|Titel / Title||Introduction to the live streaming services minitrack.|
|Author / Autor|| |
Fietkiewicz, K. J., & Stock, W. G.
|Source / Quelle|| |
Proceedings of the 52nd Hawaii International Conference on System Sciences, January 8 – 11, 2019, Grand Wailea, Maui (pp. 2536-2537). Honolulu, HI: HICSS (ScholarSpace).
|Language / Sprache||English / Englisch|
With streaming services, information production and information consumption behavior substantially changed. Usage patterns of watching TV evolved from a typical “lean-back” media usage to space- and time-independent consumption and, additionally, to production and participation (e.g., commenting) behavior. With the advent of social live streaming services (SLSSs), live-TV and social media merged. SLSSs include a backchannel from the viewer to the streamer and among the viewers; they allow their users to broadcast their programs to everyone who wants to watch, all over the world. The streamers film either with the camera of a mobile phone or with the aid of a webcam. The audience may reward the performers with, e.g., points, badges, or money. Some SLSSs employ elements of gamification to motivate their users to continuously apply the respective service. In contrast to other social media, SLSSs allow for synchronous information behavior: The main feature of SLSSs is the simultaneity of the communication, as everything happens in real time.