Streaming Media in Entertainment
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Item To Tag or Not To Tag: The Interplay of the Twitch Tag System and LGBTQIA+ Visibility in Live Streaming(2022-01-04) Lopez, Jeremy; Freeman, GuoVideo Game Live Streaming (VGLS) has become increasingly popular in recent years. Twitch, one of the largest streaming sites, has implemented measures to protect and promote marginalized groups, including the LGBTQIA+ community. One example is the "LGBTQIA+" tag - a tag a streamer can attach to their steam. However, little is known regarding how the Twitch VGLS community actually reacts to this design feature and how such a feature affects LGBTQIA+ streamers’ online presence and experiences of visibility. By qualitatively analyzing 381 threads and comments from the Twitch subreddit (r/Twitch), in this paper we identify the impacts of the Twitch Tag system on the VGLS community’s perceptions of gender and sexuality in streaming, the streaming community’s ability to find LGBTQIA+ streamers, and harassment towards LGBTQIA+ streamers. We not only expand existing knowledge of LGBTQIA+ gamers’ unique experiences of online presence and visibility in streaming but also provide potential design recommendations for future live streaming platforms to better support LGBTQIA+ streamers and viewers.Item Music Genres Reconsidered: Challenging Established Genres with a Data-driven Approach(2022-01-04) Hotz-Behofsits, Christian; Winkler, Daniel; Wlömert, NilsConsumers widely use music genres (e.g., pop, rock) for finding the right products. However, they are commonly arbitrary, not-standardized, disputed, and closely related genres often overlap. In this paper, we challenge established music genres (e.g., pop, rock) by comparing them to an entirely data-driven approach. To this end, we use a unique data set of revealed user preferences to carry out a context-based artist similarity. This measure is used in turn to find high-density artist clusters. The contribution of this paper is twofold. First, we investigate the differences between established music genres and data-driven clustering. Second, we provide implications for researchers and practitioners.Item "I Prefer an Everyday Style and Dislike Big Food Fighters": Integrating Foodshow into Everyday Life(2022-01-04) Zhou, Zhixuan; Ding, Xianghua; Tang, Xinru; Chen, YunanIn this paper, we examine a genre of User Generated Videos (UGV) centering around food which we term "foodshow". While Korean mukbang features streamers eat large quantities of food, foodshow features mundane activities in life. Toward understanding unique watching practices of foodshow given its difference from mukbang, we interviewed 12 foodshow viewers in China, uncovering active and life-oriented watching of foodshow - viewers actively choose and watch foodshow which walks a fine line between authenticity and attractiveness, reflecting everyday existence and involving moderate performance at the same time. With these unique features, foodshow watching is integrated into viewers' daily life, and helps in eating, sleeping, and emotional adjustment, in addition to entertainment. Based on the findings, we suggest design implications for healthier and more beneficial foodshow.Item Interpersonal Relations and Social Actions on Live Streaming Services. A Systematic Review on Cyber-social Relations(2022-01-04) Scheibe, Katrin; Zimmer, Franziska; Fietkiewicz, Kaja; Stock, WolfgangThis article provides a systematic review on interpersonal relations and social actions on live streaming services as, for instance, Twitch, Chaturbate, YouNow, or Taobao Live. Are those relations social, parasocial, or is there another specific kind of relation? Based on 77 articles, we give a short bibliometric overview and discuss interactions on live streaming services, social actions of streamers, social actions of viewers, shopping relations on live streaming services, and the streamers’ and viewers’ intentions to continuous actions leading (also supported by elements of gamification) the audience to a kind of stickiness towards individual streams, streamers, and services. Due to highly interactive communication between audience and broadcasters and among the viewers, social actions on live streaming services take a middle position between social and parasocial relations and―concerning shopping―also a middle position between physical event-shopping and ordering on an e-commerce platform. They form a new human-human relation, which we name “cyber-social relation.”Item Giving and Following Recommendations on Video-on-Demand Services(2022-01-04) Gutzeit, Jennifer; Dorsch, Isabelle; Stock, WolfgangThis is an empirical paper about giving, receiving and following recommendations on Video-on-Demand (VoD) services, including results on gender-specific differences. Based upon a model for infor-mation behavior on VoD services, we applied an online survey and generated 1,258 valid question-naires from active VoD users. Participants receive recommendations from the systems once a week on average, but they follow them only occasionally. They give actively recommendations to other people sever-al times a month. Users do not receive recommenda-tions from other users as often as from the services (only several times a month); however, they follow those personal recommendations more often. The most important source for receiving personal rec-ommendations is face-to-face communication. Obvi-ously, VoD users follow personal recommendations from other people more than suggestions from algo-rithmically generated recommender systems. Besides, self-determined content selection following intrinsic motivation is important. The findings are of interest for research on digital and social media and for VoD services.Item Introduction to the Minitrack on Streaming Media in Entertainment(2022-01-04) Scheibe, Katrin; Zimmer, Franziska; Hamari, Juho; Törhönen, Maria