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The Impact of Gamification in
Social Live Streaming Services
Katrin Scheibe, B.A.
Dept. of Information Science
Heinrich Heine University Dusseldorf, Germany
katrin.scheibe@hhu.de
HCI International 2018
15 – 20 July, Las Vegas, NV
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Gamification
“Gamification’s guiding idea is to use elements of game
design in non-game contexts, products, and services to
motivate desired behaviors”
(Deterding, 2012)
2
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Social Live Streaming Services
3
▪ Creating content by broadcasting live videos and interacting
in real time with an audience
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Social Live Streaming Services
4
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Gamification on YouNow
5
Rankings
Badges
Virtual currency
Gifts
Level
Likes
Fans
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Different user roles
6
▪Producer, participant, and consumer (Shao, 2009)
▪Different experience and gratifications by each user group
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Different user roles
7
▪Producer, participant, and consumer (Shao, 2009)
▪Different experience and gratifications by each user group
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Gratifications sought/obtained
8
▪Uses and gratifications theory (Blumler and Katz, 1973)
▪Use of media is goal directed to satisfy certain needs
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Gratifications sought/obtained
9
▪Gratifications sought must necessarily be obtained
(Palmgreen, Wenner, and Raybrun, 1980)
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Gratifications sought/obtained
10
▪User searches for gratifications = motivated
▪User obtains gratifications = rewarded
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Research Questions
11
To what extend are the game elements on YouNow perceived as a
reward (gratifications obtained) by the special user groups?
To what extend are YouNow’s user groups motivated (gratifications
sought) by the game mechanics?
RQ1
RQ2
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Method
Survey
12
7-point Likert-
scale
Aug 2016
to Mar 2017
on
umfrageonline
.com
211
participants
Distributed
via different
social network
services
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Results
13
Producers
Gratifications sought (RQ1) Gratifications obtained (RQ2)
motivated rewarded
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Results
14
Participants
Gratifications sought (RQ1) Gratifications obtained (RQ2)
motivated rewarded
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Results
15
All Users (Consumers)
Gratifications sought (RQ1) Gratifications obtained (RQ2)
motivated rewarded
HCII2018
The Impact of Gamification in Social Live Streaming Services
Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf
Conclusion
16
▪Producers rate the gamification elements highest, followed
by participants, and consumers
▪Gratifications obtained is rated slightly higher as
gratifications sought
▪All elements are at least rated as neutral (4) but mostly as
strongly rewarding as well as motivating
www.hhu.de
Hope to see you on YouNow!
katrin.scheibe@hhu.de

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The Impact of Gamification in Social Live Streaming Services

  • 1. The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. Dept. of Information Science Heinrich Heine University Dusseldorf, Germany katrin.scheibe@hhu.de HCI International 2018 15 – 20 July, Las Vegas, NV
  • 2. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Gamification “Gamification’s guiding idea is to use elements of game design in non-game contexts, products, and services to motivate desired behaviors” (Deterding, 2012) 2
  • 3. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Social Live Streaming Services 3 ▪ Creating content by broadcasting live videos and interacting in real time with an audience
  • 4. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Social Live Streaming Services 4
  • 5. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Gamification on YouNow 5 Rankings Badges Virtual currency Gifts Level Likes Fans
  • 6. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Different user roles 6 ▪Producer, participant, and consumer (Shao, 2009) ▪Different experience and gratifications by each user group
  • 7. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Different user roles 7 ▪Producer, participant, and consumer (Shao, 2009) ▪Different experience and gratifications by each user group
  • 8. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Gratifications sought/obtained 8 ▪Uses and gratifications theory (Blumler and Katz, 1973) ▪Use of media is goal directed to satisfy certain needs
  • 9. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Gratifications sought/obtained 9 ▪Gratifications sought must necessarily be obtained (Palmgreen, Wenner, and Raybrun, 1980)
  • 10. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Gratifications sought/obtained 10 ▪User searches for gratifications = motivated ▪User obtains gratifications = rewarded
  • 11. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Research Questions 11 To what extend are the game elements on YouNow perceived as a reward (gratifications obtained) by the special user groups? To what extend are YouNow’s user groups motivated (gratifications sought) by the game mechanics? RQ1 RQ2
  • 12. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Method Survey 12 7-point Likert- scale Aug 2016 to Mar 2017 on umfrageonline .com 211 participants Distributed via different social network services
  • 13. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Results 13 Producers Gratifications sought (RQ1) Gratifications obtained (RQ2) motivated rewarded
  • 14. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Results 14 Participants Gratifications sought (RQ1) Gratifications obtained (RQ2) motivated rewarded
  • 15. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Results 15 All Users (Consumers) Gratifications sought (RQ1) Gratifications obtained (RQ2) motivated rewarded
  • 16. HCII2018 The Impact of Gamification in Social Live Streaming Services Katrin Scheibe, B.A. - Dept. of Information Science, HHU Dusseldorf Conclusion 16 ▪Producers rate the gamification elements highest, followed by participants, and consumers ▪Gratifications obtained is rated slightly higher as gratifications sought ▪All elements are at least rated as neutral (4) but mostly as strongly rewarding as well as motivating
  • 17. www.hhu.de Hope to see you on YouNow! katrin.scheibe@hhu.de