Advertisement

Exploring the Motivational Affordances of Danmaku Video Sharing Websites: Evidence from Gamification Design

  • Yuxiang ZhaoEmail author
  • Jian Tang
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9733)

Abstract

Danmaku video sharing website is a kind of popular social media used by digital natives in China. Very few existing studies or research models explain the psychological and behavioral aspects of user behavior in danmaku websites. The paper aims to explore the motivational affordances of Chinese danmaku websites from the gamification design perspective. Using the qualitative Delphi method and follow-up interviews, we leveraged the knowledge and experience of 18 panel members who were labelled as “UP主” in the ACG communities. Some key research findings have been drawn from the analysis.

Keywords

Danmaku Motivational affordance Game elements Gamification Delphi analysis 

Notes

Acknowledgement

The authors acknowledge the research funding received by National Science Foundation in China (No. 71403119 and 71390521), and the Ministry of Education, Humanities, and Social Sciences Council in China (No. 13YJC870033).

References

  1. Anderson, A., Huttenlocher, D., Kleinberg, J., Leskovec, J.: Steering user behavior with badges. In: Proceedings of the 22nd International Conference on World Wide Web, pp. 95–106. International World Wide Web Conferences Steering Committee (2013)Google Scholar
  2. Aparicio, A.F., Vela, F.L.G., Sánchez, J.L.G., Montes, J.L.I.: Analysis and application of gamification. In: International Conference on Interacción Persona-ordenador, vol. 44, pp. 101–102 (2012)Google Scholar
  3. Blohm, I., Dr, P., Leimeister, J.M.: Design of it-based enhancing services for motivational support and behavioral change. Bus. Inf. Syst. Eng. 5(4), 275–278 (2013)CrossRefGoogle Scholar
  4. Cheong, C., Cheong, F., Filippou, J.: Quick quiz: a gamified approach for enhancing learning. In: Pacific Asia Conference on Information Systems, 18– 22 June 2013, Jeju Island, Korea, pp. 1–14 (2013)Google Scholar
  5. Chou, Y.: Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media (2015)Google Scholar
  6. Denny, P.: The effect of virtual achievements on student engagement. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 763–772. ACM (2013)Google Scholar
  7. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: International Academic Mindtrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM (2011)Google Scholar
  8. Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63(1), 380–392 (2013)CrossRefGoogle Scholar
  9. Dong, T., Dontcheva, M., Joseph, D., Karahalios, K., Newman, M., Ackerman, M.: Discovery-based games for learning software. In: Sigchi Conference on Human Factors in Computing Systems, May 5–10, 2012, Austin, Texas, USA, pp. 2083–2086. ACM (2012)Google Scholar
  10. Farzan, R., Brusilovsky, P.: Encouraging user participation in a course recommender system: an impact on user behavior. Comput. Hum. Behav. 27(1), 276–284 (2011)CrossRefGoogle Scholar
  11. Halan, S., Rossen, B., Cendan, J., Lok, B.: High Score! - motivation strategies for user participation in virtual human development. In: Safonova, A. (ed.) IVA 2010. LNCS, vol. 6356, pp. 482–488. Springer, Heidelberg (2010)CrossRefGoogle Scholar
  12. Hamari, J., Koivisto, J.: Social motivations to use gamification: an empirical study of gamifying exercise. In: Proceedings of the European Conference on Information Systems, June 5–8, 2013, Utrecht, The Netherlands (2013)Google Scholar
  13. Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work? – a literature review of empirical studies on gamification. In: The 47th Hawaii International Conference on System Sciences (HICSS), 2014, pp. 3025–3034. IEEE (2014)Google Scholar
  14. Nicholson, S.: A user-centered theoretical framework for meaningful gamification. In: Proceedings of Games + Learning + Society 8.0. Madison, WI (2012)Google Scholar
  15. Okoli, C., Pawlowski, S.D.: The delphi method as a research tool: an example, design considerations and applications. Inf. Manag. 42(1), 15–29 (2004)CrossRefGoogle Scholar
  16. Prensky, M.: Digital natives, digital immigrants part 1. On the Horiz. 9(5), 1–6 (2001)CrossRefGoogle Scholar
  17. Ryan, R.M., Deci, E.L.: Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55(1), 68–78 (2000)CrossRefGoogle Scholar
  18. Sakamoto, M., Nakajima, T., Alexandrova, T.: Value-based design for gamifying daily activities. In: Herrlich, M., Malaka, R., Masuch, M. (eds.) ICEC 2012. LNCS, vol. 7522, pp. 421–424. Springer, Heidelberg (2012)CrossRefGoogle Scholar
  19. Schmidt, Roy C.: Managing delphi surveys using nonparametric statistical techniques. Decis. Sci. 28(3), 763–774 (1997)CrossRefGoogle Scholar
  20. Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum Comput Stud. 74, 14–31 (2015)CrossRefGoogle Scholar
  21. Shen, Y., Chan, C.H., Hung, I.W.: Let the comments fly: the effects of the flying commentary presentation on consumer judgment. In: Proceedings of the Thirty Fifth International Conferences on Information Systems, Auckland (2014)Google Scholar
  22. Smith, A.-L., Baker, L.: Getting a clue: creating student detectives and dragon slayers in your library. Ref. Serv. Rev. 39(4), 628–642 (2011)CrossRefGoogle Scholar
  23. Thom, J., Millen, D., Dimicco, J.: Removing gamification from an enterprise SNS. In: Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work, February 11–15, 2012, Seattle, Washington, USA, pp. 1067–1070. ACM (2012)Google Scholar
  24. Zhang, P.: Motivational affordances: fundamental reasons for ICT design and use. Commun. ACM 51(11), 145–147 (2008)CrossRefGoogle Scholar
  25. Zhao, Y., Xu, X., Sun, X., Zhu, Q.: An integrated framework of online generative capability: interview from digital immigrants. Aslib J. Inf. Manag. 66(2), 219–239 (2014)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.School of Economics and ManagementNanjing University of Science & TechnologyNanjingChina
  2. 2.School of InformationCentral University of Finance and EconomicsBeijingChina

Personalised recommendations