Showing posts with label Spreads. Show all posts
Showing posts with label Spreads. Show all posts
Wednesday, March 20, 2013
Findings: Good News Spreads Faster on Social Media
Those are the classic rules for the evening broadcasts and the morning papers, based partly on data (ratings and circulation) and partly on the gut instincts of producers and editors. Wars, earthquakes, plagues, floods, fires, sick children, murdered spouses — the more suffering and mayhem, the more coverage. But now that information is being spread and monitored in different ways, researchers are discovering new rules. By scanning people’s brains and tracking their e-mails and online posts, neuroscientists and psychologists have found that good news can spread faster and farther than disasters and sob stories. “The ‘if it bleeds’ rule works for mass media that just want you to tune in,” says Jonah Berger, a social psychologist at the University of Pennsylvania. “They want your eyeballs and don’t care how you’re feeling. But when you share a story with your friends and peers, you care a lot more how they react. You don’t want them to think of you as a Debbie Downer.” Researchers analyzing word-of-mouth communication — e-mails, Web posts and reviews, face-to-face conversations — found that it tended to be more positive than negative, but that didn’t necessarily mean people preferred positive news. Was positive news shared more often simply because people experienced more good things than bad things? To test for that possibility, Dr. Berger looked at how people spread a particular set of news stories: thousands of articles on The New York Times’s Web site. He and Katherine Milkman, a Penn colleague, analyzed the “most e-mailed” list for six months, controlling for factors like how much display an article received in different parts of the home page. One of his first findings to be reported — which I still consider the most important social-science discovery of the past century — was that articles and columns in the Science section were much more likely to make the list than nonscience articles. He found that science aroused feelings of awe and made Times readers want to share this positive emotion with others. Readers also tended to share articles that were exciting or funny, or that inspired negative emotions like anger or anxiety, but not articles that left them merely sad. They needed to be aroused one way or the other, and they preferred good news to bad. The more positive an article, the more likely it was to be shared, as Dr. Berger explains in his new book, “Contagious: Why Things Catch On.” “Stories about newcomers falling in love with New York City,” he writes, were more likely to be e-mailed than “pieces that detailed things like the death of a popular zookeeper.” Debbie Downer is apparently no match for Polly Positive, at least among Times readers. In another attempt to understand what’s buzzworthy, neuroscientists have scanned the brains of people while they hear about new ideas. Then, as these people told others about what they had heard, the scientists observed which ideas spread and which didn’t. You might predict that people would pass along the most memorable ideas — the ones that lighted up the brain regions associated with encoding and retrieving memories. But that’s not what happened in the experiments, which were conducted by Emily Falk along with colleagues at the University of Michigan and researchers at the University of California, Los Angeles. The best predictors of buzz were elsewhere, in the brain regions associated with social cognition — thoughts about other people. If those regions lighted up when something was heard, people were more likely to talk about the idea enthusiastically, and the idea would keep spreading. “You’d expect people to be most enthusiastic and opinionated and successful in spreading ideas that they themselves are excited about,” says Dr. Falk. “But our research suggests that’s not the whole story. Thinking about what appeals to others may be even more important.” This social consciousness comes into play when people are sharing information about their favorite subject of all: themselves. This is intrinsically pleasurable and activates the brain regions associated with rewards like food, as demonstrated in a study by Diana Tamir and Jason Mitchell of Harvard. In fact, the study showed, it’s so pleasurable that people will pass up monetary rewards for the chance to talk about themselves. Past research into everyday conversation showed that a third of it is devoted to oneself, but today that topic has become an obsession thanks to social media. Rutgers researchers classify 80 percent of Twitter users as "meformers" who tweet mainly about themselves. The result is even more Polly Positivity, and not just because people are so adept at what psychologists call self-presentation: pointing out one’s own wonderfulness. While people have always said nice things about themselves in traditional conversations and saved the nastier comments for others, today they’re more diligent in spreading the word through written media like e-mail, Facebook and Twitter. “In most oral conversations, we don’t have time to think about exactly the right thing to say,” Dr. Berger explains. “We fill conversational spaces by saying what’s top of mind. But when you write something, you have the time to construct and refine what you say, so it involves more self-presentation.” Dr. Berger’s experiments have shown that people say more positive things when they’re talking to a bigger audience, rather than just one person — a result that helps explain the relentlessly perfect vacations that keep showing up on Facebook. But does all this positivity actually make the audience feel any better? Not necessarily. A study in Utah showed that the longer people spend on Facebook, the more they think that life is unfair and that they’re less happy than their “friends.” Similar results were observed in Germany by a team led by Hanna Krasnova, which recently reported a “rampant nature of envy” and other “invidious emotions” among heavy users of Facebook. “The spread and ubiquitous presence of envy on social networking sites is shown to undermine users’ life satisfaction,” the German researchers conclude, describing this phenomenon as “the self-promotion-envy spiral.” That spiral hardly sounds like a positive trend, but there’s probably a quick way to reverse it: turn on the television. Mass-media producers and editors have always known a reliable way to assuage envy. Once they’ve scoured the globe to bring calamity and chaos into the living room, even the most miserably unhappy couch potato knows that there is someone, somewhere, doing worse.
Friday, December 14, 2012
Mobile Video Calling Spreads as Smartphones and Tablets Improve
PALO ALTO, Calif. — The next competition in technology is your face — anywhere, anytime. As the cameras and screens of smartphones and tablets improve, and as wireless networks offer higher bandwidth, more companies are getting into the business of enabling mobile video calls. The details vary from one service to the next, but the experiences are similar: from anywhere in the world with a modern wireless network, a smartphone’s screen fills with the face of a friend or relative. The quality is about the same jerky-but-functional level as most desktop video. Sound is not always perfectly synced with the image, but it is very close. The calls start and end the same way, by pressing a button on the screen. Mobile video calling has risen so quickly that industry analysts have not yet compiled exact numbers. But along the way, it is creating new business models, new stresses on mobile networks and even new rules of etiquette. “All the communications — social messages, calls, texts and video — are merging fast,” said Eric Setton, co-founder and chief technology officer of Tango Mobile, whose free video calling service has 80 million active users. An additional 200,000 join daily, Mr. Setton said. Once an interesting endeavor for a few start-ups like Tango, mobile video has caught the attention of big companies. Apple created FaceTime and made it a selling point for the iPad. In September, the company made FaceTime available on cellular networks instead of limiting it to Wi-Fi systems, almost certainly in response to increasing consumer demand. Last week, Yahoo purchased a video chat company called OnTheAir. And in 2011, Microsoft paid $8.5 billion for Skype, a service for both video and audio-only calls. Though most people use Skype on desktop and laptop computers, the software for the service has been downloaded more than 100 million times just by owners of phones running Google’s Android mobile operating system. Microsoft built a service for its Windows 8 mobile phone that lets people receive calls even when Skype is not on. Google, which has more than 100 million people a month using its Google Plus social networking service, now offers more than 200 apps for its video calling feature. It says it is interested not in making money on the applications, but in learning more about them so it can sell more ads by getting people to use its free video service, called Hangouts. Hangouts can be used for two-person or group calls, or for a video conference with up to 10 people. “On a high level, Google works better when we know who you are and what your interests are,” said Nikhyl Singhal, director of product management for Google’s real-time communications group. “Video calling is becoming a basic service across different fronts.” While Mr. Singhal is an occasional user, he said, his 4-year-old daughter “is on it every day.” Don’t expect video calling to improve productivity. Tango uses the same technology that enables video calls to sell games that people can play simultaneously. It sells virtual decorations like balloons to drop around someone’s image during a birthday call (both parties see the festive pixels). Google says some jokey applications on Hangouts, like a feature that can put a mustache over each caller, seem to encourage people to talk longer. Currently, popular two-way games like Words With Friends on Facebook work by one player making a move and then passing the game over to the other player, not watching moves as they are made. Another promising area is avatars, like cartoon dogs and cats, that mouth speech when a user wants to have a video call but does not want to be seen. The prospect of having to appear on-screen at any given moment might sound like a nonstarter for people who worry about bad hair days. But in fact, using mobile devices for video calls may be less bother than it seems. “There may be natural inhibitions to being seen, but when I’m on a mobile device I’m out and about, so I’m more likely to be presentable,” said Michael Gartenberg, a consumer technology analyst at Gartner. “How people use this remains to be seen, but they are starting to expect it.” Yet a new etiquette for mobile video calls is already emerging. People often text each other first to see if it’s O.K. to appear on camera. Video messages sent in the text box of a phone, like snippets of a party or a child’s first steps, are also useful precursors to video conversations. Mr. Singhal said making avatars for users of Hangout would be “an extraordinarily important area” as well. The greatest challenge for the business may not be getting more consumers to use the service, but making sure the service works. Most phones have slight variations in things like camera placement and video formatting from one model to the next. “A camera can show you upside down if you load the wrong software on it,” said Mr. Setton of Tango. As a result, the 80 engineers among Tango’s 110 employees have adjusted their software to work on more than 1,000 types of phones worldwide. The top 20 models have more than a million customers each, but the complexity of building software for a wider range of phones has made it hard for new mobile video companies to enter the field, Mr. Setton said. Tango’s average video call used to last six minutes, Mr. Setton said, but when the company started adding other applications to go with the videos, like games and designs that float over people, the average call length rose to 12 minutes.
Brian X. Chen contributed reporting.
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