Gamification Elements on Social Live Streaming Service Mobile Applications

被引:5
作者
Zimmer, Franziska [1 ]
Scheibe, Katrin [1 ]
Zhang, Hantian [2 ]
机构
[1] Heinrich Heine Univ Dusseldorf, Univ Str 1, D-40225 Dusseldorf, Germany
[2] Sheffield Hallam Univ, Howard St, Sheffield S1 1WB, England
来源
SOCIAL COMPUTING AND SOCIAL MEDIA. DESIGN, ETHICS, USER BEHAVIOR, AND SOCIAL NETWORK ANALYSIS, SCSM 2020, PT I | 2020年 / 12194卷
关键词
Social live streaming service; Gamification; Content analysis; Mobile application; PERSPECTIVES; MOTIVATIONS; SELF;
D O I
10.1007/978-3-030-49570-1_13
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
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.
引用
收藏
页码:184 / 197
页数:14
相关论文
共 50 条
[41]   Increasing motivation in social exercise games: personalising gamification elements to player type [J].
Chan, Gerry ;
Arya, Ali ;
Orji, Rita ;
Zhao, Zhao ;
Whitehead, Anthony .
BEHAVIOUR & INFORMATION TECHNOLOGY, 2024, 43 (11) :2608-2638
[42]   Effectiveness of cooperative and competitive gamification in mobile fitness applications among occasional exercisers [J].
Ma, Zhaoyi ;
Gao, Qin ;
Tian, Ye ;
Chen, Yue ;
Yuan, Quan .
BEHAVIOUR & INFORMATION TECHNOLOGY, 2024, 43 (11) :2401-2423
[43]   The effect of gamification on motivation in the education of pre-service social studies teachers [J].
Yildiz, Ismail ;
Topcu, Ersin ;
Kaymakci, Selahattin .
THINKING SKILLS AND CREATIVITY, 2021, 42
[44]   Understanding the Negative Consequences of Watching Social Live Streaming Among Chinese Viewers [J].
Wan, Anan ;
Wu, Linwan .
INTERNATIONAL JOURNAL OF COMMUNICATION, 2020, 14 :5311-5330
[45]   Hardcore viewer engagement and social exchange with streamers and their digital live streaming communities [J].
Chen, Chih-Ping .
QUALITATIVE MARKET RESEARCH, 2023, 26 (01) :37-57
[46]   Who's watching? Classifying sports viewers on social live streaming services [J].
Liu, Haoyu ;
Tan, Kim Hua ;
Wu, Xianfeng .
ANNALS OF OPERATIONS RESEARCH, 2023, 325 (01) :743-765
[47]   The effects of game mechanics on user retention in using social live streaming services [J].
Tsou, Hung-Tai ;
Lin, Yu-Hsun ;
Loo, Pui Yan .
MARKETING INTELLIGENCE & PLANNING, 2024, 42 (07) :1169-1194
[48]   Does Age Influence the Way People Interact with Social Live Streaming Services? [J].
Kasakowskij, Thomas .
SOCIAL COMPUTING AND SOCIAL MEDIA: TECHNOLOGIES AND ANALYTICS, SCSM 2018, PT II, 2018, 10914 :214-228
[49]   Mobile applications (apps) as service provider actors [J].
Orsingher, Chiara ;
McColl-Kennedy, Janet R. ;
Zaki, Mohamed ;
Green, Teegan ;
Varnfield, Marlien ;
Li, Jane ;
Butten, Kaley ;
Titman, Jason ;
Hansen, David .
INTERNATIONAL JOURNAL OF CONSUMER STUDIES, 2024, 48 (02)
[50]   Social Game Elements in World of Warcraft: Interpersonal Relations, Groups, and Organizations for Gamification Design [J].
Rapp, Amon .
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION, 2018, 34 (08) :759-773