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1.
22nd International Conference on Electronic Business, ICEB 2022 ; 22:714-719, 2022.
Article in English | Scopus | ID: covidwho-2207482

ABSTRACT

The pervasiveness of live-streaming, especially in the period of Covid-19, has brought ample monetizing opportunities for content creators through viewers' donation. Given that donation is commonly driven by the gained benefits to the donors, voluntary donation in live-streaming is still unstable due to the lack of constraints. Drawing on the dedication-constraint framework, we examined how streamer-viewer interactions, motivational feedback and self-regulation deficiency affect viewers' donation intention in live-streaming. A survey was conducted among live-streaming users in Taiwan, and the collected data were analyzed by partial least squares. The findings show that the motivational feedback (dedication-based mechanism) has a stronger influence than self-regulation deficiency (constraint-based mechanism) in determining viewers' donation intention. Responsiveness is proven as the most important interaction-based antecedent of motivation feedback and self-regulation deficiency, beside personalization and entertainment. In sum, our empirical findings have significant implications for research and practice to deepen the understanding of donation, encourage viewers to donate and maintain the relationship with content creators in live-streaming communities. © 2022 International Consortium for Electronic Business. All rights reserved.

2.
2022 International Conference on Decision Aid Sciences and Applications, DASA 2022 ; : 201-205, 2022.
Article in English | Scopus | ID: covidwho-1874161

ABSTRACT

This research has designed and developed a The Role-Play Method Human Augmentation Learning Model to Enhance Digital Content Creator, aiming to study and synthesize the framework for developing role-playing Method Human Augmentation Simulation Learning models to enhance digital content creators and study feasibility. The development approach is a model for managing, studying or reviewing the content of studying in covid-19 situations, there are 50 undergraduate students in digital media technology, Rajamangala University of Technology Tawan-Ok. Research content uses digital film production course content. Digital Media Technology Program in Multimedia Technology, Rajamangala University of Technology Tawan-Ok, 6 lessons, trialled in semester 2, academic year 2022, the method of conducting research is divided into 5 phases: Phase 1 synthesis of conceptual framework for developing The Role-Play Method Human Augmentation Learning Model to Enhance Digital Content Creator Phase 2 Synthesis of substanceist features. The expected benefit is that it competes with Digital Content Creator that are suitable for the context of Thailand. Educational institutions that offer courses in relevant disciplines have guided them with Role-Play learning methods to develop Digital Content Creator. © 2022 IEEE.

3.
Comunicacion y Sociedad (Mexico) ; (19)2022.
Article in English | Scopus | ID: covidwho-1754262

ABSTRACT

The covid-19 pandemic has impacted the digital public sphere considerably, causing influencers to reflect on their work and social responsibilities. Users and virtual communities have articulated the need for information to be provided to them on informal political spaces characterized by the coexistence of leisurely and entertainment activities. This exploratory qualitative study is based on in-depth interviews of 13 Peruvian influencers with varying levels of influence and hailing from different regions. Such an exploration facilitates an understanding of the influencers’ coping strategies in this scenario as well as their perspectives as media citizens. We conclude that the relationship between influencers and their communities can assume high levels of civility and social commitment in a critical context;such a relationship is further enhanced by means of content that integrates information and entertainment. © 2022 Universidad de Guadalajara. All rights reserved.

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