A Study of Live Streaming Practices in China
A Study of Live Streaming Practices in China
and facilitate community building. We provide an overview platform. Sjoblom et al. [31] also studied how video game
of the opportunities and challenges of live streaming genres and content types influenced viewer gratification in
exposed by this research, to inform the design of future live streaming, and showed that archetypal structure of the
platforms and services that support social live streaming. stream is more important than genre of games being
streamed. Although relevant, the focus on gaming as a
BACKGROUND AND RELATED WORK
We first provide background of live streaming in China, shared experience makes this sort of live streaming a
then present related work regarding vloggers on YouTube, unique community. We focused our research efforts on the
video game live streaming, and general live streaming. entire set of live streaming uses.
General Live Streaming
Live Streaming in China
In China, live streaming began when the Internet users Live streaming has attracted increased attention in the HCI
started repurposing the public video chat room services of community due to the popularity of mobile live streaming
YY [44] for performative live streaming [2]. Most live applications. Juhlin et al. [12] explored early generations of
streaming platforms gradually began to provide mobile mobile live streaming apps Bambuser and Qik, finding that
versions of their live streaming services. As of April 2017, users could not find appropriate topics to stream and
there have been more than 200 live streaming platforms in streams suffered from poor image quality. Dougherty [4]
China [42], with 324 million live streaming users [5]. The explored the use of Qik, showing that 11% of videos had
top 9 popular platforms all have over 2 million daily active civic importance, such as journalistic and activist value, e.g.,
users [11]. Due to the popularity of live streaming, activist meetings. Tang et al. [33] conducted a mixed
‘streamer’ has become a new profession in China. methods study of early users of live streaming on Meerkat
Corporations such as Tencent provide facility support and and Periscope, finding that the broadcasted live streams
training for full time streamers who have the potential to consisted a diverse range of activities, and the motivations
become popular [37]. These professional streamers go live of the streamers were mostly for branding purposes.
almost every day and live streaming acts as a primary Other work explored the demographics of users on live
source of income for them. streaming services and what makes such stream engaging.
YouTube and Vloggers Scheibe et al. [28] analyzed information production and
YouTube allows for the sharing of user-generated video reception behavior on YouNow, revealing that YouNow
content, and provides a road to fame for many vloggers streams were mostly made by adolescents for adolescents.
who use YouTube to share their life and experiences. Lottridge et al. [18] studied the live streaming practices and
Wesch [38] analyzed the self-awareness generated by motivations of teens, highlighting that teens were streaming
vlogging, and provided evidence of context collapse [20] on like taking a long-form selfie, showing one’s self and life,
YouTube. The commenting system on YouTube was to engage with small group of friends. Work by Hu et al.
analyzed by Siersdorfer [30] and it was found that most [10] did attempt to understand why users kept watching on
comments were concentrated on a small portion of the most live streaming platforms, and found that self-identification
popular videos. Some research in HCI has also explored with the broadcaster and viewing group increased the
how to craft a conversational experience and promote social motivation to keep watching. Haimson et al. [7] studied
interactions through YouTube [9]. Although relevant, the what makes live events engaging by comparing Facebook
present work thus seeks to understand how real-time, Live and Snapchat Live Stories. They found that immersion,
synchronized interaction during large-scale live streaming immediacy, interaction, and sociality were important to the
influences viewer engagement and the social interactions engagement of watching live events.
between viewers and streamers. This existing research explored the different contexts where
Video Game Live Streaming (on Twitch.tv) live streaming is used, streamers’ behavior, and user
Hamilton et al. [8] found that live streaming communities engagement in North America and Europe, but little
form around shared identities from streams’ content and research has explored the practices of live streaming in
viewers’ shared experiences. Pellicone et al. [21] conducted China, where there are more daily active users [5], and
a qualitative study of an online forum about game more professional and regular streamers [11]. Work by
streaming and found that a key attribute of streaming is the Zhou [42] attempted to understand live streaming behaviors
development of a unique attitude and persona as a gamer. in China, revealing information about users’ demographics,
Sjoblom et al. [32] investigated why viewers watch others usage, and perceptions of live streaming, however, he did
play video games, and showed that tension release, social not explore what content was being viewed, how viewers
integration, affective motivations, and information seeking interact with streamers, and what factors contributed to
impacted the hours spent watching, subscription behavior, viewers’ engagement. To better inform the design of future
and the number of streamers watched. Similarly, Gross et al. live streaming interfaces, we seek to dig deeper into the
[6] investigated how motivations influence user’s phenomenon of lives streaming in China and understand
gratifications on watching live streaming on Twitch.tv, how the practices, engagement, and interactions in North
finding that time spent influences the money spent on the America differ from those in China.
We employed factor analysis to cluster sets of questions apps were all well represented in our respondents
about engagement, in order to find significant differences in responses, and most respondents (93%) used mobile
the patterns of the data. Factor loadings were derived versions of the live streaming services. Although most
through principal component decomposition [15] and then platforms have a variety of genres of streams, viewers
rotated using the varimax (orthogonal) rotation, following a chose to use different platforms for different content, for
similar approach as in [13,18]. example, “Douyu is more for games and performance while
Kuai Shou is for dramatic performance” (P7).
RESULTS
The results have been organized based on the themes that App Name # of Users % App Name # of Users %
emerged from the affinity diagramming exercise. We first Douyu.tv 287 54.46% Panda.tv 131 24.86%
present a demographic profile of the respondents and then YY Live 263 49.91% Yi Zhi Bo 104 19.73%
detail users’ motivations and general practices while using Momo 210 39.85% Long Zhu 88 16.70%
Inke 200 37.95% Qi Xiu (x.pps.tv) 81 15.37%
live streaming apps, what the reward system afforded, and Kuai Shou 198 37.57% Lai Feng 74 14.04%
the importance of fan groups on instant messaging Hua Jiao 188 35.67% Ha Ni (ihani.tv) 49 9.30%
applications, the characteristics engaging streams had in Hu Ya 157 29.79% Xian Dan 44 8.35%
common, and the factors contributing to engagement. We Table 2. Respondents’ usage of live streaming services.
present a fusion of the open-ended questions in the survey
and the interviews to explain the findings in greater detail. Respondents reported that they found live streams of
interest via content shared by friends (60%), via browsing
Profile of Respondents featured streams (59%), or via the leaderboard of streamers
The questionnaire took on average 20 minutes to complete (57%). This indicates that views could be skewed to the
(M=20.30, SD = 15.49), and was completed by 243 males most popular fraction of streamers who were featured on
and 282 females (Figure 1). Respondents reported being the platform or had lots of fans, similar to findings of [33].
full-time students, managers, developers, researchers,
teachers, professionals, and so on. The age and education The average time spent watching a single live stream was
level distributions align with previous market report [2] and 62.0 minutes (M=62.0, SD=33.6), compared to the average
research [42] about live streaming users in China. video length on YouTube (4 minutes and 20 seconds) [22].
Respondents also spent on average 7.2 hours (M=7.2,
SD=5.0) per week watching live streams, demonstrating
that most respondents were regular live streaming users.
Motivations for Watching
More than half (69%) of respondents reported that they
watch live streaming to relax, while 55% reported being
attracted by certain streamer. Killing time, making more
friends, communicating with others and sharing life,
sharing their point of view, finding a community, or
desiring to gain new knowledge were also reported as
important motivations for watching live streams.
The comments from interviewees also provided other
motivations. For example, some reported watching live
streaming because they felt lonely and wanted to seek
comfort and the feeling of company. Others sought out
experiences that were different from their own social life,
“We seldom have parties in China. Sometimes I really want
to escape from my close-tie or the circle of my fellows, and
live streaming provides a perfect place for that” (P1). Some
Figure 1. Distribution of age, highest level of education,
location, and experience with live streaming.
also mentioned motivations for seeking specific information,
“Before I went to Hong Kong for a business trip, I
Of all the respondents, 363 only watched others’ streams intentionally watched a stream from a local streamer for
but did not stream themselves, 14 streamed themselves but some advice and her own recommendations for food” (P14).
seldom watched others, 45 spend more time streaming
Activities and Topics
themselves than watching others, and 105 spend more time
With regards to the content that was most favored by
watching others than streaming themselves.
respondents, there were a variety of activities that viewers
Respondents reported using multiple live streaming had a high interest in watching (Figure 2). We now
platforms, with an average of 4 platforms per respondent elaborate our understanding by further analyzing the stories
(M=3.9, SD=3.1; Table 1). We note that similar to previous from the survey, and mainly focus on topics and activities
reports on live streaming in China [2,42], the most popular not explored in previous literature.
Such topics often included, formal knowledge (e.g., Unlike a number of North American streams, many
language learning, graduate school entrance exam respondents reported that game streamers sometimes also
preparation, college-level mathematics, psychology, finance stream other activities, such as singing performances or
and investment, Chinese traditional culture or techniques, outdoor activities, thereby raising their engagement with the
etc.) or informal knowledge (e.g., cooking, interview skills, stream. “[The streamer] regularly changes her content
pick up skills, antique evaluation, skin-care, personal since it would be boring for some fans if she always streams
health, baby-care, fitness, DIY etc.). Cooking was the same game. It’s impressive that she sings really well
especially popular, due to the oft complexity of Chinese and has a very good taste in music.” (P10) This echoed the
culinary skills, as noted by P6, “Since some Chinese recipes findings of live streaming among teens [18], but differs
don’t provide accurate instruction on amount of ingredients from those about video game live streaming.
to be used and accurate time of the cooking, it’s really
Outdoor and Travelling
helpful to watch the streamer cooking in real time, and even A new category that emerged in the responses was the
cook along with the streamer.” desire to see streamers travel and be outdoors (i.e., 67
The streamers usually share such knowledge in a relaxing responses in total, with 26 of them about outdoor activities,
and entertaining style rather than preaching. The viewers such as surviving in the wild, adventures, hunting, hiking,
appreciated this kind of streaming, because they could learn or climbing mountains). Viewers liked the thrilling feeling
something in a fun, interactive way (P3, P10). Viewers also and the novelty of such streams, since such streams took
appreciated the possibility for customizing practices of place in locations where viewers seldom go to, and they
certain knowledge enabled by live streaming. As noted by knew it was real and unedited because it was live. They
our respondents, “There’re different methods for keeping reported holding their breath for the streamer and worrying
health using Chinese medicine, but it’s hard to choose the about their safety, while trying to learn some outdoor skills,
appropriate methods and right medicine for me” (S501). as noted by S404, “I watched a stream about downhill
Live streaming enabled viewers to learn from the climbing at a 300-metre-high cliff, which was thrilling and
experience of the streamer and other viewers, and to ask exciting. The streamer told us about how to do downhill
customized questions and get them answered in real time. climbing and how to warm up through his detailed
demonstration. I learnt a lot from it”.
Videogaming
Similar to North American live streaming on services like Outdoor streams also provide lens to view society from the
Twitch.tv, watching others play video games was another streamer’s perspective, while without live streaming such
common, slightly less popular activity in China (i.e., 88 behavior may be socially awkward. Some streams involve
responses). Most games were the same as on Twitch.tv streamers streaming outdoors while interacting with
(e.g., League of Legend, The Sims), while some were very passers-by, who were in their natural settings and reacted
popular Chinese mobile games (e.g., Honor of Kings). authentically. Viewers liked being able to observe these
people and discuss the interactions that resulted. “It makes
The motivations for watching video-game play were similar
me realize how people from other places differ from me in
to North America: to learn game play skills and strategies,
behaviors, attitudes, and values, which helps me to
to meet other gamers, and to enjoy the game without
understand our society more thoroughly” (P11).
investing too much time playing and mastering it. These
motivations echoed previous research about the importance E-commerce
of forming communities among game play [8] and Another novel category of streaming that was popular came
cultivating the streamer’s own game play attitude [26]. from live streams that were selling (mainly on Taobao, the
Chinese largest e-commerce website). Although akin to
The characteristics of such streams that made them North American infomercials, this is a unique category
engaging related to the impressive skills and strategies of which is seldom seen in previous literature. Products
the gamer, the humorous way they interacted with viewers, ranging from books, clothes, health-care products, skin-care
and their temperament and positive attitude. One products, to even cars were demonstrated and shown in live
respondent recalled this story about the values of his streams. When asked if they would like to try the goods
favorite streamer. “[The streamer] once started a reward recommended by the streamer, respondents reported an
for fans, asking them to send emails to him about their average likelihood of 3.64 (M=3.64, SD = 0.77), which
wishes and he’ll fulfill some of it. Many fans sent emails, indicated that it was likely that they would try. This
but one of them impressed me a lot. He wanted to be a suggests that some viewers were influenced by the streams
volunteer teacher at the charity school which the streamer and may trust the streamer’s recommendations.
has donated to, and asked him for recommendation.
Although that school was in less-developed region and Unlike the traditional pre-taped infomercial, respondents
doesn’t provide decent pay, he would like to be a teacher appreciated the ability to view the product directly, ask the
there.” (S29). This story shows the strong tie that developed streamer to show different perspectives of the product, see
between the streamer and his fans, and the potential greater the process of the crafting of the goods, and ask detailed
social impact that streamers often have on their audience. questions about the product. P4, who is a frequent
consumer on Taobao, also noted that live streaming “gives Although we did not focus our study on streamers, 164
me chance to get to know other consumers in the stream, respondents regularly broadcasted, and 6 of our interview
and I prefer to trust them rather than the streamer, as long participants had streamed, with 2 of them being regular
as they don’t seem to be shill”. Such e-commerce streaming streamers. When asked about motivations for broadcasting
highlights that live streaming is beginning to integrate with themselves, most reported that they wanted to share their
other mobile apps viewers use frequently, thus bringing life with others, show their talents, or make more friends.
additional opportunities and challenges for these services. It The need for branding, which is shown to be the main
also suggests a potential avenue for the next generation of motivation of streamers on Periscope and Meerkat [33],
infomercials in North America. was a small part of their motivation. Most reported seeking
to satisfy their social needs, “I stream mostly to share my
Miscellaneous
There were also other stream content types mentioned, such experience with others who share the same interest with me,
as “Exaggerating behaviors”, “Pets”, “Celebrity”, and and to get a sense of accompany when being alone” (P14).
“Competitions”. One “Exaggerating behaviors” that Gifting
emerged was about a streamer who live streamed On Chinese live streaming platforms, sending free gifts are
themselves gorging on food, “At first, I was curious about similar to “liking” a social media post [29] or “hearting” a
how she could eat so much. As she ate more and more, I stream [33], but with different visual designs and more
became nervous and scared, since I knew it was live and it opportunities to show one’s personality. Live streaming
looked so real. After she finished I would get a sense of platforms in China also offer the opportunity for further
satisfaction, feeling that eating was the happiest thing in the interaction between a viewer and a streamer, whereby a
world.” (P1). It was the surprise, nervous feelings, and viewer can purchase and send a virtual gift to a streamer
satisfaction that the viewers incurred that kept them during the live stream. When a viewer sends a virtual gift, a
interested in this exaggerating behavior. message is displayed to all viewers of the stream, thus
serving as a public broadcast of one’s admiration and
Interactions Between Viewers and Streamers
In terms of the interactive features that respondents use, appreciation for the streamer. As noted by P14 “the floating
commenting to express self-emotion, to communicate with and flashing gifts on the screen were just like fluorescent
the streamer or other viewers, or to send free gifts to the sticks of a concert, which echoed the streamer’s
streamer, were frequently reported (Figure 3). performance”. To encourage repeated giving, a leaderboard
of the top gift senders is visible to all viewers, and all
viewers are notified when a top gift sender joins the stream.
Streamers can receive a portion of the value of the gifts, and
the rest goes to the platform.
Surprisingly, many respondents reported sending paid gifts
(66%). This was commonly done because the viewers liked
the content, they wanted to show support for the streamer,
they wanted to reward the streamer, or they simply liked the
streamer. Gifting with fancy animations provided viewers
with a means of self-expression. P13 noted that “sometimes
Figure 3. Respondents’ reported use of live streaming features sending virtual gifts works as my special way of saying hi to
in the month preceding the survey. the streamer”. P3 noted, “Sometimes I send gifts just as a
creative Danmu to show my agreeance with the streamer or
Besides commenting, becoming a guest and video-chatting other viewers”. This usage is similar to the use of emoji and
with a streamer during the stream was an important way for stickers [43], which express rich and subtle emotions that
viewers to interact with the streamer. Although it is not cannot easily be conveyed by text alone.
used frequently, some interviewees reported that they liked
the direct and lasting communication channel and the Paid virtual gifts also allow streamers to wade through the
ability for collaboration during the stream that it afforded. large number of messages that may be sent to a streamer
Others found the guest sharing his/her own stories and more easily, because viewers who want to demand attention
performing together with the streamer “fun and fresh” (S91). can pay for virtual gifts. Some viewers sent paid gifts with
Being able to communicate directly can facilitate deeper the intention of catching the streamer’s attention to lower
conversations, as S513 noted, “during video-chatting with the chance of their comments being ignored by the streamer,
her I realized that we had some friends in common but we especially when asking specific questions or sending a
haven’t met in person. After that we became very good special request to the streamer. P3 noted that “Since I paid
friends in real life”. Participants did express some privacy for it, it would stay much longer than text comments. It’s
concerns about being a guest, “someone can identify me really important if you want to catch the attention of the
even if I just reveal my voice” (P10). streamer when there are over 10,000 concurrent viewers
sending comments”. In this way, they no longer passively
Atmosphere as S382 noted, “At first I thought he was close to losing the
Many responses mentioned that the most engaging streams game (LoL), but suddenly he came back and won the game
have a good atmosphere that may come from including by his adept operation. I was so impressed and spent nearly
music of good taste, classy background decorations, light of the expense of food for half a month to send him gifts”.
the setting, the relaxing and pressure-free style of the
Factors Items (all in the form of “X is very Factor
streamer, and the polite behaviors and friendly comments of important to the engagement of the loading
other viewers. A good atmosphere may help viewers stay stream”)
watching longer and be more engaged in the stream. Content and Talents and personality of the streamer 0.661
Form of the Interesting or meaningful content 0.797
Novelty Stream Innovated form of live streaming 0.483
Viewers also seem to be more engaged in things they have Alpha = .64 Being able to access to previously 0.644
not experienced, places they have not been to, knowledge (inter-item unknown knowledge
correlation)
they do not have access to before, and unexpected results. Aesthetics The UI and visual design of the app 0.566
Therefore, they like to watch streams about traveling or Alpha = .39 Streamer’s appearance 0.813
outdoor activities, or streams with exaggerated behaviors. Communication Sending and reading comments in the 0.754
with Others stream
Authenticity Communicate with peer viewers 0.794
Viewers also like the authentic nature of live streaming. Alpha = .77 Keep in touch with the streamer 0.576
Although some planning of the stream is essential and Joining the streamer’s fan group 0.589
beneficial, viewers do not like the content and settings to be Emotional Being able to feel streamer’s emotion 0.463
too artificial, but prefer them to be “close to life”. As Reactions Improvisation and uncertainty of the 0.635
stream
mentioned by P5, who liked watching the live behind-the- Alpha = .69 Sending gifts to the streamer 0.766
scenes streams of a popular variety show on TV, live Leading in the leaderboard of gift-senders 0.736
streaming “provides a chance for me to know something
Table 3. Factor Analysis with 4 factors derived
that would be cut on the final version of the show on TV”.
DISCUSSION AND IMPLICATIONS FOR DESIGN
Factor Analysis
We now reflect on our findings of how live streaming apps
Data from 14 questions of 5-point Likert scale related to
were used in China and compare our results with other
live streaming engagement was used to help find latent
research on live streaming. We provide insights to inform
factors that explain the variance found in the questionnaire
future research and design in the HCI community.
responses and the importance of these factors to the
engagement of viewers. Kaiser-Meyer Olkin measure of Our results echoed those found prior in that viewers liked
sampling adequacy is above 0.6 (KMO = .844), and the authentic, unedited nature of live streaming [33] and the
Bartlett’s test of sphericity was significant (χ2 (91) = community fostered from the streams [8]. The content is
1926.9, p < .05), which indicated that the sample was also less important than the way streamer performs it, as
factorable. The factor analysis yielded 4 factors with found in [31] that “content structure is king”. However, live
eigenvalues more than 1 (Table 3). Each item was included streaming practices in China differ in several ways.
within the factor with which it had the highest factor
One big difference is that streams about politics [7] or civic
loading, and we averaged items in each factor.
content [4] are rare in China. Although some streamers
“Content and Form of the Stream” (M=4.29, SD=0.53) was sometimes banter about current affairs, such content
found to be the most important factor for engagement in a constitutes a very small portion of their streams, and they
stream. Thus, the diverse content streamed on Chinese live do so more for gaining attention than for informing viewers
streaming platforms are the key to their popularity. of civic content. We conjecture that censorship is one
Different people can be attracted to streamers with different reason, as found in [21] that people in China seldom post
talents and personalities, diverse content, novel forms of about politics to “avoid placing themselves in potentially
performance, or previously unknown knowledge. difficult situations”. All live streaming platforms in China
require users to verify their identity before going live or
“Aesthetics” (M=3.84, SD=0.63) indicates the importance
commenting, which may have a dampening effect. Another
of visual elements, such as the UI, the appearance of the
reason may be that young Chinese people tended not to be
streamers, and even decorations of the background. This is
interested in democratic political systems [19,41].
also related to “Atmosphere” in the Engagements section.
Interviewees also noted that WeChat or Weibo are used
“Communication with Others” (M=3.66, SD = 0.70) is also more for following news, while live streaming is more for
thought to be important, highlighting the importance of pure entertainment or learning.
social interactions with others during live streams (through
The interviewees perceived little negative content, though
commenting) and beyond (through fan groups).
reported trolls and inappropriate content being streamed on
“Emotional Reactions” (M=3.53, SD=0.68) is an interesting public channels. They noted that trolls are often blocked by
factor, since its composition indicates that gift sending can the streamers or their moderators, and inappropriate content
be quite emotional. Several stories in our data echoed this, is often cut off by the official platform regulators. They also
viewed regulations and censorship as positive forces to Based on our results, we now provide insights about how to
reduce content that may be undesirable or negative. design for better social live streaming experiences.
We found motivations for using live streaming aligned with Supporting Deeper and Richer Interactions
the “hot and noisy” principle (“renao”) that Chinese people The practice of leveraging fan groups for casual
use social media for “achieving a harmonious ambience of communications within the community indicates that
social life” [36]. People use live streaming for more viewers desire deeper and richer interactions with other
pleasure, more chances for socializing with others, and a viewers and streamers. Besides multi-modal messages,
feeling of being trusted and accompanied by others. The some participants even desire to convey the feeling of
interviewees also mentioned having added streamers or applauding or remotely hugging the streamer, or being able
peer viewers as their contacts on QQ or WeChat who were to feel, taste or smell objects in the stream. Solutions to
strangers before, showing the willingness to befriend and how to make such interactions less intrusive and
communicate with strangers online [36]. Live streaming interruptive, and how to control trolls in the form of new
“provides a perfect place for befriending strangers in a modality, will be challenging to create. For example, future
socially acceptable way” (P1). work can explore how to design customizable multi-modal
gifts to support richer social interactions in live streaming.
We also noticed different attitudes towards watching
friends’ streams. Previous work shows that when viewing Live Streaming within Non-Entertainment Contexts
live events, people interact more on friends’ live streams Our results showed that live streaming has penetrated other
than strangers’ [7,18]. However, when asked about services, such as e-commerce and online education. As the
watching friends’ streams, some participants said they current design of live streaming applications is to support
preferred to watch more popular streamers who were entertainment it remains to be seen how to best redesign
strangers, especially if their friends just showed their daily live streaming apps to support the unique challenges of
life, although they would like to support and trust their these diverse experiences while still maintaining a sense of
friends. The reasons they mentioned were their needs to community, reward, and authenticity. For example, for
keep a distance and respect their privacy, familiarity and educational streams, it suffers from low efficiency and
potential bore of the streams, having other channels for requires intense preparation for streamers. Future work can
better interactions, and awkwardness that might incur. explore how to make it more efficient, and how to design
tools to engage online learners and the crowd and support
Sending virtual gifts and forming fan groups may be rooted collaborative preparation of live informational content.
in some cultural differences. Previous research has shown
that Asian users prefer multi-party chat, audio-video chat, Leveraging Live Streaming for Social Good
and IM emoticons [14], which may be why they use private We found that some streamers have already begun to use
chatroom services that support multi-modal messaging for live streaming to showcase traditional cultural art forms and
community building rather than Facebook or Twitter-like artifacts. We envision this as a chance to preserve
public social networks. Chinese people think highly of endangered cultures by exposing them to a broader
guanxi [40] in social interactions, which may be why they audience to raise cultural awareness. Knowledge and
reward streamers with virtual gifts. They may perceive the experience sharing streams are also beginning to attract
rewarding process not only as a consumer behavior, which older adults to watch and engage in live streaming. We
can be an impulse purchase, but also a social interaction for should thus design better social interactions for these older
circulating guanxi and keeping ‘face’ [40]. Virtual gifts also adults to feel less excluded from live streaming, and design
act as channels supporting social dialogues [16], ‘currency’ community-based mechanisms that would engage them.
of social capital [40], and souvenirs [34]. CONCLUSION
Our findings echo previous research about live streaming as We empirically examined user’s live streaming practices in
a virtual third place [8], or informal public spaces where China to better understand such social-technological
people engage in socializing with others and form phenomenon, which has a large and ever-growing market,
communities [25]. We also show that fan groups are and different content types, compared to those in North
another third place. Live streams are open to all and public, America. By understanding the motivations, practices,
with synchronized communication, and to some extent, social interactions that occur beyond the streams, and the
ephemeral messages (i.e., once the stream is over, the chat important factors of engagement, we identified that the
cannot go on in context and hard to resume), while fan unique challenges and viewing behaviors encountered with
groups are closed and private, with both synchronized and Chinese live streams can be used as blueprint for the future
asynchronized communication, permanent messages, and of North American and European live streaming platforms
multi-modal channels, which complement the nature of live and services. Our work also outlined the importance of
streaming. Viewers keep engaging in these additional third expanding thinking about the current demographics of
places and seem to build more trust from communication users, live streaming within educational and finance
with each other, e.g., they begin to disclose personal applications, and the needs to support deeper and richer
information or even meet up in person offline. interactions between viewers and streamers.