Viewers watch mukbang videos for three main reasons: 1) a sense of connectedness to the mukbanger, 2) vicarious pleasure from the multisensory food experience, and 3) enjoyment of the spectacle of exaggerated eating. A study surveyed 104 viewers and interviewed 15, finding most watch alone for companionship during meals or as a leisure activity. Viewers feel intimacy with mukbangers and are motivated by both the virtual food experience and satisfying hunger vicariously through viewing exotic or forbidden foods being eaten.
This podcast discusses three other podcasts or YouTube videos. The first is about high school students who got detentions for messing around with swords and dictionaries and includes a storytelling segment. The second is about a 17-year-old YouTuber who kept his YouTube career separate from his college work. The third answers college student questions about courses and getting teacher feedback. The analysis found that involving the audience is a common successful feature among the researched media. The creator plans to include audience involvement techniques in their own podcast.
The document profiles the primary and secondary audiences for three different films based on age range and interests. The primary audience for the first film is 15-24 year olds who would enjoy the escapism, story, and action. The secondary audience is 25-44 year olds who would enjoy subtle references/innuendos and the action. For the second film, the primary audience is 25-44 year olds who would enjoy the jokes and stupid characters, and the secondary is 15-24 year olds who would enjoy the stupidity, jokes, and action. The third film's primary audience is 0-14 year olds who would enjoy the escapism, story, characters, and jokes, and the secondary is
The document summarizes the results of a questionnaire given to audience members about their documentary viewing habits and preferences. Key findings include:
1. Students prefer entertainment-focused channels like E4 and Comedy Central while teachers prefer more serious BBC channels.
2. Most watch documentaries for entertainment but a teacher watches to be informed. Popular documentary genres differed between students and teachers.
3. Respondents were interested in a documentary following individuals' daily lives and exploring if a college meets disabled students' needs.
4. Voiceovers and the filmmaker's presence were mostly favored but some found voiceovers annoying.
The questionnaire helped determine that the proposed documentary topic and certain styles would appeal to the target audiences
Swarthmore College - M4MHO - 4.20.20 - Presentationthe2slayers
This document summarizes a virtual workshop on mental health hosted using an online meeting platform. The workshop was facilitated by Beth Killian, a social work student, and included films, discussions, and a panel on mental health and stigma. Participants engaged through chat, polls, and breakout rooms. Films shown addressed topics like depression, substance use, and anxiety. Discussions focused on personal experiences, mental health support, and how to care for oneself and others. The workshop concluded with a question and answer panel featuring student and clinical perspectives.
FNBE0814- SOCIAL PSYCHOLOGY- ASSIGNMENT 1kaiwenyeo
The document summarizes Yeo Kai Wen's journal entries on various topics in social psychology. It describes several experiences where social psychology concepts like social facilitation, self-concept, self-serving bias, and perseverance effect are demonstrated. It also discusses observations of stereotyping, social perception, halo effect, observational learning, and operant conditioning in personal experiences. The journal provides real-world examples of how social psychology principles influence behaviors and perceptions.
This document outlines four potential ideas for a documentary: 1) Video game addiction, 2) Alcohol and its effects, 3) Cyber bullying, and 4) Young carers. For each idea, the document discusses the content, target audience, style, conventions to appeal to the audience, purpose, secondary research ideas, and results from primary research conducted. The common goal across all ideas is to raise awareness about important social issues by educating and informing audiences through interviews, expert opinions, and engaging visual elements in the documentary.
This document outlines four potential documentary ideas: 1) Video Game Addiction, 2) Alcohol and Its Effects, 3) Cyber Bullying, and 4) Young Carers. For each idea, the document discusses the content, target audience, style, conventions, purpose, secondary research conducted, and primary research including interviews and surveys. The length of each proposed documentary would be 5-15 minutes.
Chapman university m4 mh online - 4.25.20 - presentation w-responsesKalynSaylor
This document outlines an online workshop about mental health hosted by Movies4MentalHealth. It introduces the facilitator and provides information about participating in polls, discussions and exercises during the event. The workshop will include short films about mental illness, discussions on stigma and self-care, and a panel with mental health professionals. Participants are encouraged to engage through the chat, by setting their status, responding to polls or joining breakout rooms.
This podcast discusses three other podcasts or YouTube videos. The first is about high school students who got detentions for messing around with swords and dictionaries and includes a storytelling segment. The second is about a 17-year-old YouTuber who kept his YouTube career separate from his college work. The third answers college student questions about courses and getting teacher feedback. The analysis found that involving the audience is a common successful feature among the researched media. The creator plans to include audience involvement techniques in their own podcast.
The document profiles the primary and secondary audiences for three different films based on age range and interests. The primary audience for the first film is 15-24 year olds who would enjoy the escapism, story, and action. The secondary audience is 25-44 year olds who would enjoy subtle references/innuendos and the action. For the second film, the primary audience is 25-44 year olds who would enjoy the jokes and stupid characters, and the secondary is 15-24 year olds who would enjoy the stupidity, jokes, and action. The third film's primary audience is 0-14 year olds who would enjoy the escapism, story, characters, and jokes, and the secondary is
The document summarizes the results of a questionnaire given to audience members about their documentary viewing habits and preferences. Key findings include:
1. Students prefer entertainment-focused channels like E4 and Comedy Central while teachers prefer more serious BBC channels.
2. Most watch documentaries for entertainment but a teacher watches to be informed. Popular documentary genres differed between students and teachers.
3. Respondents were interested in a documentary following individuals' daily lives and exploring if a college meets disabled students' needs.
4. Voiceovers and the filmmaker's presence were mostly favored but some found voiceovers annoying.
The questionnaire helped determine that the proposed documentary topic and certain styles would appeal to the target audiences
Swarthmore College - M4MHO - 4.20.20 - Presentationthe2slayers
This document summarizes a virtual workshop on mental health hosted using an online meeting platform. The workshop was facilitated by Beth Killian, a social work student, and included films, discussions, and a panel on mental health and stigma. Participants engaged through chat, polls, and breakout rooms. Films shown addressed topics like depression, substance use, and anxiety. Discussions focused on personal experiences, mental health support, and how to care for oneself and others. The workshop concluded with a question and answer panel featuring student and clinical perspectives.
FNBE0814- SOCIAL PSYCHOLOGY- ASSIGNMENT 1kaiwenyeo
The document summarizes Yeo Kai Wen's journal entries on various topics in social psychology. It describes several experiences where social psychology concepts like social facilitation, self-concept, self-serving bias, and perseverance effect are demonstrated. It also discusses observations of stereotyping, social perception, halo effect, observational learning, and operant conditioning in personal experiences. The journal provides real-world examples of how social psychology principles influence behaviors and perceptions.
This document outlines four potential ideas for a documentary: 1) Video game addiction, 2) Alcohol and its effects, 3) Cyber bullying, and 4) Young carers. For each idea, the document discusses the content, target audience, style, conventions to appeal to the audience, purpose, secondary research ideas, and results from primary research conducted. The common goal across all ideas is to raise awareness about important social issues by educating and informing audiences through interviews, expert opinions, and engaging visual elements in the documentary.
This document outlines four potential documentary ideas: 1) Video Game Addiction, 2) Alcohol and Its Effects, 3) Cyber Bullying, and 4) Young Carers. For each idea, the document discusses the content, target audience, style, conventions, purpose, secondary research conducted, and primary research including interviews and surveys. The length of each proposed documentary would be 5-15 minutes.
Chapman university m4 mh online - 4.25.20 - presentation w-responsesKalynSaylor
This document outlines an online workshop about mental health hosted by Movies4MentalHealth. It introduces the facilitator and provides information about participating in polls, discussions and exercises during the event. The workshop will include short films about mental illness, discussions on stigma and self-care, and a panel with mental health professionals. Participants are encouraged to engage through the chat, by setting their status, responding to polls or joining breakout rooms.
This document discusses audience profiles and theories for different types of media content. It provides examples of primary and secondary audiences for different media, such as teenagers being the primary audience for some content with adults as the secondary. It also defines the hypodermic needle theory and provides examples of uses and gratifications that audiences seek from media like information, advice, curiosity satisfaction, learning, and developing identity. The document discusses how media can fulfill needs for social interaction, entertainment, escapism, and relaxation. It provides an example of consumer generated content on YouTube and advantages for both media producers and audiences.
The document discusses audience profiles for three different films or movies. The primary audience for E.T. is described as families ages 10-65. For the second film, the primary audience is suggested to be males ages 18-24 due to the content. The primary audience for the third film is described as children ages 0-14 since it is a Disney film aimed at kids. Secondary audiences for the films include older age groups who may watch with family.
The target audience for the project is ages 14-19. Research shows this age group enjoys romance stories and finds inspiration from popular artists and trends portrayed in music videos. Existing successful music videos include young casts, focus on one element with a blurred background, and feature trendy clothing. Audience research found they seek escape from feelings of fear, abuse, and lack of support. Interviews revealed the target audience enjoys creative music videos, finds release and escapism in music, and looks for relatable themes though not always a clear story.
This document summarizes Amy Foster's evaluation of an FMP project on food reviews. According to the summary, Amy's research focused on popular food review content but did not align well with her goal of producing informative rather than entertaining reviews. Her planning process used mind maps but she did not allow enough time for other ideas. Amy felt she lacked sufficient time for production and reflection. Peer feedback suggested adding more sound effects, music, and interview subjects to make the review less serious and more appealing to teenagers.
The document discusses audience theory for a horror film remake. The primary audience is identified as male teens aged 16-25, with the secondary audience being male adults aged 35-50 who want to see how the remake compares to the original. It then provides several examples of audience profiles for different films, identifying different primary and secondary audiences based on gender and age. The rest of the document discusses media theory concepts like the hypodermic needle theory, uses and gratifications theory, and consumer generated content.
Factual research pro forma (1) (1) (1) (1)ItzFaith
The document discusses the impact of music on people's lives and emotions. It explores six types of documentaries, including expository mode which presents a single point of view using voiceover. The document also covers documentary structure, using a three-act structure with a beginning, middle, and end. Research is presented on how music can impact areas like mood, memory, and pain reduction through stimulating the brain's reward center. Both the positive and negative emotional effects of music are discussed.
The document discusses audience theory and profiles for different types of media content. It defines the hypodermic needle theory as the idea that media can directly influence thoughts and feelings of a passive audience. It also provides examples of how people use media for information, identity, social interaction, entertainment, and discusses consumer generated content.
The document discusses audience theory and profiles for different types of media content. It defines the hypodermic needle theory as the idea that media can directly influence thoughts and feelings of a passive audience. It also provides examples of how people use media for information, identity, social interaction, entertainment, and discusses consumer generated content.
The document discusses observation skills and types of observation. It provides examples of different types of observation including scientific, natural, subjective/objective, direct/indirect, and structured/unstructured observation. Advantages of observation include being direct, providing immediate information, and being easy to complete. Disadvantages include potential for bias and misinterpretation. The document also discusses recording observations, observing verbal and nonverbal communication cues, and improving observation skills through curiosity and open-mindedness.
The presentation summarizes the team's research process in selecting a target segment and developing an insight. They began by focusing on online TV viewers, then narrowed it to students. Interviews found students often watch alone in bed to unwind. Key themes from further research were connecting, journey, and control. The team's insight was that complete immersion requires a complete environment. They chose tea brand PG Tips to help students create the right environment while watching online TV alone. PG Tips was selected because tea matches students' rituals and the insight, and the brand could target this new segment.
This is a training module for facilitators to organise State level children consultation with their participation and present their concerns to stakeholders
The document outlines a lesson plan for a secondary school English class focusing on healthy eating habits. It includes goals of developing students' speaking, listening, and reading skills through activities like discussing healthy and unhealthy foods, watching a video about junk food addiction, and reading about a teenage celebrity chef. The plan aims to help students order food and drinks in a restaurant and focus on the uses of "would".
Riverside city college m4 mh online - 10.23.20 - presentation w-responsesKalynSaylor
The document describes a virtual mental health workshop hosted by Natalie Patterson. It provides an overview of the agenda which includes watching short films about mental health issues, participating in discussions and exercises like breathing and body scans. It also gives information about accessing mental health resources and support during the workshop through the chat or by private messaging facilitators.
First documentary script and timings pdfReema Chauhan
This document contains the script and timing details for a documentary about the effects of video games. It lists 8 sections of the documentary with their start and end times. It also includes 8 potential script ideas and sections of narration. The document reflects on making the narration engaging for the audience through enthusiasm and leaving them curious for more at the end.
Factual research pro forma (1) (1) (1) (1)ItzFaith
The document discusses how music can impact people's lives and emotions. It explores doing a documentary on this topic in expository mode, which uses voiceover and footage to support a clear argument or perspective. Research summarized includes how small details like facial expressions and relatable scenarios engage audiences. The document also provides facts on the cognitive and emotional effects of music, such as reducing stress and pain through stimulating dopamine. Music is shown to profoundly impact memory, mood, and mental health.
The document discusses different audiences for various types of media content. It profiles the primary and secondary audiences for children's films, older films with graphic content, horror films, and social media platforms. It also defines the hypodermic needle effect and discusses how audiences use media for information, identity, social interaction, and entertainment purposes. Finally, it provides an example of consumer generated content on YouTube and the advantages to both media producers and audiences.
This document summarizes research presented at recent Argument Mining workshops. It describes tasks from 2021 and 2022 on key point analysis and validity-novelty prediction. It also outlines papers on extracting argument components, predicting reasoning markers, and detecting argument boundaries. The document indicates that argument mining can analyze debates on social media and that legal corpora can help develop argument mining systems.
This document summarizes several papers being presented at the CHI 2023 conference related to human-AI collaboration, mental healthcare, comment visualization, and virtual reality. For human-AI collaboration, one paper studies the effects of AI code generators on novice programmers and another aims to bridge the abstraction gap between end users and large language models. A third paper investigates whether groups or individuals are better at AI-assisted decision making. For mental healthcare, two papers study user perceptions of recommender systems and interest in self-tracking technologies. For comment visualization, a paper examines selective avoidance of uncongenial facts. Three papers on virtual reality discuss opportunities for metaverse workspaces, embodying physics-aware avatars, and mapping finger motions
DDGK: Learning Graph Representations for Deep Divergence Graph Kernelsivaderivader
This document summarizes a research paper on learning graph representations for deep divergence graph kernels (DDGK). DDGK learns graph representations without supervision or domain knowledge by using a node-to-edges encoder and isomorphism attention. The isomorphism attention provides a bidirectional mapping between nodes in two graphs. DDGK then calculates a divergence score between the source and target graphs as a measure of their (dis)similarity. Experimental results showed DDGK produces representations competitive with other graph kernel baselines. The paper proposes several extensions, including different graph encoders and attention mechanisms, as well as improved regularization and scalability.
So Predictable! Continuous 3D Hand Trajectory Prediction in Virtual Reality ivaderivader
This document summarizes research on developing a hybrid kinematic regression model for continuous 3D hand trajectory prediction in virtual reality. The model combines classical kinematics with regression to predict hand movements up to 300ms into the future with low error. A user study was conducted to collect training data from structured pointing tasks and unstructured VR gameplay. The model was evaluated through cross-validation and testing on new users and activities, demonstrating good performance without retraining. Limitations and opportunities for future work are discussed, such as expanding the model to support two-handed interactions and other types of tasks.
Reinforcement Learning-based Placement of Charging Stations in Urban Road Net...ivaderivader
This document summarizes a research paper that proposes using reinforcement learning to optimize the placement of electric vehicle charging stations in urban road networks. It formulates the charging station placement task as a reinforcement learning problem to maximize a defined utility function. The paper details the implementation of a deep Q-learning agent that takes actions to create, increase, or relocate charging stations. It evaluates the reinforcement learning approach on real-world road networks and charging demand datasets from two German cities, finding it outperforms baseline greedy algorithms in maximizing utility while meeting constraints.
Prediction for Retrospection: Integrating Algorithmic Stress Prediction into ...ivaderivader
This document describes MindScope, an algorithm-assisted stress management system for college students. It collects behavioral data from students' smartphones to predict their stress levels and provides explanations of the predictions. A study was conducted with 36 students who used MindScope for 25 days. It found that providing algorithmic explanations for stress predictions helped reduce students' perceived stress levels over time. It also supported their stress management practices and self-reflection. However, the study was limited by its short duration and lack of a control group.
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This document discusses audience profiles and theories for different types of media content. It provides examples of primary and secondary audiences for different media, such as teenagers being the primary audience for some content with adults as the secondary. It also defines the hypodermic needle theory and provides examples of uses and gratifications that audiences seek from media like information, advice, curiosity satisfaction, learning, and developing identity. The document discusses how media can fulfill needs for social interaction, entertainment, escapism, and relaxation. It provides an example of consumer generated content on YouTube and advantages for both media producers and audiences.
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The document discusses audience theory and profiles for different types of media content. It defines the hypodermic needle theory as the idea that media can directly influence thoughts and feelings of a passive audience. It also provides examples of how people use media for information, identity, social interaction, entertainment, and discusses consumer generated content.
The document discusses observation skills and types of observation. It provides examples of different types of observation including scientific, natural, subjective/objective, direct/indirect, and structured/unstructured observation. Advantages of observation include being direct, providing immediate information, and being easy to complete. Disadvantages include potential for bias and misinterpretation. The document also discusses recording observations, observing verbal and nonverbal communication cues, and improving observation skills through curiosity and open-mindedness.
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The document describes a virtual mental health workshop hosted by Natalie Patterson. It provides an overview of the agenda which includes watching short films about mental health issues, participating in discussions and exercises like breathing and body scans. It also gives information about accessing mental health resources and support during the workshop through the chat or by private messaging facilitators.
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The document discusses how music can impact people's lives and emotions. It explores doing a documentary on this topic in expository mode, which uses voiceover and footage to support a clear argument or perspective. Research summarized includes how small details like facial expressions and relatable scenarios engage audiences. The document also provides facts on the cognitive and emotional effects of music, such as reducing stress and pain through stimulating dopamine. Music is shown to profoundly impact memory, mood, and mental health.
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Why do people watch others eat? An Empirical Study on Motivations and Practices of Mukbang Viewers
1. Why do people watch others eat?
An Empirical Study on Motivations and Practices of
Mukbang Viewers
Laurensia Anjani, Terrance Mok, Anthony Tang, Lora Oehlberg, Wooi Boon Goh
CHI 2020
Feb. 26th, 2021
Presenter: Seunghyeong Choe
2. Contents
• Overview of the paper
• Introduction
• Study of Viewer Practices and Motivations
• Findings
• Motivations of Mukbang Viewers
• Discussion
3. 2
Overview of the paper
A mixed-methods study of Mukbang viewers
Propose design implications for remote commensality
Surveyed 104 viewers and interviewed 15 of them
Attitudes, viewing habits, and perceived social relationship
4. 3
Introduction
• 2 billion users watch videos 1 billion hours a day
• Live streaming and recorded video streaming
5. 4
Introduction
• V-log, game, cooking, eating (mukbang)
• Mainstream is changing from game to mukbang
• Social engagement & sharing common experience
• Multisensorial experience of the foods
6. 5
Introduction
• To understand the practices and motivations of mukbang viewers,
Surveyed 104 people
Interviewed 15 of them
Most of viewers watch mukbang alone during mealtime
Reason why they watch mukbang
• Connectedness with others
• Vicarious pleasure of the multisensory experience
• Purely for the performative spectacle
• Contributions
Contrast the practices and motivations of mukbang viewers with prior research
Offer several design implications for video streaming experiences
7. 6
Mukbang: Eating Broadcast
• Meokneun (eating) + bangsong (broadcast)
• South Korean culture
• Popularity of mukbang is increasing in single-person households [43]
27.1% of all household (most common type) and expected to reach 34.3% by 2035
• Many Korean mukbangers are making videos in English.
8. 7
Related Work
• Live Streamed Video Games
Viewers feel a strong sense of perceived intimacy [45]
Shared emotional connection [15]
• Multisensory Aspects of Eating
Virtual Lemonade [39]: the system captures the acidity of drink, and stimulates the drinker’s tongue
• Designs for Remote Commensality
Social integration [10]
Digital remote commensality [55]
Virtual co-eating system [51]
EATProbe [12]: an ambient display that promoted social awareness around mealtimes
9. 8
Study of Viewer Practices and Motivations
Survey
Preliminary
Analysis
Interview
• 20 mukbang video streams
• The nature of mukbang
• Qualities of the conversation
• 104 mukbang viewers
• 70% females, and 30% males
• Aged 18 to 44
• 66% are 18-24 age group
• Mostly students
• 15 participants
• 5 males, 10 females
• Age 17 to 41 (average 25)
• 6 from United States (largest)
• 10 students
10. 9
Study of Viewer Practices and Motivations
• Survey
20 questions
5-point Likert and short answer questions
Mukbang watching practices
• What platforms they used
• When they watched
• Who they watched the video with
What factors influenced their choice of mukbang video to watch
Motivations for watching mukbang
• Entertainment, socialization, interaction, information, and hunger
• Interview
Asking in-depth questions about participants’ experiences
11. 10
Findings:
Mukbang Viewing Practices
• During mealtime, before bedtime, or during free time
• Solitary activity
• Select videos based on preferences for the food being eaten
• Mukbangers’ personality plays an important role in content choice.
• Three major themes
Private activity
Mealtime companion
Leisure activity
12. “… have recommended a YouTuber once to a friend but keep private.” -P2
“I feel like one of those secret hobbies that nobody really wants to talk about…” -P10
11
Findings:
Mukbang Video Streams as a Private Activity
70% watched mukbang alone
Feeling embarrassed to answer why they chose to watch alone
“[I watch] pretty much alone every time. I watch alone, but sometimes I send it to my friends, … but t
hey’re not as crazy as I am. … So, I watch it alone because nobody understands.” -P13
“I watch alone because my family usually laughs at me when I watch it when they are there. They sa
y I am wasting my time with this nonsense.” -P15
“Yes, I do [watch alone in private]! It’s almost like porn. I cannot watch it with somebody else.” -P4
Discuss their watching habit comfortably, but not actual viewing
13. 12
Findings:
Mukbang Video Streams as a Mealtime Companion
More people living alone
Watching mukbang video during mealtime
66% of survey respondents live in single households
12 out of 15 interviewees eat alone
5 interviewees watch TV or use social media platform when eating alone
• “Usually if I’m eating alone, and I’m all by myself, usually I’ll watch TV.” –P3
• “… read the news on my phone, or sometimes do a quick surf on Instagram, sometimes YouTube.” –P12
“I have the habit of watching videos (online / on TV) while eating”
• 65% of respondents indicated Agree (21.3%) or Strongly Agree (42.7%)
6 of them watched mukbang video during mealtime
14. 13
Findings:
Mukbang Video Streams as a Mealtime Companion
Conversation
“If I eat alone, I tend to watch mukbang, because it feels like I’m eating with someone else. It feels
like I’m actually interacting with them even though they can’t really see me in a way,
especially when they talk about something and ask for a response.” –P8
“I found this one person, which her name is Stephanie Soo. She’s my favourite because she talks
mostly about conspiracy theory and unsolved mystery, that’s fun to have a story time when you’re
eating, like virtual conversation I’d say.” –P9
15. 14
“Usually [I watch mukbang video streams] after I’m done with work. … whenever I’m bored. ...” -P9
Findings:
Mukbang Video Streams as a Leisure Activity
Relaxing and feeling happy
“…sometimes when I’m going to bed I’m actually just watching mukbang videos.” –P4
“At night, [I watch mukbang video streams] when I’m supposed to be sleeping and I’m hungry.” –P7
“Sometimes I feel very happy watching [mukbangers], because they have such a good life, they can
eat this much, and they can be this happy, why can’t I. Watching mukbang is also relaxing for some
people, it’s actually a mental treatment for some people. But for myself, it’s a good experience. …
watching them eat is very relaxing. ...” –P8
Addressing boredom
16. 15
Motivations of Mukbang Viewers
• Three major themes
Sense of Connectedness
Vicarious Pleasure
• Multisensory Experiences
• Virtual Satiation
• Physiological Experiences
Spectacle of Eating and the Mukbanger’s Performance
17. 16
Motivation Theme 1: Sense of Connectedness
• Perceived intimacy with specific mukbangers
“I feel that [Stephanie] knows I’m here supporting [her] … [she’s] a celebrity and I act as a fan.” –P8
• Admire mukbangers’ personality, their stories, and physical appearance
“Stephanie Soo is very funny and sassy at the same time. … Her life experiences are also very nice,
very dramatic.” –P8
18. 17
Motivation Theme 1: Sense of Connectedness
• Interacting with mukbangers
“She’s very active with the people. If you comment, she will probably like it or will respond.” –P9
Only a very small percentage of participants indicated any desire to interact with other viewers
• Contrasts with findings from studies of video game streaming [15]
19. 18
Motivation Theme 2: Vicarious Pleasure
• Multisensory Experience
ASMR (Autonomous Sensory Meridian Response)
• Critical part of how foods are experienced
• Spend significant time describing the taste or smells of the food,
particularly when trying new foods
• “The ASMR is the most important thing. You can hear every single of
chewing, … feel like you’re doing it.” –P13
• “I need them to tell me what it tastes like, especially something that
I’ve never had before, like octopus.” –P4
Extra actions to highlight aspects of the food
• Support for additional senses
20. 19
Motivation Theme 2: Vicarious Pleasure
• Multisensory Experience
Short video duration and less talking
• “I think the ASMR is the most important thing… I prefer them not to talk that much.” –P13
• “It’s weird but I do like hearing the sounds, like the crunching but I don’t like to hear a lot of it.
That’s why the one-minute videos are enough because after that, it’s on my nerve.” –P3
Conversation
• Desire to listen to chewing sounds was not universal
• “I don’t really care for the ASMR, I think it’s kinda gross to hear people chew.
I think I’d like it better if the streamers talk about anything besides eating and food,
like having a normal conversation with their viewers.” –P2
21. 20
Motivation Theme 2: Vicarious Pleasure
• Virtual Satiation
Mukbang helped satisfy food cravings or hunger
• 5 interviewees reported
• “It’s just like if there’s something I’m craving, I’ll watch a mukbang video.” –P11
• “Sometimes when I don’t have access to food, I was like ohmagad I’m so hungry and I watch it
and I feel a little better." –P4
22. 21
Motivation Theme 2: Vicarious Pleasure
• Virtual Satiation
Exotic or forbidden food
• “It depends on what they’re eating, whether it’s something I don’t have in a regular basis.” –P3
• “I’m a Muslim, so during Ramadhan I watch a lot of mukbangs because I can’t really eat during the day,
so I like to see like maybe I can eat this later in the day”. –P10
• “I’m also allergic to shellfish, and I love watching people eating shellfish. …” –P4
23. 22
Motivation Theme 2: Vicarious Pleasure
• Physiological Experiences
Mukbang influenced viewers’ cravings for a particular type of food
• “I watch a lot of noodles for some reasons because it makes like delicious noises and I like that.
And I have noticed that I’m constantly craving noodles now because of the videos.
So, it has affected my cravings for sure.” –P4
• “When I watch these videos, it definitely makes me want to go eat. If it’s seafood, it makes me wanna go
eat seafood, but I tried not to give in into those. That’ll be bad.” –P3
24. 23
Motivation Theme 3: Spectacle of Eating and Performance
• Its performance much like video game streaming
25. 24
Motivation Theme 3: Spectacle of Eating and Performance
• Enormous food quantity and exotic food type
“Eating Challenge”
50% of survey respondents indicated that “Eating Ability” is important to them
26. 25
Motivation Theme 3: Spectacle of Eating and Performance
• Eating style
Clean vs. sloppy
“Creator’s eating style” is important in how they choose
mukbang streams to watch
• 66% of survey respondents indicated
• “I like it too when the [mukbangers] eat sloppily.
It’s real. I love it especially when they can’t control,
it’s like noodles everywhere and sauce all over the place,
and that’s hilarious and I love it.” –P4
• “The eating style, if you’ve ever seen the eating style of
Matt Stoney, you would just think, ‘Wow.’
Eating style, I find it very interesting,
especially when I watch him…” –P14
27. 26
Motivation Theme 3: Spectacle of Eating and Performance
• Reactions
“I guess watching other people’s reactions is super interesting. And since I’m a streamer too,
I know how it is to perform and get reactions. To watch people doing these challenges,
like the spicy challenges, is fun to watch. And I feel like when you have a challenge like that,
it’s more interesting to watch because it has an end goal or a challenge that makes it harder.” –P11
28. 27
Discussion & Future Work
• Tailoring future video streams and streaming interfaces
Real-time Audio Segmentation
• Viewers could select audio tracks
• Emphasizing ASMR
• Emphasizing conversation
Multisensory Immersion
• Stimulating or transmitting taste, smell, and touch
• Bone-conduction headphones to hear the internal sounds
Remote Commensality through Blended Reality
• Holoportation
• Holographic technology
• Depth-sensing camera (e.g., HoloLens)
Information Overlay
• Image recognition to distinguish food items in the video
• Overlay food with relevant information (e.g., name, origin, price, ingredients)
A Critical Perspective on Mukbang
• Streamer’s health
• Provide off-camera efforts to stay healthy