Social Live Stream Services (SLSS) exploit a new level of social interaction. One of the main challenges in these services is how to detect and prevent deviant behaviors that violate community guidelines. In this work, we focus on adult content production and consumption in two widely used SLSS, namely Live.me and Loops Live, which have millions of users producing massive amounts of video content on a daily basis. We use a pre-trained deep learning model to identify broadcasters of adult content. Our results indicate that moderation systems in place are highly ineffective in suspending the accounts of such users. We create two large datasets by crawling the social graphs of these platforms, which we analyze to identify characterizing traits of adult content producers and consumers, and discover interesting patterns of relationships among them, evident in both networks.
@cite_24: Video streaming platforms like Twitch.tv or YouNow have attracted the attention of both users and researchers in the last few years. Users increasingly adopt these platforms to share user-generated videos while researchers study their usage patterns to learn how to provide better and new services.
@cite_5: There has been explosive growth in Mobile Personal Livestreaming (MPL) market since 2016. MPL services are booming not only because they introduce the popular live content by spontaneous and personalized broadcasters, but also because they are deliberately designed to be the innovative social networking service (SNS) platforms. The latter is a very important aspect that distinguishes MPL from the traditional livestreaming services. In this paper, we study the social networking of a large scale MPL service “Inke” (with more than 200 million registered users, 15 million daily active users) in China. By analyzing the dataset we crawl and the features of Inke app, we show that the social media stickiness of Inke comes from three aspects: the follower-followee model, the virtual-gift-based incentive mechanism, and the multi-perspective interactivity between broadcasters and viewers. First, Inke introduces the follower-followee model rather than the traditional broadcaster-viewer model, and every user in Inke can be a broadcaster. This makes MPL have some different patterns from both the traditional livestreaming serives and SNS platforms. Second, Inke use virtual gift giving and user ranking as its incentive mechanism. Our measurement results show that this mechanism can indeed enhance user stickiness. Furthermore, Inke incorporates a variety of features during broadcasting to strengthen interactivity. The insight we gain in this paper has important implications for both existing and future designs.
@cite_23: Live streaming platforms bring events from all around the world to people's computing devices. We conducted a mixed methods study including interviews (N = 42) and a survey (N = 223) to understand how people currently experience events using Facebook Live, Periscope, and Snapchat Live Stories. We identified four dimensions that make remote event viewing engaging: immersion, immediacy, interaction, and sociality. We find that both live streams and the more curated event content found on Snapchat are immersive and immediate, yet Snapchat Live Stories enable quickly switching among different views of the event. Live streams, on the other hand, offer real time interaction and sociality in a way that Snapchat Live Stories do not. However, the interaction's impact depends on comment volume, comment content, and relationship between viewer and broadcaster. We describe how people experience events remotely using these social media, and identify design opportunities around detecting exciting content, leveraging multiple viewpoints, and enabling interactivity to create engaging user experiences for remotely participating in events.
@cite_24 analyzed traffic patterns and user characteristics of YouNow. @cite_5 crawled Inke and identifed that the main reasons that users are hooked in these services are the follower-followee model, the awards incentivisation, and the multi-dimensional interaction between broadcasters and viewers. Similar results, but with real users, were also reported by @cite_23 for the case of Facebook Live, Periscope, and Snapchat.