lies in its "live" component. We examine this belief by comparing how the price elasticity of demand for live events varies before, on the day of, and after…
Recently, a new form of online shopping becomes more and more popular, which combines live streaming with E-Commerce activity. The streamers introduce products and interact with their audiences, and hence greatly improve the performance of…
Live streaming platforms host interconnected communities of content creators whose audiences overlap and interact in ways that are poorly understood at fine temporal resolution. We present a descriptive longitudinal study of audience…
Background: With the popularity of live streaming platforms at an all-time high, and many people turning to alternative venues for educational needs, this full research paper explores the viewership habits of software and game development…
This paper presents a unified computational framework to examine how generative AI (GenAI) reshapes welfare, inequality, and diversity in content platform economies. By integrating welfare economics with agent-based simulations, we model…
Social recommendation leverages social information to solve data sparsity and cold-start problems in traditional collaborative filtering methods. However, most existing models assume that social effects from friend users are static and…
Large Language Models have shown remarkable efficacy in generating streaming data such as text and audio, thanks to their temporally uni-directional attention mechanism, which models correlations between the current token and previous…
Livestream e-commerce integrates live streaming and online shopping, allowing viewers to make purchases while watching. However, effective marketing strategies remain a challenge due to limited empirical research and subjective biases from…
We study the problem of allocating the revenues raised via paid subscriptions to music streaming platforms among participating artists. We show that the main methods to solve streaming problems (pro-rata, user-centric and families…
Live streaming platforms offer a distinctive way for users and content creators to interact with each other through real-time communication. While research on user behavior in online platforms has explored how users discover their favorite…
In this paper we present a deep graph reinforcement learning model to predict and improve the user experience during a live video streaming event, orchestrated by an agent/tracker. We first formulate the user experience prediction problem…