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[Translate to English:] Live Streaming

 

Moderne Streaming Technologie ist eine spezielle Übertragungsmethode verschiedener Medien (meistens Audio oder Video) von einem Server zu einem Client und wird heutzutage immer mehr in der Unterhaltungsindustrie sowie im Bildungsbereich eingesetzt. Populäre Livestreaming Anbieter sind zum Beispiel YouTube Live, Twitch, oder Periscope. Der Markt ist besonders in China sehr repräsentativ -  hier hat sich eine riesige Unterhaltungsindustrie gebildet, was durch die in die Hunderte gehenden Streaminganbieter deutlich wird (z.B. Taobao Live, Kuaishou, Inke). Im Bereich der Informationswissenschaft sind wir besonders an dem Informationsverhalten der Nutzer interessiert. Was motiviert die Streamer und Zuschauer diese Anwendungen zu nutzen? Welcher Content wird auf Live Streaming Plattformen produziert? Gibt es Unterschiede zwischen allgemeinen Live Streaming-Anbietern (z.B. YouNow und Periscope) und thematisch fokussierten Plattformen (z.B. eSports und Gaming auf Twitch). Wie werden die Nutzer an ein bestimmtes System gebunden, z.B. anhand verschiedenere Gamification-Elemente, wenn so eine breite Masse an Plattformen vorhanden ist? Weiterhin bringen Livestreams potentielle juristische Probleme mit sich.

Hier ist ein Überblick über die Forschung im Bereich Live Streaming aus der Abteilung Informationswissenschaft an der Heinrich-Heine-Universität Düsseldorf.

Publications

 

2022

Scheibe, K., Zimmer, F., Fietkiewicz, K. J., & Stock (2022). Interpersonal Relations and Social Actions on Live Streaming Services. A Systematic Review on Cyber-social Relations. In Proceedings of the 55th Hawaii International Conference on System Sciences, January 3 – 7, 2022, Hawaii (pp. 3349-3358). Honolulu, HI: HICSS (ScholarSpace). http://hdl.handle.net/10125/79744

Zimmer, F., Scheibe, K., Törhönen, M., & Hamari, J., (2022). Introduction to the minitrack on streaming media in entertainment. In Proceedings of the 55th Hawaii International Conference on System Sciences, January 3 – 7, 2022, Hawaii (pp. 3337-3338). Honolulu, HI: HICSS (ScholarSpace).
http://hdl.handle.net/10125/79742
 

2021

Scheibe, K. & Zimmer, F. (2021). Gamification auf Social-Live-Streaming-Diensten.  Open Password Online, 10. Dezember 2021
 

Fietkiewicz, K., Hamari, J., Törhönen, M., & Zimmer, F. (2021). Introduction to the minitrack on streaming media in entertainment. In Proceedings of the 54th Hawaii International Conference on System Sciences, January 5 – 8, 2021, Hawaii (pp. 3077-3078). Honolulu, HI: HICSS (ScholarSpace).
http://hdl.handle.net/10125/70988

 

2020

Fietkiewicz, K. J., & Zimmer, F. (2020). Introduction to the live streaming services minitrack. In Proceedings of the 53rd Hawaii International Conference on System Sciences, January 7 – 10, 2020, Grand Wailea, Maui (pp. 2718). Honolulu, HI: HICSS (ScholarSpace).
http://hdl.handle.net/10125/64073
 

Zimmer F., Scheibe K., Zhang H. (2020) Gamification elements on social live streaming service mobile applications. In: Meiselwitz G. (eds) Social Computing and Social Media. Design, Ethics, User Behavior, and Social Network Analysis. HCII 2020. Lecture Notes in Computer Science, vol 12194 (pp. 184-197). Springer, Cham.

Fietkiewicz, K.J. (2020). The law of live streaming: A systematic literature review and analysis of german legal framework. In: Meiselwitz G. (eds) Social Computing and Social Media. Design, Ethics, User Behavior, and Social Network Analysis. HCII 2020. Lecture Notes in Computer Science, vol. 12194 (pp. 227-242). Springer, Cham.

2019

Fietkiewicz, K. J., & Stock, W. G. (2019). Introduction to the Live Streaming Services Minitrack. In Proceedings of the 52nd Hawaii International Conference on System Sciences, January 8 – 11, 2019, Grand Wailea, Maui, (pp. 2536-2537). Honolulu, HI: HICSS (ScholarSpace).
http://hdl.handle.net/10125/60276

 

Askeridis, J. M., & Ilhan, A. (2019). An empirical investigation of V LIVE's service quality and users' acceptance. International Journal of Interactive Communication Systems and Technologies, 9(2). 

Scheibe, K. & Zimmer, F. (2019). Gender Differences in Perception of Gamification Elements on Social Live Streaming Services. International Journal on Interactiv Communication Systemsand Technologies (IJICST), 9(2), article 2.

Scheibe, K. & Zimmer, F. (2019). Game Mechanics on Social Live Streaming Service Websites. In Proceedings of the 52nd Hawaii International Conference on System Sciences, January 8 – 11, 2019, Grand Wailea, Maui (pp. 1486-1495). Honolulu, HI: HICSS (ScholarSpace).

Zimmer, F. & Scheibe, K. (2019). What Drives Streamers? Users' Characteristics and Motivations on Social Live Streaming Services. In Proceedings of the 52nd Hawaii International Conference on System Sciences, January 8 – 11, 2019, Grand Wailea, Maui (pp. 2538-2547). Honolulu, HI: HICSS (ScholarSpace)

2018

Fietkiewicz, K. J., Dorsch, I., Scheibe, K., Zimmer, F., & Stock, W. G. (2018). Dreaming of stardom and money: Micro-celebrities and influencers on live streaming services. In G. Meiselwitz (Ed.), Social Computing and Social Media. User Experience and Behavior. 10th International Conference, SCSM 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part I (pp. 240-253). Cham, Switzerland: Springer (Lecture Notes in Computer Science; 10913).

Scheibe, K. (2018). The Impact of Gamification in Social Live Streaming Services. In G. Meiselwitz (Ed.), Social Computing and Social Media. User Experience and Behavior. 10th International Conference, SCSM 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part I (pp. 99-113). Cham, Switzerland: Springer (Lecture Notes in Computer Science; 10914).

Zimmer, F., Scheibe, K., & Stock, W. G. (2018). A model for information behavior research on social live streaming services (SLSSs). In G. Meiselwitz (Ed.), Social Computing and Social Media. User Experience and Behavior. 10th International Conference, SCSM 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part II (pp. 429-448). Cham, Switzerland: Springer (Lecture Notes in Computer Science; 10914).

Scheibe, K., Christine, M., Göretz, J., & Stock, W. G. (2018). Giving and Taking Gratifications in a Gamified Social Live Streaming Service. In Proceedings of the 5th European Conference on Social Media (ECSM 2018), Limerick, Ireland (pp. 264-273). Reading, UK: Academic Conferences and Publishing Limited.

2017

Scheibe, K., Zimmer, F., & Fietkiewicz, K. (2017). Das Informationsverhalten von Streamern und Zuschauern bei Social Live-Streaming Diensten am Fallbeispiel YouNow. Information - Wissenschaft & Praxis, 68(5-6), 352-364.

Zimmer, F., Fietkiewicz, K. J., & Stock, W. G. (2017). Law infringements in social live streaming services. In T. Tryfonas (Ed.), Human Aspects of Information Security, Privacy and Trust. 5th International Conference, HAS 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings (pp. 567-585). Cham, Switzerland: Springer. (Lecture Notes in Computer Science; 10286).

Friedländer, M. B. (2017). Streamer motives and user-generated content on social live-streaming services. Journal of Information Science Theory and Practice, 5(1), 65-84.

Fietkiewicz, K. J., & Scheibe, K. (2017). Good morning...Good afternoon, good evening and good night: Adoption, usage and impact of the social live streaming platform YouNow. In Proceedings of the 3rd International Conference on Library and Information Science, August 23-25, 2017, Sapporo, Japan (pp. 92-115). Taipeh, Taiwan: International Business Academics Consortium

Friedländer, M. B. (2017). And action! Live in front of the camera: An evaluation of the social live streaming service YouNow. International Journal of Information Communication Technologies and Human Development, 9(1), 15-33. (Speaker of Mathilde B. Friedländer: Katrin Scheibe)

2016

Scheibe, K., Fietkiewicz, K. J., & Stock, W. G. (2016). Information behavior on social live streaming services. Journal of Information Science Theory and Practice, 4(2), 6-20.

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