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. [Book Section]
Documents
26134:546339
PDF
Gamification Elements on Social Live Streaming Service Mobile Applications_FZ_KS_HZ.pdf - Accepted Version
Available under License All rights reserved.
Gamification Elements on Social Live Streaming Service Mobile Applications_FZ_KS_HZ.pdf - Accepted Version
Available under License All rights reserved.
Download (893kB) | Preview
Abstract
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.
More Information
Statistics
Downloads
Downloads per month over past year
Metrics
Altmetric Badge
Dimensions Badge
Share
Actions (login required)
View Item |