Gamification elements on social live streaming service mobile applications

ZIMMER, Franziska, SCHEIBE, Katrin and ZHANG, Hantian (2020). Gamification elements on social live streaming service mobile applications. In: MEISELWITZ, Gabriele, (ed.) Social Computing and Social Media. Design, Ethics, User Behavior, and Social Network Analysis. Lecture Notes in Computer Science (12194). Springer, 184-197.

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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.

Item Type: Book Section
Additional Information: Series ISSN: 0302-9743 HCI International 2020: 22nd international conference on human-computer interaction, Copenhagen, Denmark, 19 July 2020- 24 July 2020.
Uncontrolled Keywords: Social Live Streaming Service; Gamification; Content Analysis; Mobile Application
Identification Number:
Page Range: 184-197
SWORD Depositor: Symplectic Elements
Depositing User: Symplectic Elements
Date Deposited: 21 Apr 2020 15:13
Last Modified: 10 Jul 2021 01:18

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