来自朋友和陌生人的同伴效应:来自在线游戏随机配对的证据

Daniel Goetz, Weixu Lu
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引用次数: 0

摘要

在本文中,我们量化了来自朋友和陌生人的产品采用决策的社会互动(同伴)效应。虽然大量文献分别记录了观察到的朋友[1,2,8,9]和陌生人[3,4,6,7]的采用对于刺激进一步的产品采用的重要性,但通过对两者进行分析,我们能够对它们的相对大小进行基准测试,评估这两种类型的同伴效应如何相互作用,并为公司如何在产品推广活动中共同利用这两种类型的同伴效应提供管理指导。我们的背景是一款在线多人游戏应用,其中产品采用与游戏内化妆品的微交易相对应。我们观察到大量玩家的应用内购买、友谊网络、与好友的互动,以及与陌生人的互动。相关采用可能代表相关的未观察到的冲击,而不是对等效应;我们利用游戏在配对过程中将陌生人随机分配到玩家的团队中,从而产生对陌生人收养的有条件外生暴露。对于来自朋友的同伴效应,我们使用数据的面板结构来解释同质性和反射问题[5],并进行安慰剂检验来检验因果关系。我们的基线结果表明,观察到的朋友和陌生人的收养对焦点消费者的购买都有积极的影响,并且朋友的边际同伴效应几乎是陌生人效应的两倍。我们发现来自朋友和陌生人的同伴效应是替代的。与使用该产品的陌生人接触越多,使用该产品的朋友产生的边际同伴效应就越小,反之亦然。这种替代是不对称的:与朋友的相遇可以完全取代与陌生人的相遇。我们分析了同伴效应传播背后的机制,并发现有证据表明,虽然与朋友和陌生人相遇都会提高产品的认知度,但与朋友相遇也会导致单纯的曝光效应。我们排除了学习未观察到的质量作为主要机制,但发现产品的可见性是重要的。为了分析同伴效应如何影响反事实产品播种策略,我们使用观察到的应用内社交网络估计了产品扩散模型。我们评估了两种播种策略,这两种策略旨在分别利用陌生人和朋友的同伴效应:第一种策略将产品播种给在应用上更活跃、因此与更多陌生人互动的个人,第二种策略将产品播种给拥有更多朋友的个人。虽然这两种策略都在简单的随机播种上有所改进,但向人脉广泛的个人播种的效果明显优于向活跃的个人播种,这证实了收集社交网络数据用于营销活动的价值。全文可在https://papers.ssrn.com/sol3/papers.cfm?abstract_id=4116806上找到
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Peer Effects from Friends and Strangers: Evidence from Random Matchmaking in an Online Game
In this paper, we quantify the social interaction (peer) effect from friends' and strangers' product adoption decisions. While a large literature has separately documented the importance of the observed adoptions of friends [1,2,8,9] and strangers [3,4,6,7] for spurring further product adoption, by analyzing both together we are able to benchmark their relative magnitudes, evaluate how these two types of peer effects interact, and provide managerial guidance on how firms can jointly leverage both types of peer effects in product seeding campaigns. Our context is an online multiplayer gaming app, where product adoptions correspond to microtransactions for in-game cosmetic items. We observe a rich panel of players' in-app purchases, friendship networks, interactions with friends, and, unique to this setting, interactions with strangers. Correlated adoptions may represent correlated unobserved shocks and not peer effects; we leverage the game's quasi-random assignment of strangers onto players' teams during matchmaking to generate conditionally exogenous exposure to strangers' adoptions. For peer effects from friends, we use the panel structure of our data to account for homophily and the reflection problem [5], and conduct placebo tests to check causality. Our baseline result shows that observed adoptions by friends and strangers both have positive effects on focal consumers' purchasing, and that the marginal peer effect from friends is nearly twice as large as the effect from strangers. We show that peer effects from friends and strangers are substitutes. More encounters with strangers who have adopted the product diminish the marginal peer effect from friends who have adopted the product, and vice versa. The substitution is not symmetric: encounters with friends can completely substitute for encounters with strangers. We analyze the mechanism behind the transmission of peer effects, and find evidence that while encounters with friends and strangers both raise awareness of the product, encounters with friends also lead to a mere exposure effect. We rule out learning about unobserved quality as a primary mechanism, but find that visibility of the product is important. To analyze how peer effects inform counterfactual product seeding strategies, we estimate a model of product diffusion using the observed in-app social network. We evaluate two seeding strategies which are designed to leverage peer effects from strangers and friends respectively: the first strategy seeds products to individuals who are more active on the app and therefore interact with more strangers, and the second strategy seeds products to individuals who have more friends. While both strategies improve on simple random seeding, seeding to well-connected individuals substantially outperforms seeding to active individuals, confirming the value of collecting social network data for marketing campaigns. The full paper is available at: https://papers.ssrn.com/sol3/papers.cfm?abstract_id=4116806
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