Game or Live Streaming?: Motivation and Social Experience in Live Mobile Quiz Shows

Soomin Kim, Gyuho Lee, Seo-young Lee, Sanghyuk Lee, Joonhwan Lee
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引用次数: 1

Abstract

Live quiz shows that make use of mobile applications embed aspects of both games and live streaming. To understand users' motivations and experiences related to these mobile quiz shows, we used a mixed-methods approach that includes interviews (N = 16) and a survey (N = 296). We conducted a thematic analysis of interviews to identify seven motivations, five of which were verified through a factor analysis of survey data: interactivity, offline integration, achievement, ease of enjoyment, and financial incentives. Moreover, we examined how those motivations influenced users' perceptions of the apps and their in-app behavior patterns. The motivations of offline integration and financial incentives positively affected users' frequency of app usage, their recommendation of the app, and their habitual usage. This result implies that, to drive persistent usage, it is important to foster social integration and to properly balance both the average chance of winning and the amount of distributed prize money. Furthermore, our results suggest new directions for using design implications to improve user engagement.
游戏还是直播?:手机即时智力竞赛节目的动机和社交体验
利用手机应用嵌入游戏和直播两方面的实时智力竞赛节目。为了了解用户对这些移动智力竞赛节目的动机和体验,我们使用了混合方法,包括访谈(N = 16)和调查(N = 296)。我们对访谈进行了专题分析,以确定七个动机,其中五个通过调查数据的因素分析得到验证:互动性、线下整合、成就、享受的便利性和财务激励。此外,我们还研究了这些动机如何影响用户对应用的看法和他们的应用内行为模式。线下整合的动机和财务激励对用户使用应用的频率、应用的推荐和习惯性使用产生积极影响。这一结果表明,要推动玩家持续使用游戏,就必须促进社交整合,并适当平衡平均获胜几率和分配奖金的数量。此外,我们的研究结果提出了使用设计暗示来提高用户参与度的新方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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