• Title/Summary/Keyword: Streaming participation

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How Companies Persuade Active Participation of Consumers on Live Streaming Commerce? S-O-R Perspective

  • Zhang, Xiu Ping;Choi, Jae Won
    • The Journal of Information Systems
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    • v.30 no.3
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    • pp.1-20
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    • 2021
  • Purpose Live streaming commerce refers to the fact that people receive live audio and live video directly over the net. While some e-retailers use Live Streaming as a marketing strategy, the impact of live streaming commerce on customers' reuse intentions is unknown. The purpose of this study is to discuss the impact of live streaming commerce by external environmental factors based on S-O-R theory. Design/methodology/approach In this study, we developed a research model based on the S-O-R theory. Using the questionnaire survey method, consumers who used live streaming commerce on Taobao.com were taken as research subjects. Our research model aims to find out how content attributes, real-time interactions, media characteristics, and situational characteristics as stimulus factors influence consumers' perceptions and thus reuse intentions. Findings The results of the analysis show that external environmental factors have a significant impact on consumer perceptions and that perceived risks and flows can influence consumers' reuse intentions. In addition, we also examined the impact of reuse intentions on consumers' active participation. These results show that live streaming commerce can influence consumer perceptions and behavior in several ways.

Tattoo Culture in Korea from the Perspective of Post-subculture (포스트하위문화 관점의 한국 타투문화)

  • Kim, Gahyun;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.1
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    • pp.63-79
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    • 2022
  • This study investigated the phenomenon of modern people enjoying tattoo culture in Korea from the perspective of post subculture. A qualitative study was conducted using both literature review and in-depth interview methods. For post-subculture perspectives, the theories of Maffesoli (2017) and Thornton (1996), which are suitable for interpreting contemporary tattoo culture, were reviewed in terms of seven concepts: sporadic network, grouping, fluid participation, temporary emotional bond, self-distinction, pursuit of underground culture, and display and concealment. Semi-structured questionnaires were constructed and administered based on the organized characteristics. Five cultural qualities of the tattoo phenomenon in Korea were derived based on post-subculture concepts. Sporadic formation is related to the pattern of inflow into tattoo culture, and "streaming" participation is based on fluid participation and temporary ties. Distinction within subculture is based on self-distinction and pursuit of underground. The costume-playing ordinary concept includes the characteristic of controlling the exposure of tattoos in society. Finally, formation of the consumer tattoo market was newly discovered in Korean tattoo culture.

Effects on SNS Communication Types of Fashion Designer Brands -SNS Consumption Value, Product Attitude, and Behavioral Intention- (패션 디자이너 브랜드의 SNS 정보전달 유형의 효과 -SNS 소비가치, 제품태도, 구매의도의 관계-)

  • Soojin Lee;Yuri Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.996-1011
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    • 2023
  • This study introduces an effective marketing strategy for fashion SMEs and small designer brands utilizing Instagram as a social networking platform. The research compared the impact of two information delivery types (native advertisements vs. live streaming after native ads) and two types of promotional messages (scarcity vs. price discount) on SNS consumption value, and product attitude toward fashion designer brands. The study involved surveying 251 Korean women aged 25-55 with experience in buying designer products and using SNS. Data analysis was conducted using SPSS 26.0 and Process Macro v3.5. Results indicated that both native advertisements and live streaming enhance economic and social values in SNS consumption. Live streaming with price discount messages generates higher perceived SNS consumption values compared to scarcity messages. Consumers showed a more favorable attitude toward designer brand products when watching the live streaming of price discount messages rather than scarcity messages. The findings emphasize that the broadcast host actively induced participation to reveal viewers' social presence through comments or emphasized discount messages such as ultra-special prices during live streaming on Instagram.

Consumer's Technology Innovation Adoption Type and the Participation Level of Multimedia UCC Services (소비자의 기술혁신 수용유형과 동영상 UCC 서비스 참여수준)

  • Kim, Yeon-Jeong
    • Journal of Families and Better Life
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    • v.27 no.1
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    • pp.209-219
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    • 2009
  • This study identifies the key determinants and technology innovation adoption type of participation in multimedia UCC services. This research examines how the major factors of perceived usability, self-expression, fun & entertainment, arousal, information sharing, other's positive reputation and interface easiness contribute to participation in multimedia UCC services. A sample survey of internet users was conducted, responses were collected from 629 respondents and consumer streaming data were analyzed. Some of the practical implications of the results are follows. This research have categorized that the types of technology adoption for the participation of UCC were innovator consumer, early adaptor consumer, early majority consumer, and late majority consumer. The results of multiple regression analysis indicated that perceived usability, interface easiness, fun & entertainment, self-expression, arousal, other's positive reputation and type of technology adoption posited a significant effect in multimedia UCC Services.

Identifying Consumer Response Factors in Live Commerce : Based on Consumer-Generated Text Data (라이브 커머스에서의 소비자 반응 요인 도출 : 소비자 생성 텍스트 데이터를 기반으로)

  • Park, Jae-Hyeong;Lee, Han-Sol;Kang, Ju-Young
    • Informatization Policy
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    • v.30 no.2
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    • pp.68-85
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    • 2023
  • In this study, we collected data from live commerce streaming. Streamimg data were then categorized based on the degree of chatting activation, with the distribution of text responses generated by consumers analyzed. From a total of 2,282 streaming data on NAVER Shopping Live -which has the largest share in the domestic live commerce market- we selected 200 streaming data with the most active viewer responses and finally chose the streams that had steep increase or decrease in viewer responses. We synthesized variables from the existing literature on live commerce viewing intentions and participation motivations to create a table of variables for the purpose of the study. Then we applied them with events in the broadcast. Through this study, we identified which components of the broadcast stimulate the variables of consumer response found in previous studies, moreover, we empirically identified the motivations of consumers to participate in live commerce through data.

An Exploratory Study of Consumer's Participation and Diffusion of Internet UCC-based on Digital Contents Services (인터넷 UCC 기반 디지털콘텐츠 서비스의 소비자 참여와 확산에 관한 연구)

  • Kim, Yeon-Jeong
    • Journal of Families and Better Life
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    • v.27 no.3
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    • pp.201-212
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    • 2009
  • The purpose of research is to investigate patterns and diffusion of consumer participation on Internet UCC based on digital contents services. A sample survey of internet users was conducted, responses were collected from 629 respondents and consumer streaming data were analyzed. Some of the practical implications of the results are follows. Research can find out that patterns of user participation in UCC. The major genres of UCC are like daily lives of individuals, humors, parodies of star entertainers and types of contents like still pictures or images, texts are relatively highly generated comparing with multimedia UCC. Although participants have been being increased in UCC recently, the consumers as prosumers who are classified in contents generating group are ten percents at the most. In generating community-based UCC such as posting answers of questions and activities in Blog, prosumers who are in contents making group(recreational group) show more positive attitudes than simple participants(consuming only). The results of multiple regression analysis indicated that fun & entertainment, arousal, self-expression, user friendly web interface variable commonly posited a significant effect in multimedia UCC Services between two groups. Information sharing and perceived usefulness posited a significant effect in recreational group.

Multimedia UCC Services as a Web 2.0 and Consumer Participation (웹2.0의 동영상 UCC 서비스현황과 소비자 참여)

  • Kim, Yeon-Jeong;Park, Sun-Young
    • Journal of Families and Better Life
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    • v.26 no.1
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    • pp.95-105
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    • 2008
  • This paper identifies current status and key determinants of participation in multimedia UCC as a web2.0 paradigm. Significant factors composed of IT digital convergence environments and young generation's value, attitude to connecting to web (human relation, visual expressionism, arousal, et al). This paper analyze multimedia UCC service status & current status of participation level of UCC users. The research implemented to analysis customer click streaming data (inter-temporary page-view, unique user)of small-mid multimedia UCC Company and to 2nd data(ww.rankey.com) for page-view and unique user to participation tendency by age and sex about total participation amount of multimedia UCC. In case of young generation be familiar with new internet service, Internet web space meaning important information seeking media and 1 person media able to connect to new web network as prosumer. In UCC centered internet business, web based customers implemented the role of prosumer as generate web contents and consuming to net-working.

Adaptive Rate Control for Guaranteeing the Delay Bounds of Streaming Service (스트리밍 서비스의 지연한계 보장을 위한 적응적 전송률 제어기법)

  • Koo, Ja-Hon;Chung, Kwang-Sue
    • Journal of KIISE:Information Networking
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    • v.37 no.6
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    • pp.483-488
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    • 2010
  • Due to the prevalence of various mobile devices and wireless broadband networks, there has been a significant increase in interest and demand for multimedia streaming services. Moreover, the user can service the participatory video broadcasting service in the mobile device and it can be used to deliver the real-time news and more variety information in the user side. Live multimedia service of user participation should consider not only the video quality but also the delay bounds and continuity of video playback for improving the user perceived QoS (Quality of Service) of streaming service. In this paper, we propose an adaptive rate control scheme, called DeBuG (Delay Bounds Guaranteed), to guarantee the delay bounds and continuity of video playback for the real-time streaming in mobile devices. In order to provide those, the proposed scheme has a quality adaptation function based on the transmission buffer status and network status awareness. It also has a selective frame dropper, which is based on the media priority, before the transmission video frames. The simulation results demonstrate the effectiveness of our proposed scheme.

Interactive Case Study on Fashion Media: Focused on Showstudio's Fashion Projects (패션 미디어에 나타난 상호작용 사례 연구: 쇼스튜디오(Showstudio)의 패션프로젝트를 중심으로)

  • Kim, Jiyoung
    • Journal of Fashion Business
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    • v.17 no.5
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    • pp.101-119
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    • 2013
  • The purpose of this study is to consider the interactivity which appeared on the fashion media that focus on Showstudio's fashion projects. Showstudio is a famous fashion site that was founded by the famous photographer, Nick Knight, which has displayed interactive projects with fashion designers and artists. The methods of this study are undertaken by theoretical studies and project analysis. The 38 projects under the 'interactive' category are being chosen among archive data and the project explanations, photos and videos provided from the site are studied. Interactivity of fashion projects in Showstudio is considered by main factors such as two-way communication, participation, user control, and responsiveness. Two-way communication appears as transactional communication in the creation process and feedbacks from contents of users. The characteristic of participation appears as participation in the creation process and the practical use of contents. User control appears as control of contents, user interface and streaming media systems. The characteristic of responsiveness appears as real time and synesthesia responsiveness between the user and contents. Showstudio show free communication through digital information transmit system and also indicate the opportunity of innovative interactions among users, media, and contents.

A Hybrid P2P Overlay Architecture for Live Media Streaming (라이브 미디어 스트리밍 서비스를 위한 하이브리드 P2P 오버레이 구조)

  • Byun, Hae-Sun;Lee, Mee-Jeong
    • Journal of KIISE:Information Networking
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    • v.36 no.6
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    • pp.481-491
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    • 2009
  • In this paper, we proposed a hybrid P2P overlay structure for live media streaming. The proposed structure consists of the mesh overlay organized by peers according to the geographical proximity and similar bandwidth range and the tree overlay formed by the peers for which the stability of participation is approved. The proposed scheme enhances the robustness of tree overlay and the long delay of mesh overlay by intelligently combining the utilization of the tree overlay and the mesh overlay. Furthermore, the peers with a large up-link bandwidth are located near to the media source peer. Therefore, it reduces the height of tree, and as a result, the stream transmission delay. Through simulation, we evaluated the performance of the proposed scheme in terms of scalability and quality of services.