An Empirical Measurement Study of Free Live Streaming Services

Author(s):  
Sina Keshvadi ◽  
Carey Williamson
Author(s):  
Hui Zhang ◽  
◽  
Xiuhua Jiang ◽  
Xiaohua Lei

Author(s):  
ABHISHEK.V. RAO ◽  
MANIKANDAN. A ◽  
AZARUDEEN. A ◽  
DEVENDAR RAO

A Number of commercial peer-to-peer (P2P) systems for live streaming have been introduced in recent years. The behaviour of the popular systems has been extensively studied in several measurement papers. However, these studies have to rely on a “black-box” approach, where packet traces are collected from a single or a limited number of measurement points, to infer various properties of the traffic on the control and data planes. Although, such studies are useful to compared different systems from the end user’s perspective. It is difficult to intuitively understand the observed properties without fully reverseengineering the underlying systems. In this paper, we describe the network architecture of Zattoo, one of the largest production, live streaming providers, in Europe, at the time of writing, and present a large-scale measurement study of zattoo, using data collected by the provider. To highlight we found that even, when the zattoo system was heavily loaded with as high as 20000 concurrent users on a single overlay, the median channel join delay remained less than 2-5 s, and that, for a majority of users, the streamed signal lags over-the-air broadcast signal by more than 3 s.


Author(s):  
Katrin Scheibe ◽  
Franziska Zimmer

Gamification is seen as an important factor for people to use different services, this also applies to social live streaming services (SLSSs). In China, there are around 200 SLSSs available, and the most successful of them apply a wide range of gamification elements. The general SLSS YouNow, which is mostly used by the younger generation, is a SLSS with the most applied gamification elements outside of China. However, it remains unclear if and to what extend gamification elements motivate female and male streamers differently. We empirically investigate this question by applying a survey with 94 streamers (female N = 48; male N = 46). The results indicate that YouNow is seen favorable by the streamers, but female streamers have a more positive view of it. Furthermore, male and female streamers are inclined to spend real money to further their motives. Overall, female streamers are more motivated by gamification elements than male streamers. Female streamers prefer Levels, the Progress Bar, Badges; male streamers favor Coins, Gifts, and Levels.


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