Product Recommendations Based on the Bandwagon Effect of Virtual Houses in Virtual Worlds

With the rapid development of information technology, the virtual world platform has become a competitive market due to its prosperous future. Since the number of both users and virtual products has grown rapidly, recommender systems have come to play an important role in the virtual world in terms of solving information overload problems and obtaining benefits for both platform runners and users. In this paper, we argue that there are two important factors, social circle neighbors and the virtual house bandwagon effect, which affect users' preferences for virtual products. Hence, we propose two novel recommendation approaches that predict users' preferences based on an analysis of social influence between target user and his/her social circle neighbors, and the effect of the bandwagon phenomenon during the virtual house visit process respectively. The performance of the proposed approaches is evaluated by conducting experiments with a dataset collected from a virtual world platform in Taiwan. The experimental results show that the proposed approaches outperform the conventional recommendation methods, and also exhibit the effectiveness of turning to social influence and the bandwagon effect for improving recommendation accuracy in virtual worlds.

[1]  Bo Hu,et al.  Learning the Strength of the Factors Influencing User Behavior in Online Social Networks , 2012, 2012 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining.

[2]  Gediminas Adomavicius,et al.  Toward the next generation of recommender systems: a survey of the state-of-the-art and possible extensions , 2005, IEEE Transactions on Knowledge and Data Engineering.

[3]  Qian Xu,et al.  The bandwagon effect of collaborative filtering technology , 2008, CHI Extended Abstracts.

[4]  S. Sundar The MAIN Model : A Heuristic Approach to Understanding Technology Effects on Credibility , 2007 .

[5]  Bradley N. Miller,et al.  GroupLens: applying collaborative filtering to Usenet news , 1997, CACM.

[6]  Jon M. Kleinberg,et al.  Feedback effects between similarity and social influence in online communities , 2008, KDD.

[7]  Kun Yang,et al.  Social Recommendation with Interpersonal Influence , 2010, ECAI.

[8]  Greg Linden,et al.  Amazon . com Recommendations Item-to-Item Collaborative Filtering , 2001 .

[9]  S. Chaiken The heuristic model of persuasion. , 1987 .

[10]  John Riedl,et al.  Analysis of recommendation algorithms for e-commerce , 2000, EC '00.

[11]  Sung-Byung Yang,et al.  An Odyssey into Virtual Worlds: Exploring the Impacts of Technological and Spatial Environments , 2011, MIS Q..

[12]  Hitoshi Okada,et al.  Influence of Feedback from SNS Members on Consumer Behavior in Electronic Commerce , 2012, 2012 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining.

[13]  Vili Lehdonvirta,et al.  Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods , 2010 .

[14]  Loriene Roy,et al.  Content-based book recommending using learning for text categorization , 1999, DL '00.

[15]  Martin Guha,et al.  Oxford Dictionary of Psychology (2nd edition) , 2006 .

[16]  Michael J. Pazzani,et al.  Content-Based Recommendation Systems , 2007, The Adaptive Web.

[17]  Duen-Ren Liu,et al.  Virtual Goods Recommendations in Virtual Worlds , 2015, TheScientificWorldJournal.

[18]  Enrique Herrera-Viedma,et al.  A hybrid recommender system for the selective dissemination of research resources in a Technology Transfer Office , 2012, Inf. Sci..

[19]  Mao Ye,et al.  Exploring social influence for recommendation: a generative model approach , 2012, SIGIR '12.

[20]  Eleni Stroulia,et al.  Virtual worlds - past, present, and future: New directions in social computing , 2009, Decis. Support Syst..

[21]  Noah E. Friedkin,et al.  A Structural Theory of Social Influence: List of Tables and Figures , 1998 .

[22]  Richard Bartle,et al.  Designing Virtual Worlds , 2003 .

[23]  Alfred Kobsa User Modeling and User-Adapted Interaction , 2005, User Modeling and User-Adapted Interaction.

[24]  Jari Salo,et al.  Purchasing behavior in social virtual worlds: An examination of Habbo Hotel , 2013, Int. J. Inf. Manag..

[25]  Robin D. Burke,et al.  Hybrid Recommender Systems: Survey and Experiments , 2002, User Modeling and User-Adapted Interaction.

[26]  Mark W. Bell Toward a Definition of “Virtual Worlds” , 1970 .

[27]  Duen-Ren Liu,et al.  Document recommendations based on knowledge flows: A hybrid of personalized and group-based approaches , 2012, J. Assoc. Inf. Sci. Technol..

[28]  John Riedl,et al.  GroupLens: an open architecture for collaborative filtering of netnews , 1994, CSCW '94.