scholarly journals Analysis of Bullet Chats in User-Generated Content Advertisement on Bilibili Website: The Success of Madoka Magica’s Mobile Game Promotion

Author(s):  
Feixue Mei ◽  

This article explores the reasons behind the success of user-generated content (UGC) advertisements on Bilibili, which is one of China’s most significant video-sharing social media sites, with a core focus on East Asian pop culture. Additionally, Madoka Magica is a well-known Japanese animation about magical girls. There are two derivative games based on it. By using diffusion of innovation theory and content analysis method, this article takes UGC advertisements of Madoka Magica’s mobile games as windows to investigate how early adopters (influencers) motivate early majority adopters (their followers) to play the game. Moreover, this paper also addresses three types of bullet chats in this kind of video to further explore followers’ interaction with the influencers and reasons for the success of its marketing method. Bullet chats are a unique way to observe target consumers’ reaction to the advertisements. The author found that word-of-mouth marketing, the right audience and influential people are important factors for the success of UGC advertising. Besides, this marketing strategy is not limited to the marketing of mobile game advertisements, but can also be used for the marketing of other products. However, the prerequisite for this marketing method to be effective is that the advertised product or service has good quality

2008 ◽  
pp. 1306-1324
Author(s):  
A. K Aggarwal ◽  
Ron Legon

Web-based education is diffusing across universities, disciplines, globes and educational levels. Many institutions are at the crossroad whether or not to adopt web-based education (WBE). In many cases their survival may depend on how successfully they can adopt WBE. In this regard they can learn from the early adopters of WBE, and from their experiences both good and bad without reinventing the wheel. This paper has two specific purposes: Describe WBE diffusion at a upper level university in the US, and the second is to discuss its diffusion experiences so that other universities can benefit from it This paper relates diffusion of innovation theory and the 4P’s of marketing to discuss web education diffusion. We feel this is a first attempt in this direction. This paper should be useful worldwide for universities planning to start WBE and are looking for some guidance on “how”, “where” and “what” to follow to initiate the process.


Author(s):  
Anil K Aggarwal ◽  
Ron Legon

Web-based education is diffusing across universities, disciplines, globes and educational levels. Many institutions are at the crossroad whether or not to adopt web-based education (WBE). In many cases their survival may depend on how successfully they can adopt WBE. In this regard they can learn from the early adopters of WBE, and from their experiences both good and bad without reinventing the wheel. This paper has two specific purposes: Describe WBE diffusion at a upper level university in the US, and the second is to discuss its diffusion experiences so that other universities can benefit from it This paper relates diffusion of innovation theory and the 4P’s of marketing to discuss web education diffusion. We feel this is a first attempt in this direction. This paper should be useful worldwide for universities planning to start WBE and are looking for some guidance on “how”, “where” and “what” to follow to initiate the process.


2021 ◽  
Vol 36 ◽  
Author(s):  
Feixue Mei

Bullet chats have grown in popularity in East Asia since 2006, when the Japanese animation website Niconico originated overlaying flying texts on video displays and synchronizing them to the video timeline. This bullet chat function has now gained popularity on Bilibili, a popular Chinese video-sharing social media site with a focus on East Asian pop culture. Bilibili users mix Chinese with foreign languages to create a cyberpidgin vocabulary, adding visual language to express their feelings in a mode that reflects the social norms learned from other East Asian fandoms. Analysis of Bilibili bullet chats provides insight into how social media and online platforms influence user interactions from both linguistic and visual perspectives.


2018 ◽  
Vol 2 (1) ◽  
pp. 43-52
Author(s):  
Leonard M. Kamau ◽  
Jonathan Mwania ◽  
Antony K. Njue

This study investigated the extent to which access to technology resources influenced their adoption by mathematics teachers in their teaching. The study conducted in Nairobi County in the summer of 2013 applied Rogers’ diffusion of innovation theory. Participants were categorized either as early or later adopters of technology based on availability of technology or whether or not they had adopted technology for instructional purposes at their schools. Six teachers were selected; three in each category for interviews and classroom observations. The findings revealed that early adoption of technology was associated with the teachers (early adopters) belief that technology would benefit them and their students. Late adopters on their part tended to believe that technology was not compatible with their instructional needs. Interestingly, both categories of adopters agreed that technology was complex to use for instructional purposes pointing towards lack of adequate training. Similarly, both groups considered computer department in their schools a hindrance to technology adoption. Findings also highlighted the scarcity of technology resources which impacted negatively on the process of adoption. These findings suggest that teachers be trained adequately and role of the computer department as the custodian of technology at schools be liberalized. Additionally, stakeholders are advised to consider installing technology resources in classes to encourage their use rather than locking them in laboratories.


2016 ◽  
Vol 16 (1) ◽  
pp. 11-29 ◽  
Author(s):  
Sinem Mollaoglu ◽  
Citra Chergia ◽  
Esin Ergen ◽  
Matt Syal

Purpose – The purpose of this paper is to comprehend the ways of knowledge and application of green building guidelines and assessment systems as innovations diffuse in developing countries’ Architecture Engineering and Construction (AEC) industries. Design/methodology/approach – Building up on recent research on the India case, this study focused on Indonesia and Turkey and further studied “how green building assessment systems diffuse in developing countries”. A total of 110 experts representing individuals from private and governmental sectors from both countries responded to the conducted survey. Findings – Findings show insights to adoption of green building guidelines in developing countries, including their diffusion paths, barriers to their use and their applications. Additionally, the results are compared with the India case from the recent literature and analysed via the lens of the diffusion of innovation theory. Research limitations/implications – A random sampling of the AEC industries in developing countries in future studies and capturing of the evolution of the trends over time will provide further insights into the diffusion of innovation phenomena in the context of green building guidelines. Practical implications – Innovation adoption paths for green building guidelines in Indonesia, Turkey and India are similar, while a higher adoption rate is observed in the case of India. “Diffusion of innovation” categories for green building guidelines that define the state of each adopter at the time of survey conduct in India, Indonesia and Turkey are found. Environmental groups as innovator, large business houses as early adopter and nodal agencies as early majority are the common adopters and categories of green building guidelines. The study findings align with those in the literature and show that clients and market conditions can catalyse the diffusion of innovation in AEC industries in Turkey and Indonesia. Social implications – Diffusion of green building guidelines as innovations in developing countries’ AEC industries showed alignment with the Roger’s (2003) model. However, respondents in both Turkey and Indonesia reported approximately ten times as many innovators and twice as many early adopters as Roger’s (2003) model would predict. Because of the small proportions of late adopters and laggards in these two countries, any useful innovation should be quickly incorporated. Originality/value – Aligning with the literature, findings show that clients and market conditions catalyse diffusion of innovation in AEC industries in Turkey and Indonesia. It is important to note that both countries approximately have ten times as many innovators and twice as many early adopters as theory would predict. Because of the small proportions of late adopters and laggards in these two countries, useful green building innovations could be quickly incorporated.


Communicology ◽  
2020 ◽  
Vol 8 (1) ◽  
pp. 167-179
Author(s):  
E.S. Nadezhkina

The term “digital public diplomacy” that appeared in the 21st century owes much to the emergence and development of the concept of Web 2.0 (interactive communication on the Internet). The principle of network interaction, in which the system becomes better with an increase in the number of users and the creation of user-generated content, made it possible to create social media platforms where news and entertainment content is created and moderated by the user. Such platforms have become an expression of the opinions of various groups of people in many countries of the world, including China. The Chinese segment of the Internet is “closed”, and many popular Western services are blocked in it. Studying the structure of Chinese social media platforms and microblogging, as well as analyzing targeted content is necessary to understand China’s public opinion, choose the right message channels and receive feedback for promoting the country’s public diplomacy. This paper reveals the main Chinese social media platforms and microblogging and provides the assessment of their popularity, as well as possibility of analyzing China’s public opinion based on “listening” to social media platforms and microblogging.


2014 ◽  
Vol 14 (4) ◽  
pp. 207-218 ◽  
Author(s):  
Sarah Elison ◽  
Jonathan Ward ◽  
Glyn Davies ◽  
Mark Moody

Purpose – The purpose of this paper is to explore the adoption and implementation of computer-assisted therapy (CAT) using Breaking Free Online (BFO) in a social care and health charity working with people affected by drugs and alcohol dependence, Crime Reduction Initiatives (CRI). Design/methodology/approach – Semi-structured interviews were conducted with service managers, practitioners, peer mentors and service users. Data were thematically analysed and themes conceptualised using Roger's Diffusion of Innovation Theory (Rogers, 1995, 2002, 2004). Findings – A number of perceived barriers to adoption of BFO throughout CRI were identified within the social system, including a lack of IT resources and skills. However, there were numerous perceived benefits of adoption of BFO throughout CRI, including broadening access to effective interventions to support recovery from substance dependence, and promoting digital inclusion. Along with the solutions that were found to the identified barriers to implementation, intentions around longer-term continuation of adoption of the programme were reported, with this process being supported through changes to both the social system and the individuals within it. Research limitations/implications – The introduction of innovations such as BFO within large organisations like CRI can be perceived as being disruptive, even when individuals within the organisation recognise its benefits. For successful adoption and implementation of such innovations, changes in the social system are required, at organisational and individual levels. Practical implications – The learning points from this study may be relevant to the substance misuse sector, and more widely to criminal justice, health and social care organisations. Originality/value – This study is the first of its kind to use a qualitative approach to examine processes of implementation of CAT for substance misuse within a large treatment and recovery organisation.


2019 ◽  
Vol 16 (1) ◽  
pp. 123
Author(s):  
Nindi Aristi ◽  
Preciosa Alnashava Janitra

The implementation of One Village One Product (OVOP) program in Indonesia refersto the economic development of one village with one main product from the villagers’ creativity. Naga traditional village is one of traditional villages producing handicraft from natural resources. The use of ICT for promoting and marketing faces obstacles related to ICT adoption and digital readiness of the villagers. Case study method was deployed through in-depth interviews to five key informants. Based on the diffusion of innovation theory, the result shows the ICT adoption is in early majority level and their digital readiness is in the unprepared group


Author(s):  
Pitsanu Chaichitwanidchakol ◽  
Witcha Feungchan

The mobile game industry has been growing rapidly in both the number of games and revenues. Choosing the right interactions for a game has become a major challenge for developers. Some developers use inappropriate interactions in their games which causes them to be less fun than they should be. This research focuses on gathering and defining possible mobile game interactions so as to guide and enable designers and developers to choose the right interactions for their games. The researchers have extensively reviewed and explored various mobile game interactions both through research studies and through existing mobile games. Subsequent to observations, mobile game interactions were then categorized as follows: 1) Touch interaction 2) Motion/Movement interaction 3) Video interaction 4) Sound interaction 5) Special purpose interaction 6) Location interaction 7) Electroencep-halography (EEG) interaction 8) Date/Time interaction 9) Weather interaction 10) Light interaction 11) Proximity interaction 12) Network interaction 13) Social interaction and 14) Bioinformatics interaction. These 14 interactions can be used to support gameplay, ideas, and innovation of mobile games.


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