3 research outputs found

    Game Mechanics on Social Live Streaming Service Websites

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    Social live streaming services (SLSSs) are a worldwide rapidly growing kind of synchronous social networking services. Most of the SLSSs are highly gamified to increase the users’ engagement and to change their behavior, what consequently drives users to continue the usage of a service. This study examined 21 different SLSS websites on what gamification elements are used in each system. A literature review as well as a content analysis were conducted to gather the SLSS websites as well as game elements. Which gamification elements are implemented on social live streaming service websites? And, how many game mechanics can we find on each SLSS? Nearly every SLSS offers the opportunity to follow users and their activities, leaderboards to compare one’s ability and performance with other streamers, and gifts to reward others. SLSSs websites with the top browsing location China are the most gamified

    Gamification elements on social live streaming service mobile applications

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    Social live streaming services (SLSSs), a kind of synchronous social networking service, are slowly but surely becoming a part of people’s daily lives. To keep users interested, a wide range of gamification elements are implemented on these services, increasing the user engagement and changing their behavior. This study examined 20 different SLSS mobile applications and the applied gamification elements. A literature review as well as a content analysis were used to find appropriate SLSS apps and game elements. What kind of mechanics can be found on SLSS mobile apps and how many are implemented on each system? On three of the observed apps we could identify all game elements. Chinese SLSS apps are the most gamified ones. On Ustream, no game element is implemented. The game mechanics following others as well as customization are the most often applied; capturing a moment of a stream is the least often implemented

    On influencing mobile live video broadcasting users

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