The Impact of Gamification in Social Live Streaming Services

Author(s):  
Katrin Scheibe
Complexity ◽  
2022 ◽  
Vol 2022 ◽  
pp. 1-11
Author(s):  
Jinrong Liu ◽  
Qi Xu ◽  
Zhongmiao Sun

The isolation requirements of the coronavirus epidemic and the intuitive display advantages of live-streaming have led to an increasing number of retailers shifting to social live-streaming platforms and e-commerce live-streaming platforms to promote and sell their products in real time. However, the provision of live-streaming services will also incur high live-streaming effort costs. In this paper, we develop two decision models for retailers to sell goods through a single online shop and both online shop and live-streaming room; we also present the optimal decisions of pricing and live-streaming efforts. Furthermore, we identify the profitability conditions for retailers to determine when to provide live-streaming services. In addition, we examine the impact of the provision of live-streaming services on the optimal price and live-streaming effort. We obtain three findings. First, there is a unique optimal decision on the price and live-streaming effort under certain conditions. Second, when the effect coefficient of the live-streaming room reaches a certain threshold, there are enough customers who enter the live-streaming room to watch and buy and it is profitable for retailers to provide live-streaming service. Finally, the optimal price and live-streaming effort increase with the increase in average return loss, the effect coefficient of live-streaming effort, and the extra return rate and decrease with the increase in the proportion of customers who choose to buy in the online shop and the price discount coefficient in the live-streaming room.


2009 ◽  
Vol 53 (4) ◽  
pp. 456-469 ◽  
Author(s):  
Constantinos Vassilakis ◽  
Nikolaos Laoutaris ◽  
Ioannis Stavrakakis

2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Min Zhang ◽  
Lin Sun ◽  
Fang Qin ◽  
G. Alan Wang

Purpose In recent years, more and more e-retailers have adopted live streaming services to attract customers. Although the extant literature has mostly examined the motivations for live streaming usage, it remains unclear how to enhance customers’ purchase behaviour. Based on the social exchange theory, in the context of live streaming platforms (LSP), this study aims to investigate the impact of information quality and interaction quality on swift guanxi and customers’ purchase intention. Design/methodology/approach This study conducted an online survey to conduct two rounds of data collection and analyses the data using SPSS and SmartPLS softwares. Findings The results show that information quality (believability, usefulness and vividness) and interaction quality (responsiveness, real-time interaction and empathy) are positively related to swift guanxi, which may influence customers’ online purchase intention on LSP. Originality/value Prior service quality studies tend to focus on traditional physical stores and e-commerce websites context. This study offers the description of key dimensions of service quality on emerging LSP context. The study also confirms the importance of swift guanxi in an online marketplace.


Author(s):  
Hui Zhang ◽  
◽  
Xiuhua Jiang ◽  
Xiaohua Lei

2019 ◽  
Vol 15 (3) ◽  
pp. 233-244 ◽  
Author(s):  
Ines Ramadža ◽  
Vesna Pekić ◽  
Julije Ožegović

A common reason for changing the chosen service provider is the users' perception of service. Quality of Experience (QoE) describes the end user's perception of service while using it. A frequent cause of QoE degradation is inadequate traffic routing, where, other than throughput, selected routes do not satisfy minimum network requirements for the given service or services. In order to enable QoE-driven routing, per traffic type defined routing criteria are required. Our goal was to obtain those criteria for relevant services of a telecom operator. For the purpose of identifying services of interest, we first provide short results of user traffic analysis within the telecom operator network. Next, our work presents testbed measurements which explore the impact of packet loss and delay on user QoE for video, voice, and management traffic. For video services, we investigated separately multicast delivery, unicast HTTP Live Streaming (HLS), and unicast Real Time Streaming Protocol (RTSP) traffic. Applying a threshold to QoE values, from the measured dependencies we extracted minimum network performance criteria for the investigated different types of traffic. Finally, we provide a comparison with results available in the literature on the topic.


2020 ◽  
Author(s):  
Mahanoor Raza ◽  
Sidra Kaleem ◽  
Sonia Qureshi ◽  
Nadeem Aslam ◽  
Akber Madhwani ◽  
...  

Abstract Background The emergence of COVID-19 raises the opportunity to reimagine medical education. One way of attempting this is online classes, also known as e-learning, through recordings and or live streaming. The purpose of this research is to ascertain the effectiveness of using the e-learning instructional methodology for a Pediatric module with the fourth year MBBS students at the Aga Khan University Hospital, Karachi. Methods It was a sequential (Quantitative-Qualitative) mixed-method study. The quantitative component of the study consisted of pre and post-tests, as well as feedback on each session. The qualitative component was composed of focused-group discussions to explore students' experiences. Statistical analysis was performed using SPSS 20.0. Mean ±SD was reported for quantitative variables, and frequency and percentages were calculated for nominal variables. The pre and post-test scores were compared using a paired t-test. Pre and post mean test scores were analyzed in comparison to the level of student groups (Experts, Semi-experts, and Novice) by one-way ANOVA. For qualitative content analysis, categories were clumped together to yield sub-themes that were further merged into themes.Results All students (n= 102) participated and enrolled in this study. Fifty-nine participants (68.8%) were female. Participants were stratified into three groups, Novice 41(40.2%), Semi-expert 21 (19.6%), and Expert 40 (39.2%). The majority of the students appreciated the session structure and facilitation. There was a significant effect (p<0.005) on knowledge enhancement during each session, depicted by the improvement in post-test scores. It was also supported by the positive association (r=0.242 to 0.595) between the gain in knowledge and each session held. The ANOVA yielded no statistical significance between the knowledge gained among the three group levels, denoting that our online module had been proven successful in achieving the same learning goals as an in-person rotation.Conclusion E-learning is an effective way of continuing the process of delivering medical education, especially in unprecedented times. Technological enhancements will help carry the impact forward as a blended-learning pedagogical approach in undergraduate medical education.


2022 ◽  
Vol 9 ◽  
Author(s):  
Liqun Gao ◽  
Haiyang Wang ◽  
Zhouran Zhang ◽  
Hongwu Zhuang ◽  
Bin Zhou

With the continuous enrichment of social network applications, such as TikTok, Weibo, Twitter, and others, social media have become an indispensable part of our lives. Web users can participate in their favorite events or pay attention to people they like. The “heterogeneous” influence between events and users can be effectively modeled, and users’ potential future behaviors can be predicted, so as to facilitate applications such as recommendations and online advertising. For example, a user’s favorite live streaming host (user) recommends certain products (event), can we predict whether the user will buy these products in the future? The majority of studies are based on a homogeneous graph neural network to model the influence between users. However, these studies ignore the impact of events on users in reality. For instance, when users purchase commodities through live streaming channels, in addition to the factors of the host, the commodity is also a key factor that influences the behavior of users. This study designs an influence prediction model based on a heterogeneous neural network HetInf. Specifically, we first constructed the heterogeneous social influence network according to the relationship between event nodes and user nodes, then sampled the user heterogeneous subgraph for each user, extracted the relevant node features, and finally predicted the probability of user behavior through the heterogeneous neural network model. We conducted comprehensive experiments on two large social network datasets. Furthermore, the experimental results show that HetInf is significantly superior to the previous homogeneous neural network methods.


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