Measuring and Optimizing Cultural Markets
Andres Abeliuk, Gerardo Berbeglia, Manuel Cebrian, Pascal Van, Hentenryck

TL;DR
This paper introduces a 'measure and optimize' strategy for cultural markets that leverages social influence to improve profit outcomes, demonstrating both theoretical and computational advantages over previous approaches.
Contribution
It proposes a scalable optimization policy utilizing social influence factors, providing theoretical proof of its superiority and empirical evidence of performance benefits in cultural markets.
Findings
The policy outperforms non-social policies in expectation.
Social influence can be harnessed to increase market performance.
The approach reduces unpredictability and identifies blockbusters.
Abstract
Social influence has been shown to create significant unpredictability in cultural markets, providing one potential explanation why experts routinely fail at predicting commercial success of cultural products. To counteract the difficulty of making accurate predictions, "measure and react" strategies have been advocated but finding a concrete strategy that scales for very large markets has remained elusive so far. Here we propose a "measure and optimize" strategy based on an optimization policy that uses product quality, appeal, and social influence to maximize expected profits in the market at each decision point. Our computational experiments show that our policy leverages social influence to produce significant performance benefits for the market, while our theoretical analysis proves that our policy outperforms in expectation any policy not displaying social information. Our results…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsConsumer Market Behavior and Pricing · Sports Analytics and Performance · Digital Games and Media
