Affiliation:
1. Heinrich Heine University Düsseldorf, Düsseldorf, Germany
Abstract
Gamification is seen as an important factor for people to use different services, this also applies to social live streaming services (SLSSs). In China, there are around 200 SLSSs available, and the most successful of them apply a wide range of gamification elements. The general SLSS YouNow, which is mostly used by the younger generation, is a SLSS with the most applied gamification elements outside of China. However, it remains unclear if and to what extend gamification elements motivate female and male streamers differently. We empirically investigate this question by applying a survey with 94 streamers (female N = 48; male N = 46). The results indicate that YouNow is seen favorable by the streamers, but female streamers have a more positive view of it. Furthermore, male and female streamers are inclined to spend real money to further their motives. Overall, female streamers are more motivated by gamification elements than male streamers. Female streamers prefer Levels, the Progress Bar, Badges; male streamers favor Coins, Gifts, and Levels.
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