Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

An Analysis of the Streamer Behaviors in Social Live Video Streaming

  • Conference paper
  • First Online:
Computer Supported Cooperative Work and Social Computing (ChineseCSCW 2020)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1330))

  • 1341 Accesses

Abstract

Social live video streaming systems, for example Facebook Live, Youtube Live, and Twitch.tv, are currently very popular both in industry and in academia. In this article, we provide a detailed analysis of broadcasting patterns in social live streaming based on our publicly available (anonymized) dataset that contains behavioral information on over 5,819 streamers. We found that streamers have distinctive streaming patterns, which we summarize into 5 groups, including professional streamers, regular streamers, casual streamers, hit-and-run streamers and lost professional streamers. We investigate the behavioral differences among them, namely the amount of donations streamers received and the number of danmaku messages streamers received. To alleviate the influence of unrealistic online situation, for our measurement, we analyze the factors that potentially influence the amount of donations streamers received except professional streamers. Among other results, we find that the number of person who have donated free gifts, is positively correlated with the amount of donations the streamers received for regular streamers. In contrast, for other three types of streamers, we conject that there are much audience who maybe prefer to donate free gifts rather than valuable gifts. Our findings and discussions are insightful for improving social live video streaming services.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 119.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 159.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Spilker, H.S., Ask, K., Hansen, M.: The new practices and infrastructures of participation: how the popularity of Twitch.tv challenges old and new ideas about television viewing. Inf. Commun. Soc. 23(4), 605–620 (2018)

    Google Scholar 

  2. Johnson, M., Woodcock, J.: The impacts of live streaming and Twitch.tv on the video game industry. Media Cult. Soc. 41, 5 (2019)

    Google Scholar 

  3. Lu, Z., Annett, M., Fan, M., Wigdor, D.: Streaming and engaging with intangible cultural heritage through livestreaming. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2019) (2019)

    Google Scholar 

  4. Haimson, O.L., Tang, J.C.: What makes live events engaging on facebook live, periscope, and snapchat. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2017) (2017)

    Google Scholar 

  5. Hu, M., Zhang, M., Wang, Y.: Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework. Comput. Hum. Behav. 75, 594–606 (2017)

    Google Scholar 

  6. Lu, Z., Xia, H., Heo, S., Wigdor, D.: You watch, you give, and you engage: a study of live streaming practices in China. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2018) (2018)

    Google Scholar 

  7. Faas,T., Dombrowski, L., Young, A., Miller, A.D.: Watch me code: programming mentorship communities on Twitch.tv. In: Proceedings of the ACM 2018 Conference on Computer Supported Cooperative Work (CSCW 2018) (2018)

    Google Scholar 

  8. Johnson, M., Woodcock, J.: It’s like the gold rush: the lives and careers of professional video game streamers on Twitch.tv. Inf. Commun. Soc. 22(3), 336–351 (2017)

    Google Scholar 

  9. Deng, J., Cuadrado, F., Tyson, G., Uhlig, S.: Behind the game: exploring the twitch streaming platform. In: Network and System Support for Games (NetGames 2015) (2015)

    Google Scholar 

  10. Jia, A.L., Shen, S., Epema, D.H., Iosup, A.: When game becomes life: the creators and spectators of online game replays and live streaming. ACM Trans. Multimed. Comput. Commun. Appl. 12, 4 (2016)

    Google Scholar 

  11. Pires,K., Simon, G.: youtube live and twitch: a tour of user-generated live streaming systems. In: Multimedia Systems Conference (MMSys 2015) (2015)

    Google Scholar 

  12. Raman, A., Tyson, G., Sastry, N.: Facebook (A)Live? Are live social broadcasts really broadcasts? In: Proceeding of the 26th International World Wide Web Conference (WWW 2017) (2017)

    Google Scholar 

  13. Siekkinen, M., Masala, E., Kamarainen, T.: The first look at quality of mobile live streaming experience: the case of periscope. In: Proceedings of the 16th ACM SIGCOMM Conference on Internet Measurement Conference (IMC 2016) (2016)

    Google Scholar 

  14. Wang, B., Zhang, X., Wang, G., Zheng, H., Zhao, B.Y.: Anatomy of a personalized livestreaming system. In: Proceedings of the 16th ACM SIGCOMM Conference on Internet Measurement Conference (IMC 2016) (2016)

    Google Scholar 

  15. He, Q., Liu, J., Wang, C., Li, B.: Coping with heterogeneous video contributors and viewers in crowdsourced live streaming: a cloud-based approach. IEEE Trans. Multimed. 18(5), 916–928 (2016)

    Google Scholar 

  16. Ma, M., Zhang, L., Liu, J., Wang, Z., Pang, H., Sun, L., Li, W., Hou, G., Chu, K.: Characterizing user behaviors in mobile personal livecast: towards an edge computing-assisted paradigm. ACM Trans. Multimed. Comput. Commun. Appl. 14, 3 (2018)

    Google Scholar 

  17. Ray, D., Kosaian, J., Rashmi, K.V., Seshan, S.: Vantage: optimizing video upload for time-shi ed viewing of social live streams. In: Proceeding of ACM Special Interest Group on Data Communication (SIGCOMM 2019) (2019)

    Google Scholar 

  18. Zhang, C., Liu, J., Wang, H.: Cloud-assisted crowdsourced livecast. ACM Trans. Multimed. Comput. Commun. Appl. 13, 3 (2017)

    Google Scholar 

  19. Douyu (2019). https://www.douyu.com. Accessed 01 July 2020

  20. Lee, Y.C., King, J.T., Yen, C.H., Fu, W.T., Chiu, P.T.: Tip Me!: tipping is changing social interactions on live streams in China. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2018 Extended Abstracts) (2018)

    Google Scholar 

  21. Wang, X., Tian, Y., Lan, R., Yang, W., Zhang, X.: Beyond the watching: understanding viewer interactions in crowdsourced live video broadcasting services. IEEE Trans. Circ. Syst. Video Technol. 29(11), 3454–3468 (2019). Early access

    Google Scholar 

  22. Jia, A.L., Shen, X., Shen, S., Fu, Y., Peng, L., Xu, J.: User donations in a user generated video system. In: Proceeding of the 26th International World Wide Web Conference (WWW 2019 Companion, the Web Conference) (2019)

    Google Scholar 

  23. Ding, Y., Du, Y., Hu, Y., Liu, Z., Wang, L., Ross, K.W., Ghose, A.: Broadcast yourself: understanding youtube uploaders. In: Proceedings of the 5th Internet Measurement Conference (IMC 2011) (2011)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Lu Jia .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Rao, Y., Wang, W., Shen, X., Jia, L. (2021). An Analysis of the Streamer Behaviors in Social Live Video Streaming. In: Sun, Y., Liu, D., Liao, H., Fan, H., Gao, L. (eds) Computer Supported Cooperative Work and Social Computing. ChineseCSCW 2020. Communications in Computer and Information Science, vol 1330. Springer, Singapore. https://doi.org/10.1007/978-981-16-2540-4_43

Download citation

  • DOI: https://doi.org/10.1007/978-981-16-2540-4_43

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-16-2539-8

  • Online ISBN: 978-981-16-2540-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics