In the last few years, a new type of synchronous social networking services (SNSs) has emerged-social live streaming services (SLSSs). Studying SLSSs is a new and exciting research field in information science. What information behaviors do users of live streaming platforms exhibit? In our empirical study we analyzed information production behavior (i.e., broadcasting) as well as information reception behavior (watching streams and commenting on them). We conducted two quantitative investigations, namely an online survey with YouNow users (N = 123) and observations of live streams on YouNow (N = 434). YouNow is a service with video streams mostly made by adolescents for adolescents. YouNow users like to watch streams, to chat while watching, and to reward performers by using emoticons. While broadcasting, there is no anonymity (as in nearly all other WWW services). Synchronous SNSs remind us of the film The Truman Show, as anyone has the chance to consciously broadcast his or her own life real-time.
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.
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