DOI QR코드

DOI QR Code

The Effect of Social Affordances in Social Live Streaming Service

소셜 라이브 스트리밍 서비스에서 소셜 어포던스의 영향

  • Moon, Yunji (Department of Management Information Systems, Catholic University of Pusan)
  • Received : 2020.08.14
  • Accepted : 2020.10.25
  • Published : 2020.12.31

Abstract

During the last decade, social live streaming service like Periscope, Ustream, and YouNow has developed from a niche market into a mainstream activity. In this media environment, social live streaming service has a tremendous impact on the social behaviors of users. Despite the rapid development, there are a lack of studies to make better understand the media environment changes through social live streaming service. This study adopted an affordances approach that leads us to identify six distinctive social affordances (visibility, accessibility, information sharing, social interaction, role-taking, interactive revenue) for user engagement in social live streaming service. Specifically, this study explores the impact of social affordances on perceived flow, followed by user engagement including passive and active engagement. Empirical data analysis with 258 questionnaires suggests that social affordances affected users' flow perception, and flow has an effect on active as well as passive engagement. Contrary to the expectation in a hypothesized research model, only the impact of accessibility on flow was rejected.

Keywords

References

  1. Agarwal, R. and Karahanna, E., "Time flies when you're having fun : Cognitive absorption and beliefs about information technology usage", MIS Quarterly, Vol. 24, No. 4, 2000, pp. 665-694. https://doi.org/10.2307/3250951
  2. Brundl, S. and Hess, T., "Why do users broadcast? Examining individual motives and social capital on social live streaming platforms", In 20th Pacific Asia Conference on Information Systems, 2016, pp. 332-349.
  3. Cabiddu, F., De Carlo, M., and Piccoli, G., "Social media affordances : Enabling customer engagement", Annals of Tourism Research, Vol. 48, 2014, pp. 175-192. https://doi.org/10.1016/j.annals.2014.06.003
  4. Chang, C.-C., "Examining users' intention to continue using social network games : A flow experience perspective", Telematics and Informatics, Vol. 30, No. 4, 2013, pp. 311-321. https://doi.org/10.1016/j.tele.2012.10.006
  5. Choe, I, S., Motivation, subjective experience, family and academic achievement in korean high school students, Doctoral Dissertation, University of Chicago, 1995.
  6. Choi, I.-S., "An analysis of relationships between flow experience and continuos participation-Focused on mountain bikers", Journal of Tourism Studies, Vol. 26, No. 3, 2014, pp. 79-96.
  7. Choi, J. and Lim, K., "Infortainment design for the formation of the affordance of mobile media", Journal of Communication Design, Vol. 40, 2012, pp. 16-26.
  8. Csikszentmihalyi, M., Beyond boredom and anxiety, San Francisco : Jossey-Bass Publishers, 1975.
  9. Davis, F. D., "Perceived usefulness, perceived ease of use, and user acceptance of information technology", MIS Quarterly, Vol. 13, No. 3, 1989, pp. 319-340. https://doi.org/10.2307/249008
  10. Ewert, A. and Hollenhorst, S., "Testing the adventure model : Empirical support for a model of risk recreation participation", Journal of Leisure Research, Vol. 21, No. 2, 1989, pp. 124-139. https://doi.org/10.1080/00222216.1989.11969794
  11. Fornell, C. and Larcker, D. F., "Evaluating structural equation models with unobservable variables and measurement error", Journal of Marketing Research, Vol. 18, No. 2, 1981, pp. 39-50. https://doi.org/10.1177/002224378101800104
  12. Fox, J. and McEwan, B., "Distinguishing technologies for social interaction : The perceived social affordances of communication channels scale", Communication Monographs, Vol. 84, No. 3, 2017, pp. 298-318. https://doi.org/10.1080/03637751.2017.1332418
  13. Friedlander, M. B., "And action! Live in front of the camera : An evaluation of the social live streaming service YouNow", International Journal of Information Communication Technologies and Human Development, Vol. 9, No. 1, 2017, pp. 15-33. https://doi.org/10.4018/IJICTHD.2017010102
  14. Gibson, J. J., The ecological approach to visual perception, Boston: Houghton Mifflin, 1979.
  15. Hoffman, D. L. and Novak, T. P., "Flow online : Lessons learned and future prospects", Journal of Interactive Marketing, Vol. 23, No. 1, 2009, pp. 23-34. https://doi.org/10.1016/j.intmar.2008.10.003
  16. Hoffman, D. L. and Novak, T. P., "Marketing in hypermedia computer-mediated environments : Conceptual foundations", Journal of Marketing, Vol. 60, No. 3, 1996, pp. 50-68. https://doi.org/10.2307/1251841
  17. Hogan, B., Networking in everyday life, Doctoral Dissertation, University of Toronto, 2009.
  18. Hong, M. G. and Kwon, H. I., "A study on factors influencing immersion and viewing intention of personal broadcasting viewers", The Journal of the Korea Contents Association, Vol. 19, No. 9, 2019, pp. 195-211.
  19. Hudson, S. and Thal, K., "The impact of social media on the consumer decision process : Implications for tourism marketing", Journal of Travel and Tourism Marketing, Vol. 30, No. 1-2, 2013, pp. 156-160. https://doi.org/10.1080/10548408.2013.751276
  20. Jarvenpaa, S. L., "The effect of task demands and graphical format on information processing strategies", Management Science, Vol. 35, No. 3, 1989, pp. 285-303. https://doi.org/10.1287/mnsc.35.3.285
  21. Kim, H. W., "Single-person media, diagnosing the market," VideoPlus, 2020.
  22. Kim, H. W., Kang, H. W., and Baek, G. Y., "Digital Ethnography-Korean Youtubers' interaction with viewers", Broadcasting and Communication, Vol. 19, No. 2, 2018, pp. 49-90.
  23. Kim, J. W. and Kim, S. W., "The relationship of game elements, fun and flow", In Proceedings of The Korean Entertainment Industry Association Conference, 2014, pp. 160-163.
  24. Kong, B.-H., Common Sense Dictionary of Fourth Industrial Revolution, Seoul : Gilbut, 2018.
  25. Lee, H., Kim, Y. J., and Kang, S., "Under-standing personal and cultural factors on the level of UCC participation : Centered on Korea and U.S.A", The Journal of the Korea Contents Association, Vol. 9, No. 2, 2009, pp. 216-232. https://doi.org/10.5392/JKCA.2009.9.2.216
  26. Lee, J.-H., Ko, K.-A., and Ha, D.-W., "A study on motivations of viewers watching personal live streaming broadcast and the influences of motivation, factors to satisfaction and continuance intention-Focused on post acceptance model(PAM)", The Korean Journal of Advertising and Public Relations, Vol. 20, No. 2, 2018, pp. 178-215. https://doi.org/10.16914/kjapr.2018.20.2.178
  27. Lee, K. R., Jang, E. A., and Kim, S. I., "Evaluation of usability for mobile live streaming application-Focus on the Afreeca TV and USTREAM", Journal of Digital Design, Vol. 13, No. 1, 2013, pp. 573-582. https://doi.org/10.17280/jdd.2013.13.1.055
  28. Lee., Y. J. and Song, G., "An exploratory study on acceptance of personal webcasting contents : Focusing on use characteristics and attitudes toward advertising", Korean Journal of Broadcasting & Telecommunications Research, Vol. 96, 2016, pp. 68-103.
  29. LeSure, M., "Adding live streaming apps to your e-resource arsenal", Journal of Electronic Resources Librarianship, Vol. 27, No. 3, 2015, pp. 199-201. https://doi.org/10.1080/1941126X.2015.1059660
  30. Lu, Z., Xia, H., Heo, S., and Wigdor, D., "You watch, you give, and you engage : A study of live streaming practices in China", In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018, pp. 1-13.
  31. Majchrzak, A., Faraj, S., Kane, G. C., and Azad, B., "The contradictory influence of social media affordances on online communal knowledge sharing", Journal of Computer-Mediated Communication, Vol. 19, No. 1, 2013, pp. 38-55.
  32. Malhotra, Y., Galletta, D. F., and Kirsch, L. J., "How endogenous motivations influence user intentions : Beyond the dichotomy of extrinsic and intrinsic user motivations", Journal of Management Information Systems, Vol. 25, No. 1, 2008, pp. 267-300. https://doi.org/10.2753/MIS0742-1222250110
  33. Marsh, H. W. and Hau, K. T., "Explaining paradoxical relations between academic self-concepts and achievements: Cross-cultural generalizability of the internal/external frame of reference predictions across 26 countries", Journal of Educational Psychology, Vol. 96, No. 1, 2004, pp. 56-67. https://doi.org/10.1037/0022-0663.96.1.56
  34. Meyrowitz, J., "Medium theory : An alternative to the dominant paradigm of media effects", In R. L. Nabi and M. B. Oliver (Eds.), The Sage handbook of media processes and effects, 2009, pp. 517-530.
  35. Mollen, A. and Wilson, H., "Engagement, telepresence and interactivity in online consumer experience : Reconciling scholastic and managerial perspectives", Journal of Business Research, Vol. 63, No. 9-10, 2010, pp. 919-925. https://doi.org/10.1016/j.jbusres.2009.05.014
  36. Na, E.-Y. and Na, E.-K., "Media-Space perceptions and presence : A phase model of psychological media-space transportation", Korean Journal of Journalism and Communication Studies, Vol. 59, No. 6, 2015, pp. 507-534.
  37. Nah, F. F. H., Eschenbrenner, B., DeWester, D., and Park, S. R., "Impact of flow and brand equity in 3D virtual worlds", Journal of Database Management, Vol. 21, No. 3, 2010, pp. 69-89. https://doi.org/10.4018/jdm.2010070103
  38. Norman, D. A., The design of everyday things, New York, NY : Doubleday, 1990.
  39. Novak, T. P., Hoffman, D. L., and Yung, Y. F., "Measuring the customer experience in online environments : A structural modeling approach", Marketing Science, Vol. 19, No. 1, 2000, pp. 22-42. https://doi.org/10.1287/mksc.19.1.22.15184
  40. Novak, T. P., Hoffman, D. L., and Yung, Y. F., "Modeling the structure of the flow experience among web users", In the Association for Consumer Research Conference, 1996.
  41. O'Riordan, S., Feller, J., and Nagle, T., "A categorisation framework for a feature-level analysis of social network sites", Journal of Decision Systems, Vol. 25, No. 3, 2016, pp. 244-262. https://doi.org/10.1080/12460125.2016.1187548
  42. Oh, J. C. and Hwang, S. H., "A study on viewing satisfaction and subscriptive intention of personal creator broadcasting viewer : Moderating effect of self-congruity and customer innovativeness", The e-Business Studies, Vol. 19, No. 6, 2018, pp. 137-157. https://doi.org/10.20462/TeBS.2018.12.19.6.137
  43. Pace, S., "A grounded theory of the flow experiences of Web users", International Journal of Human-Computer Studies, Vol. 60, No. 3, 2004, pp. 327-363. https://doi.org/10.1016/j.ijhcs.2003.08.005
  44. Park, J. W., "A study on affordance design for pleasurability enhancement of the social media users", Journal of the Korean Society of Design Culture, Vol. 22, No. 1, 2016, pp. 153-162.
  45. Scheibe, K., Fietkiewicz, K. J., and Stock, W. G., "Information behavior on social live streaming services", Journal of Information Science Theory and Practice, Vol. 4, No. 2, 2016, pp. 6-20. https://doi.org/10.1633/JISTaP.2016.4.2.1
  46. Schrock, A. R., "Communicative affordances of mobile media : Portability, availability, locatability, and multimediality", International Journal of Communication, Vol. 9, No. 18, 2015, pp. 1229-1246.
  47. Senft, T. M.. "Microcelebrity and the branded self : A companion to new media dynamics", In J. Hartley, J. Burgess and A. Bruns (Eds.), A Companion to New Media Dynamics, 2013, pp. 346-354.
  48. Sjoblom, M., Torhonen, M., Hamari, J., and Macey, J., "The ingredients of Twitch streaming : Affordances of game streams", Computers in Human Behavior, Vol. 92, 2019, pp. 20-28. https://doi.org/10.1016/j.chb.2018.10.012
  49. Skadberg, Y. X. and Kimmel, J. R., "Visitors' flow experience while browsing a web site : Its measurement, contributing factors and consequences", Computers in Human Behavior, Vol. 20, No. 3, 2004, pp. 403-422. https://doi.org/10.1016/S0747-5632(03)00050-5
  50. Smith, D. N. and Sivakumar, K., "Flow and Internet shopping behavior : A conceptual model and research propositions", Journal of Business Research, Vol. 57, No. 10, 2004, pp. 1199-1208. https://doi.org/10.1016/S0148-2963(02)00330-2
  51. Sun, Y., Zhao, Y., Jia, S. Q., and Zheng, D. Y., "Understanding the antecedents of mobile game addiction : The roles of perceived visibility, perceived enjoyment and flow", in PACIS 2015 Proceedings, Marian Bay Sands, Singapore, 2015, pp. 1-12.
  52. Sweeter, P. and Wyeth, P., "GameFlow : A model for evaluating player enjoyment in games", Computers in Entertainment, Vol. 3, No. 3, 2005, pp. 1-24. https://doi.org/10.1145/1077246.1077248
  53. Treem, J. W. and Leonardi, P. M., "Social media use in organizations: Exploring the affordances of visibility, editability, persistence, and asociation", Communication Yearbook, Vol. 36, 2012, pp. 143-189.
  54. Trevino, L. K. and Webster, J., "Flow in computer-mediated communication : Electronic mail and voice mail evaluation and impacts", Communication Research, Vol. 19, No. 5, 1992, pp. 539-573. https://doi.org/10.1177/009365092019005001
  55. Walther, J. B. and Parks, M. R., "Cues filtered out, cues filtered in : Computer-mediated communication and relationships", In M. L. Knapp and J. A. Daly (Eds.), Handbook of Interpersonal Communication, 2002, pp. 529-563.
  56. Wan, J., Lu, Y., Wang, B., and Zhao, L., "How attachment influences users' willingness to donate to content creators in social media : A socio-technical systems perspective", Information & Management, Vol. 54, No. 7, 2017, pp. 837-850. https://doi.org/10.1016/j.im.2016.12.007
  57. Ward, J. C. and Ostrom, A. L., "Complaining to the masses : The role of protest framing in customer-created complaint web sites", Journal of Consumer Research, Vol. 33, No. 2, 2006, pp. 220-230. https://doi.org/10.1086/506303
  58. Wellman, B., Quan-Haase, A., Boase, J., Chen, W., Hampton, K., Diaz, I., and Miyata, K., "The social affordances of the Internet for networked individualism", Journal of Computer-Mediated Communication, 2003, Retrieved from https://academic.oup.com/jcmc/article/8/3/JCMC834/4584288.
  59. Wilk, S., Wulffert, D., and Effelsberg, W., "On influencing mobile live broadcasting users", In IEEE International Symposium on Multimedia, 2015, pp. 403-406.
  60. Wilk, S., Zimmermann, R., and Effelsberg, W., "Leveraging transitions for the upload of user-generated mobile video", In Proceedings of the 8th International Workshop on Mobile Video, 2016.
  61. Williams, E., "The voice of Twitter users", TED Conference, 2009, Retrieved from http://www.ted.com/talks/evan_williams_on_listening_to_twitter_users.html.
  62. Woszczynski, A. B., Roth, P. L., and Segars, A. H., "Exploring the theoretical foundations of playfulness in computer interactions", Computers in Human Behavior, Vol. 18, No. 4, 2002, pp. 369-388. https://doi.org/10.1016/S0747-5632(01)00058-9
  63. Yoo, K. H. and Gretzel, U., "Comparison of deceptive and truthful travel reviews", In W. Hopken, U. Gretzel and R. Law (Eds), Information and Communication Technologies in Tourism, 2009, pp. 37-47.
  64. Yoo, Y., Boland, Jr. R. J., Lyytinen, K., and Majchrzak, "A organizing for innovation in the digitized world", Organization Science, Vol. 23, No. 5, 2012, pp. 1398-1408. https://doi.org/10.1287/orsc.1120.0771

Cited by

  1. 패션 라이브 커머스 유형별 소비자 인식 비교: 텍스트 마이닝 적용 vol.25, pp.3, 2020, https://doi.org/10.12940/jfb.2021.25.3.90