Open Password – Wednesday April 27, 2022
#1059
PATINFO – Internationalization and digitalization of the IP world – Christoph Hoock
Lecture series on information science – digital meets society – gamification – social live streaming services – Katrin Scheibe – Franziska Zimmer – gamification – Nader Fadl – Wolfgang G. Stock – Kaja J. Fietkiewicz – Heinrich Heine University Düsseldorf – user motivation and user engagement – Facebook – YouTube – Instagram – Real-time broadcasts – Streamers – Online gaming – E-sports – YouTube Live – Twitch tv – Corona – Live concerts – Virtual gifts – Parasocial relationships – Content analysis – QQ.com – Chelsea-Adelaide – YouNow.com – Participants – Viewers
ESG Strategies – Equifax – BIIA – Leadership in Security – Workforce Diversity – Environmental Impact – Financial Inclusion – Digitalization Index for SMEs – Telecom – Pandemic – Industry – Logistics – techconsult – New Work – Hagen Rickmann – Home office – Web and video conferences – Digital security – Climate-friendly Economics – Investments – Funding – Internet of Things – Artificial Intelligence
Hyve – Russian Business – Invasion of Ukraine – Experian – AI:drian – Transaction Miner – Dataminr Pulse – Critical Risks – Dice – Time Zone Search – TalentSearch Sourcing Platform – Intrado – Notified PR Cloud – Questel – Markify – Richard Liu – JD.com – Thomson Reuters – FindLaw Forms & Services – Le Monde – AI Translation – Clarivate – #StandWith Ukraine – Displaced Researchers – Financial Times – FT Edit – Gale Primary Sources Platform – Underrepresented Histories – Guardian – Pricing Approach – Zoom Video Communications for Education – Fiserv – Joint Commitment for Action on Inclusion and Diversity in Publishing – Royal Society of Chemistry – Springer Nature – Journal Citation Reports – Outsell
I.
PATINFOInternationalization of the digitalization of the IP world
II.
Title:
Lecture series on information science: digital meets society
Gamification on social live streaming services – By Katrin Scheibe and Franziska Zimmer
III.
ESG Strategies
Equifax Furthers Commitment to Environmental, Social and Governance Priorities
IV.
International News
PATINFO
Internationalization and digitalization of the IP world
Dear Mr. Bredemeier,
I would like to warmly invite you to this year’s PATINFO “Internationalization and Digitalization of the IP World”. This year we are meeting from the 22nd to the 24th. June at the CCS in Suhl. Unfortunately, online participation is not possible. Since the first workshops and hotel capacities are already well booked, we recommend registering as soon as possible. We look forward to seeing you again in person, but still under all the necessary hygiene conditions (distance, 2G concept, etc.). Program and further information on the XING event page.
Kind regards, Christoph Hoock (organizer),
Paton State Patent Center Thuringia at the TU Ilmenau
Lecture series on information science:
digital meets society
Gamification on social live streaming services
Preliminary remark: Katrin Scheibe and Franziska Zimmer convey information in their article “What is Gamification? Where is it used and what is the benefit?” as part of the “Ring Lecture Information Science: Digital meets Society” (Heinrich Heine University Düsseldorf) primarily backgrounds and areas of application of gamification. As part of her research, the use of gamification on so-called social live streaming services is also discussed. As an extension and connection of the articles about gamification (by Nader Fadl) and social live streaming services (by Wolfgang G. Stock and Kaja J. Fietkiewicz), this article follows, in which the interaction of both topics is described in more detail and explained based on research. You can watch the corresponding video of the online lecture series on the YouTube channel of the Heinrich Heine University Düsseldorf.
By Katrin Scheibe and Franziska Zimmer
Katrin Scheibe
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What is gamification?
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Gamification is the use of game elements in a non-game context (Deterding et al., 2011). These include, for example, levels, rankings, badges or rewards. A very well-known example of gamification from everyday life is the stamp card of a restaurant, where you get a stamp for paying for a meal. Once you have collected a certain number of stamps, you will receive a free meal as a reward. As already mentioned in the article “The Power of Games – How users can be motivated in a playful way in a digital world and valuable data can be obtained” by Nader Fadl, gamification is used in many areas. In online services, it is primarily used to motivate users, increase user engagement and thus bind users to a system.
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What is live streaming?
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Live streaming has become increasingly popular in recent years, especially since popular social media platforms such as Facebook, YouTube and Instagram added this feature to their services. Live streaming is a real-time transmission in the form of a video, comparable to live television shows. However, in most cases, live streaming involves broadcasting live from your own home. The users who broadcast their own program are also known as streamers. Other users of the live streaming service can watch various live broadcasts and communicate and interact with the streamer and other viewers via chat messages.
We distinguish between three types of live streaming services: general live streaming services without any specification, topic-specific live streaming services for a specific interest group whose content dominates the streams, such as online gaming and e-sports or art, and such services where the live streaming function has been embedded into an existing service (e.g. YouTube Live). In particular, the topic-specific live streaming service Twitch.tv, which largely broadcasts video game playing, has seen a large increase in users during the coronavirus lockdown. Well-known musicians used several live streaming services during the lockdown to play live concerts in front of the largest possible virtual audience.
Most users strive to escape boredom, have fun and be entertained, or meet new people and talk to other people by using live streaming services (Zimmer and Scheibe, 2019). For some users, being mentioned by a streamer in their stream is particularly attractive. For this purpose, virtual gifts are often sent to the streamers, which sometimes even have to be paid for with real money. This creates a “parasocial relationship” between streamers and viewers. This refers to a psychological relationship in which a recipient of virtual media feels attracted to or friends with a virtual actor, even though there is little or no exchange between the two sides. Gifts are just one possible gamification element that can be found on live streaming services. Live streaming services use a variety of gamification elements, as Katrin Scheibe and Franziska Zimmer (2019) found out in one of their studies.
Franziska Zimmer
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Which gamification elements are used on live streaming services?
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To investigate this, a content analysis of the gamification elements used on several live streaming services was carried out. A total of 21 live streaming services were assessed and checked for 14 different gamification elements. Eleven Chinese live streaming services were taken into account. In China, live streaming is a billion-dollar industry that has made the country the leading provider of over 200 services. YouTube, QQ.com and Facebook, which are among the top ten most visited websites in the world, were also examined (Alexa, 2021). Nine of the 21 services use ten or even more of the 14 game elements considered; eight of these nine services come from China. In particular, the function of following others (20), leaderboards (16), gifts (15), virtual currency (15), badges (15) as well as points (14), levels (13) and progress bars (12) have been implemented on many of the 21 investigated live streaming services discovered. The numbers in brackets indicate the number of services.
Screenshot of a stream by user Chelsea-Adelaide on YouNow.com – from a viewer’s perspective (taken on July 26, 2021). In the live streaming window you can see a gift that the streamer receives from one of the viewers, which is displayed as a purple “thumbs up” with “x400”. On the right side, the chat history and a ranking of the current top viewers are shown. Information about the streamer is displayed above the stream. There is a badge on the nickname and a progress bar underneath, which shows how many likes you are missing until the next badge. On the left side you can see other currently popular streamers who are currently live.
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How much do gamification elements on live streaming services motivate different user groups?
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Users of live streaming services can be divided into three groups. On the one hand there are the streamers , who are users who broadcast the live program, and on the other hand there are two types of recipients. One type of recipient is those who actively participate in the stream using the chat function or send attention and support to the streamer through gifts. These are referred to as “ participants ”. There are also recipients who watch the stream without actively participating in what is happening (“ viewers ”).
YouNow was chosen as a case study in our research because this platform offers many gamification elements. Using an online survey, users were asked how motivating the individual gamification elements were. Users should also indicate which user group they feel like they belong to (streamers, participants, viewers).
Streamers in particular reported being highly motivated by most of the gamification elements. Streamers experience these gamification elements when a viewer becomes active and activates one of the functions, be it sending a message, taking up a subscription or giving the streamer a gift. For participating participants, the gamification elements are largely motivating insofar as they are important for their participation. The gamification elements, which are experienced by all users of the system, were perceived as less motivating.
Streamer
Participant
All users
Get fans
Comment on stream
level
get comments
Be a guest on a stream
Coins
Get premium gifts
become a fan
Ranking
Get subscribers
Become a subscriber
Badges
get gifts
Distribute premium gifts
Crown
Table with gamification elements that can be used and experienced by different user groups.
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What do we take away from gamification on live streaming services?
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At least on the YouNow service we examined, all gamification elements were perceived by users as motivating, so none of the elements had a negative effect on user motivation.
What is striking is that a greater variety of gamification elements can be found on live streaming services than on other social media services. One possible explanation is that live streaming is primarily one-to-many (or 1:many) communication. This means that primarily one person communicates with many other people.
Chinese live streaming services in particular offer a variety of gamification elements and apply them to their service in a variety of ways. In China there are already more than 200 different platforms that offer live streaming. This means that there is a lot of competition, which leads operators to innovate to differentiate themselves from the other services. There will certainly be some innovation in gamification on video and live streaming services in the future as the market grows and new platforms enter the market. Various areas from e-commerce to online teaching to entertainment make use of live streaming, especially in connection with gamification.
literature
Alexa, (2021). The top 500 sites on the web – Global. Retrieved from https://www.alexa.com/topsites on July 24, 2021
Deterding, S., Dixon, D., Khaled, R., and Nacke, L., (2011). From game design elements to gamefulness: defining “gamification”]. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek ’11). Association for Computing Machinery, New York, NY, USA, 9–15. DOI: https://doi.org/10.1145/2181037.2181040
Scheibe, K. (2018) The Impact of Gamification in Social Live Streaming Services. In: Meiselwitz G. (eds) Social Computing and Social Media. Technologies and Analytics. SCSM 2018. Lecture Notes in Computer Science, vol 10914. Springer, Cham. https://doi.org/10.1007/978-3-319-91485-5_7
Scheibe, K. & Zimmer, F. (2019). Game Mechanics on Social Live Streaming Service Websites. In Proceedings of the 52nd Hawaii International Conference on System Sciences, January 8 – 11, 2019, Grand Wailea, Maui (pp. 1486-1495). Honolulu, HI: HICSS (ScholarSpace).
Zimmer, F. & Scheibe, K. (2019). What Drives Streamers? Users’ Characteristics and Motivations on Social Live Streaming Services [What motivates streamers? User characteristics and motivation on social livestreaming services]. In Proceedings of the 52nd Hawaii International Conference on System Sciences, January 8 – 11, 2019, Grand Wailea, Maui (pp. 2538-2547). Honolulu, HI: HICSS (ScholarSpace)
contact person
Katrin Scheibe, BA, MA, HHU Düsseldorf, email: katrin. Scheibe@hhu.de
Franziska Zimmer, BA, MA, HHU Düsseldorf, email: franziska.zimmer@hhu.de
Katrin Scheibe and Franziska Zimmer are research assistants in the Department of Information Science at Heinrich Heine University Düsseldorf. They have been researching topics related to live streaming services and gamification together for six years now. This also includes research into the information behavior of users of other social media services. In the last three years, her research has increasingly focused on the information behavior and media use of people with a refugee background.
ESG Strategies
Equifax Furthers Commitment to Environmental, Social and Governance Priorities
(BIIA) New Disclosures Demonstrate Strong Momentum Across Company’s Stated ESG Priorities of Security, Workforce Diversity, Environmental Stewardship and Financial Inclusion
Equifax (NYSE: EFX) continues to further its commitment to Environmental,
Social and Governance (ESG) priorities and has issued its annual ESG letter to shareholders and stakeholders and made new disclosures available on Equifax.com. These disclosures, which include the Task Force on Climate-related Financial Disclosures (TCFD) report, the Sustainability Accounting Standards Board (SASB) report, Equal Employment Opportunity (EEO-1) report, the 2021 Equifax Security Annual Report, and financial inclusion initiatives , illustrate the company’s strong momentum across its ESG priorities, including continued leadership in security, driving greater workforce diversity, reducing environmental impact and increasing financial inclusion.
Continued Leadership In Security : Equifax launched its inaugural Security Annual Report in 2021, detailing the steps the company has taken toward embedding security across its enterprise – from technology infrastructure, data fabric, and product development, to mergers and acquisition strategies and employee training. Now in its second year, the latest Security Annual Report highlights Equifax’s significant advances in several key areas, including cloud security, digital supply chain security, employee security training, and global risk management. Because of these efforts and beyond, the company’s security maturity and posture today exceeds every major industry benchmark as measured by independent third parties.
Driving Greater Workforce Diversity : In 2021, 77% of the Equifax senior leadership team (defined as direct reports of the CEO and certain other key executives) reflected gender, racial or ethnic diversity; 38% of the senior leadership team identified as female; and women comprised 44% of the Equifax global workforce. During that same time, 41% of Equifax US employees identified with diverse racial and ethnic groups. Equifax shares diversity data and details regarding its inclusion and diversity initiatives through annual EEO-1 and SASB reports and discussion on its ESG website.
Reducing Environmental Impact : Equifax’s initial TCFD report provides transparency into the company’s environmental sustainability practices. It shows that Equifax’s combined scope 1 and 2 greenhouse gas emissions have decreased each year since 2019, with an approximate 13.5% decrease between 2019 and 2021 and an approximate 3% decrease between 2020 and 2021. The move to the Equifax Cloud is expected to propel the company on its journey to net-zero by significantly reducing the footprint of onsite technology and data centers, leveraging the enhanced energy efficiency of cloud service providers.
Increasing Financial Inclusion : Equifax strives to create and empower economically healthy individuals and communities everywhere the company does business. In 2021, Equifax delivered two big “firsts” – announcing the availability of the industry’s first and only US credit report in Spanish, as well as being the first to include Buy Now, Pay Later (BNPL) tradelines in its US consumer credit files
International News
Hyve to Sell Its Russia Business After Boycott Warnings
Hyve proposed to sell its Russian business, citing warnings from customers that they would boycott its Western events if it continued to operate in the country after its invasion of Ukraine. Hyve said the proposed sale for a maximum price of 72 million pounds is also a result of compliance and operational challenges the company would face as a result of Western sanctions on Russia.
Experian Launches the New Fraud Prevention Solution AI:drian in the DACH Region
Experian launches the new fraud prevention solution AI:drian in the DACH region. The solution can accurately evaluate up to 99.9 percent of all transactions and thus reliably filter out fraud. At the heart of the new solution is the machine learning component “Transaction Miner”.
Dataminr Bolsters Corporate Product Offering with New Capabilities
Dataminr introduced new capabilities integrated into Dataminr Pulse, its corporate risk product. Dataminr Pulse delivers the earliest indication of critical risks, and its new advanced geovisualization and intuitive collaboration workflow capabilities allow enterprises to collaborate and manage responses to crises effectively with visual context.
Dice Features Bring Flexible Work to the Forefront for Tech Professionals and Recruiters
Dice announced the release of Time Zone Search, a new feature within the TalentSearch sourcing platform allowing recruiters to search for technology professionals within a designated time zone. The feature is the most recent enhancement to the Dice platform designed to make it easier for tech recruiters to connect with technologists.
Notified Enhances Its Integrated Public Relations Platform
Intrado Corporation announced expanded capabilities in its Notified PR Cloud. These enhancements support the needs of public relations professionals who increasingly rely on media metrics and data to measure the impact of their communications.
Questel Acquires Trademark Search and Watch Specialist Markify
Questel announced the acquisition of Markify which will accelerate innovation within trademark search, watch, and brand protection. Markify is a technology-driven SaaS company, providing searching and watching services to trademark professionals.
JD.com Founder Richard Liu Steps down in Latest Chinese Tech Chief Exit
Richard Liu has stepped down as chief executive of JD.com, marking the latest exit for one of the country’s top entrepreneurs. Beijing’s months-long campaign to rein in Big Tech has spurred several Chinese entrepreneurs to flee executive roles in favor of working from behind the scenes, as private business in the country comes under greater regulatory scrutiny.
FindLaw Debuts Do-It-Yourself Estate Planning
Thomson Reuters is introducing FindLaw Legal Forms & Services, a do-it-yourself offering for legal consumers. The first practice area is Estate Planning, integrating Contract Express software with FindLaw content and resources to provide consumers with access to easy-to-use legal forms and services.
Le Monde Launches English Edition with AI Translation
Le Monde, launched its first English-language digital edition with articles translated in part by artificial intelligence. The paper said it would start releasing a large range of English-language content as part of a mission to double its subscriber base to one million by 2025.
Clarivate Commits to #StandWithUkraine with Launch of Resource Center for Displaced Researchers
Clarivate launched a package of Clarivate resources of software tools, information and insights to support displaced researchers from Ukraine. The resource center also contains news and content to help raise the profile, knowledge and understanding of Ukraine across the world.
FT Launches 99p per Month Smartphone Edition Aimed at Its Social Media Followers
The Financial Times has launched FT Edit, a streamlined app it hopes will attract an audience beyond its traditional, professional readers. The app will provide a curated, daily selection of eight articles at 8am each weekday. At weekends, subscribers will see a “best of the week” selection.
Gale Primary Sources Release New Archives Dedicated to Underrepresented Histories
Gale is supporting academic initiatives in diversity, equity and inclusion with the release of six new archives on the Gale Primary Sources platform. These archives explore the stories of LGBTQ+ communities worldwide, women, Native Americans and other underrepresented communities.
Guardian to Test Paywall on News App in Reader Payments Push
The Guardian is to test a paywall on its news app. While the Guardian will keep its website open to all, the media group will start later this month to require a fee from a sample of regular news app users as it explores the best pricing approach to put the entire app product behind a paywall.
Zoom Announces New Education Features, Enhancing Hybrid Learning Experience for Educators and Students
Zoom Video Communications announced new features for education in response to requests from teachers and administrators. These features span Zoom’s Chat and Meetings offerings and are designed to support teachers who need to engage and manage students joining class remotely or submitting homework assignments.
Equifax and Fiserv Partner to Advance Digital Commerce with Data
Equifax and Fiserv are partnering to deliver the data-driven insights organizations need to succeed in a digital economy. The companies are collaborating on new offerings that deliver a more holistic picture of businesses and their data and enable financial institutions and businesses of all sizes to embrace the power of real-time data insights.
Academic Publishers Collaborating in Fight Against Bias Announce Key Action on Diversity Data Collection
An international group aiming to eliminate bias and discrimination in academic publishing has published guidance for the collection of author data that can work between different publishers. The Joint Commitment for Action on Inclusion and Diversity in Publishing is led by the Royal Society of Chemistry.
21 Journals to Be Renamed as Springer Nature and Clarivate Work Together to Enable Titles to Become Gender Neutral
Springer Nature and Clarivate have agreed a process which will see the names of 21 journals in Springer Nature’s German language medical portfolio change to become more clearly inclusive, while Clarivate will enable them to retain their indexing with no break in coverage and no disruption to their journal metrics in the Journal Citation Reports.
Source: Outsell
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