skip to main content
10.1145/3209626.3209737acmconferencesArticle/Chapter ViewAbstractPublication PagescprConference Proceedingsconference-collections
poster

Lifecasting a Living: Why did I choose this Technological Career?

Published:18 June 2018Publication History

ABSTRACT

Lifecasting is a business model conducted in online social media contexts, wherein site owners produce content that is intended to be interesting and even financially compelling to an audience of like-minded individuals who participate as both viewers and collaborative content producers on the topic of focus. Largely a business model practiced by young Chinese techno-entrepreneurs, Lifecasting demonstrates how interesting topic knowledge combined with entrepreneurial spirt and marketing sensibilities related to the promotion of the online social media of the Internet can turn into promising careers for certain individuals. A similar phenomenon exists in the West, called "live streaming," but while many might be tempted to compare Lifecasting with Western-style streaming, there are key distinctions for Chinese Lifecasters, leveraging the online social medium as a nascent and productive business model.

Lifecast audience members can send instant messages as well as payments and electronic "gifts" to their favorite Lifecasters, a factor which makes Lifecasting as a career quite compelling to some practitioners because of the revenue production potential.

Any online social media user can be a 'caster, if they are willing to expend the time and effort to conceptualize, create, share, promote and exchange targeted personal information and experiences to interested groups of the Internet public. In this sense, modern Lifecasting represents a form of peer-to-peer (P2P) customized mass communication. As studied here, Lifecasting is a distinctly Chinese phenomenon. It is prevalent enough in China that the government formally tracks and reports on its progress. To that end, researchers interested in the concept as an aspect of emerging models of technological work should consider how likely the model is to prosper and grow in Western countries, specifically in view of its distinctly Eastern character in current use.

References

  1. CAICT: China Academy of Information and Communications Technology. 2017. Business Index of the Chinese Lifecasting Industry. http://www.caict.ac.cn/kxyj/qwfb/Google ScholarGoogle Scholar
  2. qwsj/201612/P020161207536214059341.pdf, current January 31, 2018.Google ScholarGoogle Scholar
  3. Bobby J. Calder, B. 1977. Focus groups and the nature of qualitative marketing research. Journal of Marketing Research 14, 3(1977), 353--364.Google ScholarGoogle ScholarCross RefCross Ref
  4. Niamh Caprani, Noel E. O'Connor, aned Cathal Gurrin. 2013. Experiencing SenseCam: a case study interview exploring seven years living with a wearable camera. Proceedings of the 4th International SenseCam & Pervasive Imaging Conference. Association for Computing Machinery, New York, NY. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Kathy Charmaz. 2014. Constructing Grounded Theory. Sage, Los Angeles, CA.Google ScholarGoogle Scholar
  6. Matt Fernandez. 2018. Logan Paul returns to YouTube with suicide awareness video following Japan controversy. Variety, http://variety.com/2018/digital/news/logan-paul-suicide-video-controversy-youtube-1202675707/, current January 31, 2018.Google ScholarGoogle Scholar
  7. Enrico Gandolfi. 2016. To watch or to play, it is in the game: The game culture on Twitch.tv among performers, plays and audiences. Journal of Gaming & Virtual Worlds 8, 1 (2016), 63--82.Google ScholarGoogle ScholarCross RefCross Ref
  8. Barney G. Glaser, and Anselm L. Strauss. 1999. The Discovery of Grounded Theory: Strategies for Qualitative Research. Transaction Publishers, Piscataway, NJ.Google ScholarGoogle Scholar
  9. Andreas M. Kaplan, and Michael Haenlein. 2010. Users of the world, unite! The challenges and opportunities of Social Media. Business Horizons 53, 1(2010), 59--68.Google ScholarGoogle Scholar
  10. Paul M. Leonardi. 2017. The social media revolution: Sharing and learning in the age of leaky knowledge. Information and Organization 27, 1(2017), 47--59. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Paul M. Leonardi, and Jeffrey W. Treem. 2012. Knowledge management technology as a stage for strategic self-presentation: Implications for knowledge sharing in organizations. Information and Organization 22, 1(2012), 37--59. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. William A. Hamilton, Oliver Garretson, and Andruid Kerne. 2014. Streaming on twitch: Fostering participatory communities of play within live mixed media. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Sean Moffitt, and Mike Dover. 2011. Wikibrands: Reinventing your Company in a Customer-Driven Marketplace. McGraw-Hill, New York, NY.Google ScholarGoogle Scholar
  14. Eric W.T. Ngai, Spencer SC Tao, and Karen K.L. Moon. 2015. Social media research: Theories, constructs, and conceptual frameworks. International Journal of Information Management 35, 1(2015), 33--44. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Linda Peters. 1998. The new interactive media: One-to-one, but who To whom? Marketing Intelligence & Planning 16 (1998), 22--30.Google ScholarGoogle ScholarCross RefCross Ref
  16. Richard E. Petty, Jamie Barden, and S. Christian Wheeler. 2002. The elaboration likelihood model of persuasion: Health promotions that yield sustained behavioral change. In R. J. DiClemente, R. A. Crosby, and M. Kegler (Eds.), Emerging Theories in Health Promotion Practice and Research (pp. 71--99). Jossey-Bass, San Francisco, CA.Google ScholarGoogle Scholar
  17. QSR. 2017. Nvivo 11 for Mac. QSR International Pty Ltd., Doncaster, Victoria Australia.Google ScholarGoogle Scholar
  18. Jeffery F. Rayport, and Bernard J. Jaworski. 2002. Introduction to E-commerce. McGraw-Hill, New York, NY. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Johnny Saldana. 2016. The Coding Manual for Qualitative Researchers. Sage, Los Angeles, CA.Google ScholarGoogle Scholar
  20. Max Sjöblom, and Juho Hamari. 2017. Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior 75 (2017), 985--996. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. S. Shyam Sundar, and Clifford Nass. 2001. Conceptualizing sources in online news. Journal of Communication 51, 1(2001), 52--72.Google ScholarGoogle Scholar
  22. William B. Swann, Jr., Laurie P. Milton, and Jeffrey T. Polzer. 2000. Should we create a niche or fall in line? Identity negotiation and small group effectiveness. Journal of Personality and Social Psychology 79, 2(2000), 238--250.Google ScholarGoogle ScholarCross RefCross Ref
  23. Qian Tang, Bin Gu, and Andrew B. Whinston. 2012. Content contribution for revenue sharing and reputation in social media: A dynamic structural model. Journal of Management Information Systems 29, 2(2012), 41--76. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Sherry Turkle. 2011. Alone Together: Why We Expect More from Technology and Less from Each Other. Basic Books, New York, NY. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. David Westerman, Patric R. Spence, and Brandon Van Der Heide. 2014. Social media as information source: Recency of updates and credibility of information. Journal of Computer-Mediated Communication 19, 2(2014), pp. 171--183. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Robert K. Yin. 2011. Qualitative Research from Start to Finish. Guildford Press, New York, NY.Google ScholarGoogle Scholar
  27. Cong Zhang, and Jiangchuan. 2015. . On crowdsourced interactive live streaming: a Twitch.tv-based measurement study. Proceedings of the 25th ACM Workshop on Network and Operating Systems Support for Digital Audio and Video. Association for Computing Machinery, New York, NY. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Lifecasting a Living: Why did I choose this Technological Career?

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        SIGMIS-CPR'18: Proceedings of the 2018 ACM SIGMIS Conference on Computers and People Research
        June 2018
        216 pages
        ISBN:9781450357685
        DOI:10.1145/3209626

        Copyright © 2018 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 18 June 2018

        Check for updates

        Qualifiers

        • poster

        Acceptance Rates

        Overall Acceptance Rate300of480submissions,63%
      • Article Metrics

        • Downloads (Last 12 months)3
        • Downloads (Last 6 weeks)0

        Other Metrics

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader