text: Social scientists have observed that human behavior in society can often be modeled as corresponding to a threshold type policy. A new behavior would propagate by a procedure in which an individual adopts the new behavior if the fraction of his neighbors or friends having adopted the new behavior exceeds some threshold. In this paper we study the question of whether the emergence of threshold policies may be modeled as a result of some rational process which would describe the behavior of non-cooperative rational members of some social network. We focus on situations in which individuals take the decision whether to access or not some content, based on the number of views that the content has. Our analysis aims at understanding not only the behavior of individuals, but also the way in which information about the quality of a given content can be deduced from view counts when only part of the viewers that access the content are informed about its quality. In this paper we present a game formulation for the behavior of individuals using a meanfield model: the number of individuals is approximated by a continuum of atomless players and for which the Wardrop equilibrium is the solution concept. We derive conditions on the problem's parameters that result indeed in the emergence of threshold equilibria policies. But we also identify some parameters in which other structures are obtained for the equilibrium behavior of individuals.
  @cite_3: User generated content (UGC), now with millions of video producers and consumers, is re-shaping the way people watch video and TV. In particular, UGC sites are creating new viewing patterns and social interactions, empowering users to be more creative, and generating new business opportunities. Compared to traditional video-on-demand (VoD) systems, UGC services allow users to request videos from a potentially unlimited selection in an asynchronous fashion. To better understand the impact of UGC services, we have analyzed the world's largest UGC VoD system, YouTube, and a popular similar system in Korea, Daum Videos. In this paper, we first empirically show how UGC services are fundamentally different from traditional VoD services. We then analyze the intrinsic statistical properties of UGC popularity distributions and discuss opportunities to leverage the latent demand for niche videos (or the so-called "the Long Tail" potential), which is not reached today due to information filtering or other system scarcity distortions. Based on traces collected across multiple days, we study the popularity lifetime of UGC videos and the relationship between requests and video age. Finally, we measure the level of content aliasing and illegal content in the system and show the problems aliasing creates in ranking the video popularity accurately. The results presented in this paper are crucial to understanding UGC VoD systems and may have major commercial and technical implications for site administrators and content owners.
summary: The paper @cite_3 provides analysis of power law behavior for the rank distribution of contents; the distribution of most watched videos is found heavily skewed towards the most popular ones.