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      Sameness Attracts, Novelty Disturbs, but Outliers Flourish in Fanfiction Online

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          Abstract

          The nature of what people enjoy is not just a central question for the creative industry, it is a driving force of cultural evolution. It is widely believed that successful cultural products balance novelty and conventionality: they provide something familiar but at least somewhat divergent from what has come before, and occupy a satisfying middle ground between "more of the same" and "too strange". We test this belief using a large dataset of over half a million works of fanfiction from the website Archive of Our Own (AO3), looking at how the recognition a work receives varies with its novelty. We quantify the novelty through a term-based language model, and a topic model, in the context of existing works within the same fandom. Contrary to the balance theory, we find that the lowest-novelty are the most popular and that popularity declines monotonically with novelty. A few exceptions can be found: extremely popular works that are among the highest novelty within the fandom. Taken together, our findings not only challenge the traditional theory of the hedonic value of novelty, they invert it: people prefer the least novel things, are repelled by the middle ground, and have an occasional enthusiasm for extreme outliers. It suggests that cultural evolution must work against inertia --- the appetite people have to continually reconsume the familiar, and may resemble a punctuated equilibrium rather than a smooth evolution.

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          Term-weighting approaches in automatic text retrieval

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            Experimental study of inequality and unpredictability in an artificial cultural market.

            Hit songs, books, and movies are many times more successful than average, suggesting that "the best" alternatives are qualitatively different from "the rest"; yet experts routinely fail to predict which products will succeed. We investigated this paradox experimentally, by creating an artificial "music market" in which 14,341 participants downloaded previously unknown songs either with or without knowledge of previous participants' choices. Increasing the strength of social influence increased both inequality and unpredictability of success. Success was also only partly determined by quality: The best songs rarely did poorly, and the worst rarely did well, but any other result was possible.
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              Schema Congruity as a Basis for Product Evaluation

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                Author and article information

                Journal
                16 April 2019
                Article
                1904.07741
                6b2fab21-bbd6-4039-a6ce-2238884c5b50

                http://arxiv.org/licenses/nonexclusive-distrib/1.0/

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                Custom metadata
                cs.CL cs.SI

                Social & Information networks,Theoretical computer science
                Social & Information networks, Theoretical computer science

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