用户生成的内容
集合(抽象数据类型)
价值(数学)
透视图(图形)
体验式学习
社会化媒体
用户参与度
内容(测量理论)
计算机科学
互联网隐私
万维网
心理学
人工智能
数学教育
程序设计语言
数学分析
机器学习
数学
作者
Simon Bründl,Christian Matt,Thomas Heß,Simon Engert
标识
DOI:10.1080/0960085x.2022.2062468
摘要
Social computing has transformed the content industry. Content providers have changed from providing merely content to offering social content experiences that allow users not only to passively consume content but also to actively participate. As the latest development, social live streaming services (SLSS) have emerged that enable so-called co-interactive behaviour, i.e., the live interplay between users while co-experiencing content. Yet, it remains unclear how co-interactive behaviour affects the monetisation of social live content. Based on a data set of 868,940 users from 59 gaming channels of the freemium-based SLSS Twitch, we empirically show that co-interactive behaviour has a stronger effect on users' willingness to subscribe (WTS) than passive and active behaviour. Since we find that a user's reciprocated interactions also directly increase other users' WTS, our results call for dismantling the current dichotomy of user participation and social influences in IS research. We suggest a social-experiential perspective that integrates social influences as an inherent part of users' participation experiences. This novel interactive second-person perspective contributes to research on user engagement and value capture on social content platforms, and it allows SLSS providers to obtain a more precise picture of user value to better develop or adapt their monetisation strategies.
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