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Author: Yanqin Gao A Study of User-Generated Content Based Mobile Video Applications in China and the West New Media and Digital Culture Media Studies School of Humanities University Van Amsterdam
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Author: Yanqin Gao

A Study of User-Generated Content Based Mobile Video

Applications in China and the West

New Media and Digital Culture

Media Studies

School of Humanities

University Van Amsterdam

Table of Content

1. Introduction ................................................................................................................................. 1

1.1 Background ........................................................................................................................ 1

1.2 Research Question and Thesis Introduction ...................................................................... 3

2. Literature ..................................................................................................................................... 5

2.1 Current Academic Debates in China ................................................................................. 5

2.2 Current Academic Debates in Western Countries ........................................................... 10

2.3 Comparing China and Western Countries: Contrasting Views ....................................... 12

3. Methodology ............................................................................................................................. 14

3.1 Categorization and Cases................................................................................................. 15

3.2 Method of Case Study ..................................................................................................... 17

4. Case Study and Analysis in Each Category .............................................................................. 19

4.1 Real life Live Streaming Mobile Applications ................................................................ 19

4.1.1 Inke (China)........................................................................................................... 19

Who - Users ............................................................................................................ 20

What - Content ........................................................................................................ 21

Why - motivation .................................................................................................... 22

How - Process ......................................................................................................... 24

4.1.2 Periscope (West) ................................................................................................... 25

Who - Users ............................................................................................................ 26

What - Content ........................................................................................................ 27

Why - Motivation .................................................................................................... 29

How - Process ......................................................................................................... 30

4.1.3 Comparison and contrast ....................................................................................... 31

4.2 Short Video Mobile Applications .................................................................................... 34

4.2.1 MeiPai (China) ...................................................................................................... 35

Who - Users ............................................................................................................ 36

What - Content ........................................................................................................ 37

Why - Motivation .................................................................................................... 38

How - Process ......................................................................................................... 40

4.2.2 Instagram (West) ................................................................................................... 42

Who - Users ............................................................................................................ 42

What - Content ........................................................................................................ 44

Why - Motivation .................................................................................................... 45

How - Process ......................................................................................................... 46

4.2.3 Comparison and Contrast ...................................................................................... 49

5. Conclusion ................................................................................................................................ 51

Bibliography ................................................................................................................................. 56

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1. Introduction

1.1 Background

Video is increasingly playing an important role in people’s daily lives, whether for

obtaining information, entertainment, news sharing or social networking. Coupled with the

improvements of the Internet environment around the world, video applications on mobile

phones are becoming extremely popular, as videos can be accessed from anywhere. For both

China and Western countries, video users are primarily from younger generations, and there is

abundant evidence that their watching habits are increasingly shifting from watching on

computers to cell phones.

Different cell phone APP stores feature various kinds of video applications developed for

news, short videos, video editing, live streaming, social networking, etc. The reports about the

current situation of mobile applications in China and Western countries are a somewhat different

in terms of statistical approaches that they apply, but they all reveal the trend that users are

spending more time watching videos on their mobile phones through these video applications.

The video industry in China has undergone rapid changes over the past few years. China

Netcasting Services Association (CNSA) issued a report on the current development of China’s

Internet videos based on the data provided by China Internet Network Information Center

(CNNIC), and according to this report, there were 461 million online video users up until June

2015. Among these users, 354 million were watching videos through mobile video applications

(CNSA 15).

The growth in the number of mobile phone users is the key premise of the growth in the

number of video APP users. In a report issued by CNNIC in 2013, 78 percent of total video APP

users watch videos on their computers, while 62 percent watch videos on mobile phones

(CNNIC 9). In 2015, the two percentages changed to 54 percent and 77 percent CNSA (21).

There was a dramatic decline in the number of users watching videos from computers, and an

obvious increase in the number of video APP users. Among all video users, young people aged

20 – 29 years old account for the most with 37 percent (17). Additionally, the report cited 80

percent of users watching online videos on a daily basis, more than that of any other form of

traditional media (CNSA 40). Based on these statistics, we can assume that video users in China

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are gradually shifting from watching on personal computers to mobile phones.

In Western countries, reports also indicate similar trends as that of China. Comscore, a

cross-platform analysis company based in the U.S., wrote in its 2016 Mobile APP Report that

since 2013, “total digital media time spent has grown 53%, driven mostly by mobile APPs”

(Comscore 5). Up until June 2016, the digital media time spent on mobile APPs accounted for

more than 58 percent of the total amount, and 80 percent of total digital media time were spent

on smart phones. Of all the time spent on multimedia APPs, 68 percent was spent on YouTube,

followed by Netflix with 21 percent, and Hulu with 4 percent. Disregarding television programs,

YouTube, Netflix, and Hulu are three major online platforms where people watch videos. In

Cisco Visual Networking Index: Global Mobile Data Traffic Forecast Update 2016–2021 White

Paper, it summarized that “[m]obile video traffic accounted for 60 percent of total mobile data

traffic in 2016. Mobile video traffic now accounts for more than half of all mobile data traffic

(“Cisco Visual Networking Index” 2017).” From these statistics, we can see that people are

committing more time to videos that are accessible from their phone. In addition, mobile video

traffic is an important impetus to the general growth of online video traffic.

Since video APPs are now the main source for people to watch videos in their daily lives,

these APPs can well represent the current development in the video APP industry in different

countries. Moreover, the research into popular video APPs is more meaningful because it can

truly reflect the characteristics of current social trends. A common feature of the emerging video

APPs is that they all rely heavily on user generated content (UGC). And the development of

user-generated content coincides with general trends of the Internet industry. According to the

China User Generated Content Report issues by iResearch in 2013, the standing point for UGC

is video because videos provide more real and direct experience, compared to words or graphics.

The report also pointed out that mobile phones are the new territory of user-generated content

(iResearch 8). Researchers at Social Annex said that “UGC has an enormous scope” and

“consumers on average spend 5.4 hours per day with user generated content” (Dhamdhere 2016).

DM News wrote, “web content increasingly is dominated by user generated content” (DM News

2015). According to Statista, user generated short clips are the leading type of video content

streamed to smart phones in the U.S. (Statista 2015). Although there is not much long-term

statistical analysis on UGC, it can be assumed that UGC is also expanding, and video content is

an essential part of it. From the role of users, the content users created, and how the APPs are

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designed, we can observe some society-related trends. To some extent, the APPs themselves are

mirrors reflecting the social environment and groups of people. In fact, popular UGC-based

video APPs in different countries are developed based on the same technologies, and with

similar designs. However, these APPs become very different in many aspects when they are

introduced to different countries. Therefore, this thesis aims compare similar UGC-based video

APPs in China and in Western countries with the same methodology to better analyze both

similarities and distinctions. Jumping out of the Western perspective and analyzing these APPs

from a Chinese perspective will surely bring out new findings.

1.2 Research Question and Thesis Introduction

This thesis will look at the major UGC-based APPs that allow users to create and share

videos both in China and in Western counties. In general, video APPs include integrated video

APPs, live streaming, television relay, short videos, video editing APPs, and etc. Some of them

provide mainly professionally produced content, while others rely greatly on content created by

users. Among these APPs, the APP versions of online video Web sites also provide users with

films and dramas, and other kinds of professionally generated content. While emerging video

APPs including short videos APPs, live streaming APPs, and video editing APPs rely heavily on

its users to create content. Instead of analyzing the mobile APP versions of the major video Web

sites such as YouTube or Youku, this thesis will focus on the relatively new video APPs where

users can create content of their own, and also network based on that contact. The video APPs

developed in China and in Western countries are very similar in terms of technology; however,

they have very unique features and functionalities developed to meet the needs of users that are

specific to their regions. This thesis aims to compare those technically similar video APPs and

find out the similarities and differences between them. These APPs are usually discussed

separately within their own social context, rather than in comparison with similar APPs in other

countries. In general, they are all video platforms that allow users to easily create personalized

videos or start live streams on their phones. Instead of being just tools, they are developed to

expand the social conversations among their users. Despite of the fact that these APPs in

different countries have a lot in common, there are great cultural differences between them if one

looks at the traits of their users, the content created, motivations, and the functions provided

within the APPs. The fact that they are designed aiming to meet the needs of their potential users

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and what users do within the APPs are all good reflections of cultural and societal similarities

and differences.

This thesis will focus on two categories, which are UGC live streaming and short videos.

The two APPs for live streaming that will be analyzed are Inke (China) and Periscope (Western

countries); the two short video apps are respectively Meipai (China) and Instagram (Western

countries).

Inke is the leading interactive live streaming platform in China, where broadcasters

gather and users’ network with each other (Myapp_Inke 2017). So far, it has been downloaded

for more than 250 million times on Android phones (ASO114_Inke 2017). Periscope is a live

streaming social networking APP used in many Western countries. Inke is often called “the

Chinese version of Periscope” (QonRoger 2016; 36krnext_Weibo 2015).

Meipai is a short video social networking APP that allows users to create high quality

videos (Myapp_Maipai 2017). It has been downloaded for more than 507 million times

(ASO114_Meipai 2017). Although Instagram started as a photo sharing social networking APP,

it has since introduced short videos, which has made it even more popular (Desreumaux 2014).

In order to better compare these APPs, it is important to know what research has been

done in this field. By reading the literatures both in China and from Western countries, it can be

observed that the scholars in both camps approached the topics about popular video APPs in very

different ways. In many Western countries, scholars often take quantitative approaches to

analyze user behaviors. Many of the discussions are centered on the technological basis and

conditions that have made the development of those video APPs possible. In comparison,

Chinese scholars put more emphasis on the social influences of those APPs, and how they

actually work in terms of content management, profiting models, and user engagement.

Looking into the literatures in both camps, they focused mainly on APPs in their own

countries, and not much research has been done in analyzing platforms from different countries.

Since they all have their own perspectives and approaches when analyzing their own platforms,

it is necessary to apply a same method so findings can be more consistent and more comparable.

This thesis will apply the Chinese approach when looking at the four selected APPs. In

the analysis of the APPs in China and in Western countries, this thesis will apply the genre

theory proposed by Chinese scholars in their research of online user generated contents. The

genre theory looked at user generated content from four aspects, namely “who, what, why, and

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how” (Zhao et al. 71). To answer these four questions, this thesis will look at the four aspects in

each APPs to analyze who their users are and what they are allowed to do, what content that

users have generated, the motivation of the users, and how content is created and shared through

the platform.

To sum up, this thesis will try to answer the following research question: What are the

similarities and differences between the most popular mobile APPs for live streaming and short

videos in China and in Western countries, and how those differences reflect cultural differences.

These APPs rely mostly on user-generated content and the social connections of users.

When comparing these platforms, this thesis will apply the genre theory used by Chinese

scholars in analyzing user generated content, which will focus on four questions: who, what, why,

and how. Through this comparison, this thesis aims to find out the common features in these

platforms, and more importantly what is unique to these platforms. Furthermore, this thesis will

also try to discuss those differences in a cultural context, and point out the limitations in user

generated content in different countries.

2. Literature

Since this thesis aims to compare the mobile video APPs that contain user generated

content in China and in Western countries, it is necessary to look at related literatures in both

academic camps. In terms of video media, there is not enough communication and exchange

between these two camps and how they approach the topic is quite different. Due to the

particularly isolated media environment in China, it has developed various APPs for mainly

domestic users. Not only are the platforms different that scholars in both camps look at, but they

are also analyzed from different perspectives. Therefore, in this part of thesis, literature from

China and Western countries will be discussed separately.

2.1 Current Academic Debates in China

Since there were few published articles in China that analyzed the videos APPs that will

be looked at detail in this thesis, the focus is on literature about user generated content, video

media, and critiques about video platforms. In general, the video platforms being discussed were

mainly large online video Web sites where people can watch professional dramas, shows, and

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programs. There were few in-depth discussions about the emerging video APPs that were very

popular among the youth in China. The articles and work written by Chinese scholars were

mainly from the major and most comprehensive online publishing platform of graduation theses

and journal articles, CNKI.NET (China National Knowledge Infrastructure). According to the

research question and case study of this thesis, relevant literature for these topics included user

generated content, the “SoLoMo” mode (Xiaonan 96), video media in China, and research about

specific platforms or mobile applications.

“SoLoMo” refers to the social, local, and mobile, which was coined by Doerr from

Kleiner Perkins Caufield & Byers (KPCB) in 2011 to predict the future development trend of

Internet to be social, local, and mobile (Gillum 2012). It was used by Chinese scholars when

discussing the Internet industry and online videos. In general, there were several academic

research conducted concerning the overall landscape of the status quo of video media and the

media environment in China (Sun and Huang 70; Wang and Zhao 74; Zhao 68). However, most

of these articles focused on the dominant video Web sites in China such as Youku, iQIYI, and

Tencent Video (Chen 2013; Li 64). Only a few short critiques mentioned video APPs on mobile

phones currently popular with user generated content (Wang 2016; Yang 52; Fu 2014; Zhang

2014). Additionally, there were many articles that took the “SoLoMo” mode as a theoretical

framework and background of their research (Li 96; Long 87; Li and Wu 2013; Chen 73). The

following paragraphs will summarize the current academic debates in terms of user generated

content, “SoLoMo”, and video platforms in China.

In 2011, John Doerr from Kleiner Perkins Caufield & Byers (KPCB) first coined the

word “SoLoMo” to predict the future development trend of Internet to be social, local, and

mobile (Gillum 2012). This concept has been widely accepted in both Chinese and Western

academia. When the term “SoLoMo” is applied specifically to analyze the video platforms, it has

several implications. In terms of the “Social” aspect of videos, most of the video platforms

would not confine the sharing activities of their registered users within their connections on their

own platforms, but would allow instant and direct sharing to other social media platforms or a

specific person in his or her contact lists. For example, on Facebook and Twitter in Western

countries and Weibo and WeChat in China, videos have now become important content in cross-

platform social interaction. If a certain video was shared from a platform to WeChat friends or

moments (Wechat friends community), the name of this platform would also be shown in the

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moment that could attract potential users to use that platform and enable even more social

interactions within or outside the video platform.

Being “local” means that the video applications should also integrate location based

services into the functions. The video applications will first obtain the location of the users with

the users’ permission, and then allows the users to search the video sources published by other

users near him or her, or the application itself can recommend locally relevant videos to certain

users. In this way, the video applications can customize the videos contents more accurately

according to the users’ location and indicated interests, and increase the stickiness and loyalty of

the users to the videos on their platforms.

“Mobile” first means that people can watch videos anywhere and anytime. This has

already been a reality because of the widely covered Wi-Fi signal in China and in Western

countries, and the quick development of 3G/4G mobile technology and services provided by

various mobile service companies. Being “mobile” also indicates the freedom and flexibility for

users to upload creative contents onto the video platforms, which are often referred to as “user

generated content”. Video APPs on mobile phones have made it possible for users to capture any

scene easily and instantly with their phones and upload their videos onto the APPs so that other

users can watch even real time. These APPs often have functions that allow users to edit and

process their videos by taking some quick steps. These three elements are indispensable to and

interdependent upon each other. “Mobile” is the foundation for “social” and “local” because it

provides the technological and content basis for watching and sharing of videos. It can be seen

that the development of online videos platforms also fits into this “SoLoMo” mode, and the core

is user generated content.

The discussion of “SoLoMo” is also closely related to other fields in the Internet industry.

Yaping Long, an e-commerce researcher, considered “SoLoMo” as the foundation and source of

business model of WeChat marketing, as WeChat is a phone-based APP, and it relies totally on

user's’ friend community (87). This concept was also discussed in the network in the field of

scientific research (Li and Wu 2013), and as part of a new business model combined with O2O

(Chen 73). In almost all of the academic work concerning “SoLoMo”, it was discussed as the

basic condition for either social networking media platforms or for profiting in business models.

In addition, this concept was also creatively used in the research of video media. Xiaonan Li, in

her master dissertation Study on the Online Video Social Behavior and The Trends in the Online

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Video Socialization in China, connected the concept of “SoLoMo” to the future development of

the video industry. Li deemed “mobile” as the physical condition for the other two elements,

which would contribute to the boom of user generated content (96). She regarded mobile phones

as the best carrier of socialization (100) and local is the future direction of development (104).

However, “local” has also been realized by APP developers these days as most of video APPs

have location-based functions that allow users to discover either other users or videos nearby.

In the academic articles about user generated content, although there is no universal

definition to this term, most of the scholars agree to three characteristics of user generated

content given by Organization for Economic Cooperation and Development (OECD) in its 2007

report: published on the Internet, creative in nature, and produced by non-professionals. Based

on these characteristics, Shulan Sun and Yibiao Huang, experts in information management,

asserted that UGC is not only about creativity and innovation, but represents certain social

relations (Sun and Huang 70). Zhan Wang and Hongtao Zhang also pointed out that user

generated content is the result of online virtual community, and further stated that virtual

community is the reason why user generated content can also generate profits (74).

In terms theoretical debates about UGC, Zhao et al.’s article Conceptualization and

Research Progress on User-generated Content was one of the most dominant in the Chinese

academia. As professionals in information management, they retrieved and combed related

literatures from both China and Western counties, and proposed an analytical framework to UGC

based on genre theory. They conceptualized UGC into four dimensions — who, what, why, and

how — which referred to the roles of users, the content created by them, their motives in doing

so, and the process of creating contents (68).

Current academic debates in China about video platforms are closely related to the

concept of UGC. User generated content was most discussed together with online video websites

in China. Benshuang Xiao discussed the media landscape with a focus on the mode of UGC,

which was also referred to as the “YouTube mode” (2014). Lin Li analyzed the modes of video

Web sites in China, and identified that “the main development modes of video Web sites in

China were ‘legal copy + free + advertising’ and ‘Hulu + UGC’” (64). UGC mode online video

websites were the starting point of her research (2012). Yongfeng Chen used YouTube as a case

study, and looked at the development of the online video media industry as a whole in the

context of the discipline of communication study (2013).

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Yanxuan Wang categorized live streaming into three categories: spontaneous

rebroadcasting, platform-produced content live streaming, and UGC live streaming, and viewed

them as important components of the current new media landscape in China (2016). Of the three

kinds of live streaming, this thesis will only focus on UGC live streaming. Debates about UGC

live streaming in China were mainly centered on the problems and future prospects of UGC in

the societal background of “everybody can be a broadcaster.”

Zilong Wang further discussed the participants and content in the wave of online

broadcasting in China leaded by UGC live streaming platform Periscope (2016). Tiannan Yang

wrote in Talent Magazine that “in the wave of live streaming, we have come to the age of Web

Celebrity 3.0” (52). Lintong Wang and Rujin Bai took Inke, the largest live streaming APP in

China, as case study, analyzed live streaming from the perspectives of time-bias and space-bias

of network media, and discussed the positive prospects of the industry in terms of freedom of the

contents (2016). Ting Yao discussed the transforming power of live streaming and its

applications (2016). Bingjie Zhu wrote in his article the current problems in live streaming in this

UGC dominated industry such as homogenization and vulgarization (2016). However, few of the

articles were discussed with the detail analysis of specific live streaming platforms.

The discussion about short (or micro) video applications in China mainly focused on two

aspects: (1) short videos apps for social networking; and (2) news in short video forms.

According to the concept of short or micro video given by SocialBeta, “a new form of

video in a few seconds that relies on instant shooting and editing on intelligent mobile platforms

allows real-time sharing” (SocialBeta 2015). Video news should not be included in this category.

Ruoyan Fu stated that short videos have led social networking into a new era with a burst

in User Generated Contents (2014). Zixuan Zhang et al. considered shorts videos as a future

trend in social life and news industry (2014). Wang et al. summarized the types of short video

applications into three categories: social networking, tool, and news, and put forward the current

problems in these UGC-based platforms (2015). Xiaohong Wang and Yaoti Ren wrote in Media

Observation the new characteristics and challenges faced by the short videos whether for the

purpose of social networking or news collecting (2016).

From the literature above, there are several discussions about UGC and online video Web

sites, however, research into the emerging video APPs is still relatively small. The video APPs

were often discussed as part of the social trend or phenomenon instead of as research objects.

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Almost none of the research analyzed these APPs in terms of users, content, functions, etc.

Although Western country APPs were sometimes mentioned in these articles, they were not

analyzed in detail, or in comparison.

2.2 Current Academic Debates in Western Countries

In order to see how Western scholars were discussing the same topics, the following

paragraphs will also focus on the discussions about user-generated content and various UGC-

based platforms. One of the major differences between the discussions in two camps is that

although the “SoLoMo” mode originated from Western countries, it was seldom used by

Western scholars as a theoretical framework to discuss the Internet industry or video platforms.

Just like the Chinese scholars, discussion about UGC in Western countries was also

closely related to the major online video Web sites, and there was not much analysis of the

emerging popular video APPs. The main source of literature from Western countries is journal

articles, and published works on Google Scholar. As there were also very few articles directly

related to the research question of this thesis, the same keywords were used to find out the

dominant research results about the closely related topics. The keywords were respectively “user

generated content”, “live streaming”, “short/micro video”. Articles analyzing specific APPs were

also looked at. In general, the western scholars emphasized more on the technological basis of

the video platforms, and used quantitative statistics to study the personal behaviors of users. In

terms of UGC, it was mostly discussed with YouTube as a leading case. Much Chinese academic

work discussing UGC mentions YouTube, as it is the inspiration for the establishment of Youku

in China.

The academic debates about UGC in Western countries often took YouTube and its user

generated content video system as case study. YouTube, “the world’s largest UGC VOD system”,

is creating new patterns and social interactions (Cha et al. 1357). In Users like you? Theorizing

agency in user-generated content, José van Dijck referred to “you” as active internet contributors

who were able to put in creative effort out of professionalism, and all this was made possible by

UGC platforms such as YouTube (41). Jin Kim explored the institutionalization of YouTube,

analyzing how it transformed towards professionally generated content (PGC) from its original

establishment as a UGC platform (2012). Also, there were statistical researches about YouTube

such as video popularity characteristics (Cha et al. 1357) and social networks on YouTube

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(Cheng, Dale and Jiangchuan Liu 229). Apart from discussions around YouTube, UGC videos

were also discussed in their relationship with traditional television. Jiyoung Cha found that “the

time consumers spent using the Internet to watch user-generated video content reduced the time

they spent on watching television” (79).

This topic was also discussed from the perspective of social behaviors. Namkee Park,

Younbo Jung, and Kwan Min Lee looked into the role of social norms and ego-involvement in

uploading behavior and intention (2002), which are the reasons why people are willing to create

UGC videos in the first place. However, as YouTube is the dominant UGC platform, not much

was discussed about other popular forms of UGC based platforms.

Much of the debates about live streaming were discussed from the aspect of technology,

such as the basic conditions for live streaming and how live streaming applications actually

function. Stonebraker, Cetintemel and Zdonik identified eight rules for stream processing

concerning data and data process (43-45). Viswanathan Swaminathan also analyzed the

streaming system and protocols in his article Are We in the Middle of a Video Streaming

Revolution? (2013). Siekkinen, Masala and Kämäräinen took Periscope as case study and looked

at the anatomy of live streaming with the method of API crawling of videos (2016). Other

academic works also related live streaming to user generated content distribution. Karine Pires

and Gwendal Simon retrieved datasets from YouTube Live and Twitch to illustrate the “behavior

of UGC live streaming video system” (229). Debates in the topic of live streaming were heavily

focused on the technological perspective, and not much discussion was centered on the role of

mobile live streaming applications in the society or specific live streaming platforms.

Short or micro videos were considered to be “a new form of user-generated content on

social media platforms” (Redi et al 1), which motivated creativity among the society. They were

also seen as an important part of the new media structure, as they turned audience into publishers

and at the same time provided mobile and real-time communication (Huang, Zhang and Yang

2016). Lei Zhang, Feng Wang, and Jiangchuan Liu took Vine as case study to understand how

user-generated content function on video clip platforms (2014). Although the past debates were

closely centered on the mobile APP Vine since it was a pioneer in micro videos, it has now

changed greatly. The web version of it has been officially shut down as of January 17, 2017.

Users can only search for archived videos saved on the server, and the function for hosting new

videos has stopped. The APP is still available, but has “shift[ed] to Vine Camera, a different APP

12

that will also let users create 6.5-second looping videos that they can either save or post to

Twitter” (Huddleston 2017).

Through reading the literature in China and Western countries, there were some

differences in how the scholars in both camps approached similar topics. Firstly, the Western

academics tended to focus more on analyzing the technological environment, which provides the

foundation for the development of all video platforms, while the Chinese academics focused

more on the social impact brought by those platforms and the business model behind them.

Second, although the concept “SoLoMo” was originated in Western countries, it was

more frequently used as a theoretical framework by the Chinese scholar when analyzing the

Internet industry. This concept was not found in the popular academic articles of Western

countries when analyzing video platforms.

Third, as the media environment in China is very unique, the platforms that were being

discussed were distinctive to their own societies. In terms of specific video APPs in China and

Western countries, Chinese academics more frequently took the popular Chinese APPs as case

studies to analyze their influences on the society.

Lastly, the definitions of short or micro video were slightly different in the Chinese and

Western academia. Short video applications in China sometimes also included APPs providing

news in the form of videos that often last for a few minutes, while from the Western point of

view, short/micro videos are mainly videos APPs with UGC that aim to promote social

networking. After looking into the related academic works in China and Western countries, this

thesis can better situate itself in the current discussions by bridging the gap between both camps,

and provide new insight on the UGC based video APPs in both spheres. As this thesis aims to

compare the similar mobile APPs in China and Western countries, it is essential to take into

account how they have been analyzed.

2.3 Comparing China and Western Countries: Contrasting Views

Looking at the debates and discussions from both camps, it is obvious that the Chinese

and Western scholars have their own approaches and focuses when studying the video platforms

with user generated content. In the West, discussions about UGC platforms were mainly focused

on YouTube, while other popular UGC based video platforms were not given enough attention,

including mobile APPs. In China, more emphasis has been put on theories about UGC, but

13

detailed analysis about specific UGC platforms is relatively small. This essay will include the

popular UGC based video platforms on mobile devices because they are gaining more popularity

among users, and are leading the social networking trends in different societies.

Rather than focusing on the already much debated platforms such as YouTube and Youku,

this essay aims to provide a more comprehensive understanding of video applications on mobile

devices. By drawing comparison and contrast between UGC based video APPs on mobile

devices in China and Western countries, this thesis will provide clearer insight into both the

uniqueness of these applications and the similarities between them, and try to understand those

differences in a broader context.

Based on the academic articles written by both Chinese and Western scholars, there are

several things neither have paid enough attention to. Although the concept of UGC has been

discussed since 2006 when the phrase was first created, academic works from both sides are still

discussing this topic together with major video Web sites in both societies. There is very few

detailed or in-depth analysis of the UGC video content on the popular mobile APPs, which are

becoming the dominant platform where people spend increasing amount of time.

Second, the current debates, whether from a technological perspective or a social

perspective, are mainly about platforms in their own society rather than in comparison to similar

APPs developed in other societies. Since platforms both influence and reflect certain aspects of

the society and certain groups of people, it is vital to look at the platforms that are built based on

the same technologies, but are socially very distinctive. As the media industry has changed since

the inception of YouTube or Youku, this thesis aims to analyze the emerging popular UGC based

video APPs as a complement to the current debates.

When analyzing the selected video APPs, this thesis will apply the same method to the

four UGC based APPs from China and Western countries: who, what, why and how.

Chinese scholars Xuxiang Zhao, Zhe Fan and Qinghua Zhu proposed these four aspects

when they discuss user-generated content in their article (69). In terms of those concepts, this

thesis will analyze the users of the specific APPs, the video content on those APPs, the reason

why users are on that platform (their motivations), and the detailed process of content creation in

those APPs.

This thesis aims to contribute to the current debates in the following aspects: (1) connect

the academic research in the video APPs that are based on UGC in China and in Western

14

countries; (2) compare the similar but socially different video APPs; and also (3) discuss the

current situation and limitations in the development of user generated video APPs. Since the

academic debates on both sides are different, this thesis will mainly apply the approaches of the

Chinese scholars, so that this thesis can provide a unified comparison between APPs from China

and Western countries.

3. Methodology

Different countries have different ways of categorizing APPs, and different analytical

methods for those APPs. It is essential to keep consistency when analyzing APPs. In this thesis, I

am interested to learn more about APPs from Western countries when analyzed from a Chinese

angle. The methodology of this thesis is composed of two parts. The first is to choose the APPs

from different categories as objects of case study, and the second is to make comparison and

contrast between similar APPs. This thesis will only look at APPs that are related to videos.

For the first part, as the research question of this thesis is to compare and contrast the

UGC based mobile video applications in China to similar applications in Western countries, it is

essential to have an understanding of the general landscape of the video media applications in

China. Therefore, the first method of research can be divided into two steps: (1) to categorize the

popular applications in China; (2) to choose the most representative application in each category

and find its counterpart in Western countries.

For the second part, this thesis will also contrast and compare the groups of contrasting

cases with the Chinese approach: “who, what, why and how”, based on the analytical framework

proposed by Chinese scholars. These four questions refer to different aspects of the APPs and

their users, allowing us to see more clearly how these APPs reflect cultural differences and

features of the video media industries in both spheres.

15

3.1 Categorization and Cases

Figure. 1. Categorization of Video APPs in China by TalkingData.; “Report of Mobile Video

App Industry 2015”; TalkingData; June 2015; https://www.talkingdata.com/index/files/2015-

06/1434099182962.pdf.

According to a report about the industry of mobile video applications from TalkingData,

China’s largest independent big data service platform focusing on the mobile APP marketplace

(TalkingData_About 2017), mobile video applications in China can be divided into three main

categories: online videos applications, TV/live streaming applications, and micro videos (see fig.

1).

This categorization by modes is inclusive of almost all the video mobile applications

currently in the marketplace, which is beneficial to research as it provides an overall and

comprehensive understanding of the industry and helps to better sort out the major UGC based

applications in China. As online video applications are simply the extension of online Web sites

on mobile devices, and online video Web sites have already been widely compared with each

other, this thesis will only focus on the other two categories. As shown in fig. 1, live streaming

applications include live TV, vertical live streaming with professional content, and real life live

streaming. Since the former two subcategories are mainly composed of professional-generated

16

content, they will not be part of the research in this category. To answer the research question

proposed in this thesis, I will only look into popular applications in the categories of real life live

streaming and short videos.

Since this thesis aims to find out the similarities and differences between the popular

mobile video APPs in China and Western countries, the next step is to choose the most popular

or representative applications in the categories selected above, and then looked for their similar

APPs in the West.

In the category of real life live streaming, the APPs to be compared are Inke and

Periscope. Inke, officially launched in 2015, is now the most popular live streaming mobile

application for both iOS and Android in China. According to a report published by QuestMobile

(2016), total monthly active users for Inke has surpassed that of YY, a live streaming APP

founded 10 years earlier than Inke, and now ranks first among other similar applications in the

market.

Inke also topped the ranking in terms of monthly user amount and active rate in May

2016, which is 61 percent on Android and 64 percent on iOS, according to the data provided by

QuestMobile.

The most similar mobile application in the West is Periscope, which was acquired by

Twitter. The APP was regarded as number one among the popular live streaming APPs (Top

Mobile Trends 2016), and was named the best iOS apps of 2015 by Apple (Warren 2015).

In the category of micro video mobile applications, Meipai from China and Instagram

will be a pair of contrasting cases. According to AppAnnie, Meipai is “[the] No.1 on APP Store

overall list for 24 days continuously” under the category of photo and video in iOS China (2017).

It also has the most number of downloads among the search results of “short video” in Myapp

Android APP store, the most dominant android APP store in China (2017).

Advertising Age introduced Meipai to its audience as “a video app with parallels to Vine”

(Flemming 2015), and Meipai has often been called the Chinese version of Vine. Although Vine

was originally the most similar APP to Meipai, this thesis will not choose it as case study

because it has now greatly changed, and is much less popular than when it was launched. It has

now been changed into a total different APP called “Vine Camera”, and some of the functions

have been shut down. Thus, this thesis will study Instagram instead, which describes itself as “A

simple, fun & creative way to capture, edit & share photos, videos & messages with friends &

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family” (Instagram 2017), and is much more popular among users than Vine. To sum up, this

thesis will analysis the following APPs as the objects of case study.

Table 1.

APPs to be researched in this thesis:

Live stream Short video

China Inke Meipai

West Periscope Instagram

3.2 Method of Case Study

As mentioned before, western scholars tend to analyze the video APPs either from a

technical point of view, researching the technological basis upon which the APPs operate, or

with quantitative statistics trying to reveal a certain pattern in user behaviors. The Chinese

scholars tend to analyze those APPs by looking at their contents, functions, and the social

influences upon users. Since a unified method is needed to look at APPs from China and

Western countries, this thesis will choose the Chinese approach to look at the APPs. By applying

the same Chinese lenses on APPs in both China and Western countries, the analysis of this thesis

is not only more consistent, it can also allow us to look at the Western APPs in a different way.

and lead to different results from the current research perspectives.

This thesis will apply the analytical framework put forward by Chinese scholars (Zhao et

al. 68), which looks at UGC from four aspects: who, what, why, and how.

“Who” refers to the types and roles of users. According to Zhao et al., the roles of users

are complicated. From a cultural perspective, they are receivers and participants; and from an

economic perspective, they are producers and consumers. They divide users into three categories:

individual users, organizations, and user community. In order to analyze the users of UGC

platforms, we need to look at how they choose, participate, and create as an individual, and also

how they their behaviors facilitate the formation of the general user community (Zhao et al. 71).

In the case analysis of this thesis, I will look at both what users are allowed to do within the

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APPs as individuals and statistics of the user demography of the APPs in general. And also, I

will look at the users of the APPs as individuals, organizations, and communities.

“What” refers to the types and attributes of UGC. According to the authors, there are five

types of UGC: entertainment, social networking, business, interests, and public opinion (Zhao et

al. 71). Most of UGC is a mix of these types. For the APPs to be researched in this thesis, their

content is mainly combinations of all these types, with entertainment and social networking as

dominating. When analyzing the content of the four APPs, the video content being published on

the platforms that are available to the public will be analyzed. Since most of them are a

combination of all the types above, this thesis will look in detail what categories of video content

they provide and how or whether they fit into the five types mentioned above. Although the

detailed categorization in each APP might be unique in its own way, the content still falls into

the five types as the purpose of video APPs is for entertainment, networking, and communication.

“Why” refers to users’ motivation to create contents. The motivations for users to create

content can be both internal and external. External motivation mainly comes from material and

financial stimulation, while internal stimulation comes from user’s personal desire and sense of

belonging to a certain social group (Zhao et al. 72). The users’ motivations to use different APPs

can be partly revealed by what platforms allow them to do to meet their needs. Although the

motivations of users are not directly seen in the APPs being analyzed, they can be reflected by

certain design and functions in the APPs since they are developed to meet certain needs of its

target users. In terms of the question “why”, this thesis will try to find in each APPs what are the

functions that is in accordance with users’ motivations, and how these APPs are designed to meet

their needs. The motivations are almost always internal and external. Business and marketing

purposes and direct financial gains are all external motivations for users.

“How” refers to the process of how UGC is created by users. The Chinese scholars

summarized the process into four types: individual, collective, competition, and collaborative

(Zhao et al. 72). The individual process is the creating and publishing activity that only involves

the content creator himself. Collective means that the content created by individual users are in

some way inter-related. The effort to gain more attention and generate more “likes” can be seen

as competition. Collaborative refers to the creation of content with the same purpose, for

example a campaign. This thesis will look into the detailed publishing processes on each of the

platforms, which involves the aforementioned four processes. Individual creating process will be

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put most emphasis on because it can be directly demonstrated through the posting process in the

APPs.

4. Case Study and Analysis in Each Category

This part of the thesis will analyze the selected APPs in detail. Bolter and Gromala (34)

referred to computer applications as a “wooden mirror”, as it demands the viewers to express their

desires to it and what they can see is the reflection of themselves and the world around them.

They also stated the interface as a window as it “helps us to forget the interface and

concentrate on the texts or data inside (42)”. This is also true to mobile applications. Since the

design of interfaces is a reflection of the society and culture, the following chapter will be

discussing the APPs from the aspects of who (users), what (user generated content), why (users’

motivations), and how (the process of content creation).

4.1 Real life Live Streaming Mobile Applications

The first pair of APPs to be researched and compared is Inke from China and Periscope

from Western culture. Both APPs are popular real life live streaming APPs where anyone can

create their own content and share it with others. Their basic functions are similar in that they

allows users to stream their lives on mobile phones, and viewers can comment and like anytime

during the live stream. However, analyzing them in detail from the four aspects, who, what, why,

and how, unique features can be revealed and cultural differences can be observed. The

following analysis will first look at each APP and then discuss their similarities and differences.

4.1.1 Inke (China)

Inke is a live streaming platform on mobile devices that aims at making live streaming an

essential part of daily life. Since its launch in 2015, the application has become popular among

younger users, and now it has the largest number of users compared to other live streaming APPs

in China. According to Sohu News, the CEO of Inke published an open letter to all its 130

million users (Sohu Pivot 2017). This number means that one in every 10 people in China use

Inke to live stream their life. Unlike other live streaming platforms that rely heavily on celebrities

and stars to attract the attention of fans or regular users, Inke is innovative in that it aims to create

a platform where normal people can easily do live streaming. They don’t have to be a celebrity to

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stream their life. Within the APP, users can link their Inke account to other social media accounts

and share videos and links to those platforms. Inke also provide real-time services to make live

streaming a better experience for both the broadcasters and the viewers. Sohu News owed the

success of Inke to three reasons: better 4G data access and wider internet coverage, higher

definition of the front cameras on mobile phones, and a better eco-system with rules that enable

the benign interaction between the platform, broadcasters, and users (Sohu Pivot 2017). The

following paragraphs will analyze this APP in the four aspects by retrieving data from the

Internet and by looking at the features in the APP.

Who - Users

Users of Inke can be divided into two groups: viewers and broadcasters. In general, Inke’s

target users are mainly the young generation who were born post-1990. It intends to identify

itself as an online convergence of fashion and beauty. The majority of broadcasters on Inke are

female, while the ratio of male to female users is approximately 6:4 (Tai 2015). The existence of

young attractive female broadcasters explains why there are more male users than female users.

According to QuestMobile, in May 2015, the number of use per user is 34 times and the

total number of use amounts to almost 880 million. The total duration of all live stream videos

were estimated to be over 218 million minutes (2015). From these statistics, we can have a

general understanding of the user community of Inke. Although the vast majority of broadcasters

are female, there are more male users who are interested to watch the live streams. Within the

APP, every user has his/her own identity account and all activities of the users can be tracked

and recorded in his/her personal profile (see fig. 2). Users can manage the list of broadcasters

they have subscribed to, and check those who have subscribed to them (called fans). They can

see their earnings, which is in the form of “Ying Piao” (which means box office on Inke),

exchange it into RMB, and withdraw the deposit to their real-name verified bank accounts.

In the user profile, there is also a user level system. Users can unlock the next level by

contributing more time in the APP, posting more videos, receiving or giving more gifts, to name

a few examples. The higher one’s level, the more privileges one receives. For instance, an Inke

avatar will glow when one enters a broadcast room, or one can choose to stay invisible in the

rankings. From the settings and design of Inke, we can see how individual users are managed and

regulated by the platform. As a standardized platform, it also tries to provide personalized

options for individual users.

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Figure. 2. Inke Profile Page Screenshot.

What - Content

The tabs on top of the main page indicate clearly what kind of video content Inke

provides. There are a total of eight tabs: subscription, trending, nearby, videos, Sakura, talents,

gaming, good voices. A click on any one of them will lead users to a different APP page (see fig.

4). The subscription page provides the user with a short cut to the live streams they are

subscribed to. The trending page presents the current most popular live streams; however, the

ranking algorithm here has no public rules. The level of the broadcaster, location, number of

likes, and other factors will all affect the order of live streams presented. Nearby shows

broadcasters based on their locations obtained by the APP. If the broadcaster does not allow Inke

access to his/her location, Inke will interestingly present your location as “in Mars.” The video

page does not provide live streaming, rather, it is video clips captured during live stream. Sakura

is a new feature of Inke started in April 2017 (see fig. 3). It is a competition initiated by Inke to

select 10 beautiful female broadcasters from 10 tracks including gaming, talent, creativity, and

etc. The competition lasted one month from 24 April to 27 May, during which “Sakura Muses”

are selected based on the voting and gifting of the viewers. The page for talents, gaming, and

good voices gathers live streams with personal performances, gaming screens, and live singing

performances. The content on Inke is inclusive of entertainment, social networking, business,

interests, and public opinion. Live streaming is a new way for people to communicate and

express their emotions.

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Figure. 3. Sakura Muse Screenshot. Figure. 4. Tabs on Inke Screenshot.

Despite of all these categories, the content of live stream on Inke are in fact mainly about

the personal life of the broadcasters, and often take place in a quiet indoor environment. Much of

the commentary from the online show business is that there are many civil celebrities, Awl-

shaped faces, and younger individuals on Inke, but they are not competition to the professionals,

as their content are too plain and shallow to retain viewers’ long-term attention (Li 2017). Based

on this observation, most of the live streaming videos do not have a theme or topic; they are

more like a monologue of life shows with good-looking male or females as the center of

attention. Apart from occasionally answering questions raised by viewers, the broadcasters

constantly thank them for their gifts; welcome individual viewers for entering the broadcasting

space and invite viewers to subscribe to them. To some extent, live streams on Inke are more

focused on creating civil celebrities with good-looking faces rather than delivering content with

quality.

Why - motivation

Why refers to motivations for users to create the content. The reasons why the users of

Inke create live streams are both internal and external. Live streams published can be shared to

other social networking platforms to be shared with friends. The interactivity and connection

among the users within the APP gives people a sense of community. These factors are the

internal motivations of the content creators on Inke. As to Inke’s external connection to other

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social networking platforms, it provides either one-click sharing or a copy of links of the live

stream video. Both broadcasters and viewers can share a live stream directly to Weibo, their

connections on WeChat, WeChat Moments, QQ contacts, and QQ Space, as long as they also

installed these APPs on their phone (see fig. 5). These three APPs — Weibo, WeChat, and QQ

‘— are the major social networking platforms in China. According to a report of CNNIC in 2017,

WeChat and QQ are the two APPs with most usage rate of all (CNNIC 49), respectively 77

percent and 60 percent. Meanwhile, WeChat moments, QQ Space, and Weibo are the top three

social APPs (CNNIC 53). Live stream will not be synchronized on these platforms, but a special

post will be generated that can redirect those who click to the mobile web version of Inke. With

connection to these popular APPs, broadcasters can attract more viewers to their live stream, and

viewers can also share live stream to their connections. In this way, Inke live stream becomes

part of users’ social life. An obvious external motivation for users is profit. Viewers can

purchase Inke diamonds with via WeChat Wallet, and buy broadcasters gifts with diamonds.

There are in total 24 kinds of gifts equivalent to different amounts of diamonds (see fig. 6). The

gifts received by the broadcasters will directly go into their earnings account in the form of

diamonds, which can later be changed into “Ying Piao” and money in a certain ratio (see fig. 7).

This is a direct attraction to broadcasters, since views can be translated into material profit and

higher rankings.

Figure. 5. Inke Sharing Screenshot.

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Figure. 6. Inke Gifts Screenshot.

Figure. 7. Inke Earnings Accounts Screenshots.

How - Process

The only condition for one to live stream is that he/she has verified his/her identity in

Inke’s real-name verification system. Within some easy steps, users can start instantly. Before

launching the live stream, broadcasters are allowed to adjust settings, for example, whether to

show location, whether the video is private or public, and what specific platforms to share to

once they start. Also, they are asked to write a title for their upcoming live stream in order to

better attract the interest group. What is unique about Inke is that it has the function of facial

beautification, which will automatically beautify the broadcasters so that they can be more

confident while live streaming and be more attractive to viewers (Myapp 2017). During the live

steam, broadcasters can still share their video to their connections and invite them to watch by

clicking the “+” on the upper right corner. They also have the right to kick viewers out of their

25

virtual broadcasting room in the “-” list. If there comes a moment that the broadcasters want to

record, a click on the camera tab will allow them to capture simultaneously. In addition, users

can also make changes to their live streams at anytime, including editing the title of video, on/off

mirror effect, shifting between front and back cameras, and on/off of the auto-beautification

function (see fig. 8). This is individual creating process of live streaming. In addition, there are

also competition and collaboration on Inke in the category of Sakura. Broadcasters do live

streams with the ultimate purpose of attracting more viewers, and getting more likes than others.

The fact that they are all creating content in accordance to the competition themes can be seen as

the collaborative process of creation.

Figure. 8. Inke Live Streaming Screenshot.

4.1.2 Periscope (West)

Periscope is a live streaming APP owned by Twitter.Inc, which promotes itself as a

platform that allows users to “broadcast and explore the world through live video” (Google

Play_Periscope 2017). Launched in 2015, it has grown greatly during its first year. In its own

blog post celebrating its first anniversary, it said that “as of today, over 200 million broadcasts

have been created on Periscope and over 110 years of live video are watched every day on iOS

and Android” (Medium_Periscope 2016). It is often called the Western version of Inke, and the

two are often compared in China (QonRoger 2016).

The technologies that the two APPs are built on and the basic functionalities are quite

26

similar, but how they present themselves to the public and what they allow users to do within the

APPs are very different. As in Inke, Periscope also has two versions for different devices, which

are mobile APP and web version. The web version allows users to do everything that the APP

can do except the live streaming functions for broadcasters. Users can only live stream with the

mobile APP, but they can still search and watch live stream videos on computers. However, the

videos shown on the web version are still in video format for mobile phones, with small size and

relatively low definition. What is special in Periscope is that it supports 360 videos, which allow

viewers to change their viewing angle to see the surrounding environments of a live stream while

watching (Periscope_Help 2017). Since Periscope is now part of Twitter, it is fully integrated

with Twitter. Broadcasters can broadcast to a larger potential audience and gain more attention.

Despite its early success, it is also facing great challenge, as a number of competitors have

entered the space since its launch; Facebook live or YouTube live.

Who - Users

There are no official statistics published by Periscope about the exact number of users.

Third party research institutions provide the following statistics. According to a report published

by Global Web Index in 2016, three-fourth of Periscope’s total users were aged between 16 and

34, with 41 percent between 16 and 24, and 34 percent between 25 and 34 respectively (Buckle

2016). The report also pointed out that 35 percent of the users were female, while male users

accounted for 65 percent. Periscope is officially available in 25 languages, including Chinese.

The most popular countries: United States, Turkey and Brazil.

Since Periscope is not available in the major android APP stores in China, and Twitter is

not available in China, there are very few Chinese broadcasters. Just like Inke, users have their

own account and profile. Once they are logged in with either Periscope or Twitter, in the profile

page on Periscope, there shows the number of hearts one has received from viewers, the

accounts a user is following, total followers, blocked accounts, and the past broadcasts (see fig.

9).

According to an official blog post of Periscope, the company launched the Periscope VIP

program for those active live stream broadcasters in October 2016 (Periscope Blog 2016). There

are in total three tiers for VIP broadcasters: bronze, silver, and gold. In order to upgrade to higher

tiers, broadcasters need to meet the minimum requirements, such as in terms of average numbers

of viewers per live stream, total number of live streams in a week, and conforming with general

27

terms to unlock these tiers.

However, this upgrading is not realized automatically in the APP. Broadcasters need to

fill out an application first, and enjoy the privileges and rewards granted by Periscope after

approval (Periscope VIP Program). No information about these tiers can be seen in the personal

profile page.

Figure. 9. Periscope Profile Page Screenshot.

What - Content

As the slogan of Periscope is to let you see the world through others’ live streaming

videos, the content of Periscope is very diverse, whether in terms of category, language, or the

background of content provider. The suggested search words for live streams indicate what kinds

of content are being live streamed in this APP. There are travel, music, sports, news, talk, inspire,

art, food, teach, comedy, and First Scope (see fig. 10).

From these search words, we can see that the content on Periscope is mainly focused on

entertainment, social networking, interests, and public opinion. Below these categories, there are

numbers telling viewers how many live streams are currently available in each category. As

shown on the page of live streams (see figure. 11), each live stream contains a title, name of the

broadcaster, number of current viewers, and a screenshot of the live stream automatically

generated every few seconds.

Since live streams can also be live simultaneously on Twitter, hash tags can also be added.

In this case, the live stream can be linked to a specific event or catchword in Twitter. However,

not all live streams show keywords or tags. In the video page of Periscope, only one live

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streaming event will be shown on the top, which is promoted by the APP (see fig. 12). Below

that is a list of recorded videos of live streams that have ended recently. These videos are tagged

on the right corner of the category that they belong to.

Based on observation of live streams on Periscope, the content is not limited to indoor

scenes or events such as medication, monologue talks, and music playing. There are also many

outdoor scenes such as sightseeing views, sports games, and events. A lot of the video content is

in English, but there are other languages as well. There are even many live streams that take

place in a professional radio or TV studio. For example, JSL News addresses professional news

broadcasting to the audience (see fig. 13). What is special about Periscope in terms of content is

that it is also used by companies to do branding and marketing. Spotify, for instance, posted a

“behind-the-scenes video with Irish folk singer Conor O'Brien from the band Villagers”

(Johnson 2015). Others include Red Ball, Doritos, Benefit Cosmetics, Adidas, General Electric,

Ralph Lauren, and etc (Siu 2017).

Figure. 10. Periscope Search Screenshots.

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Figure. 11. Periscope Live Streams Screenshot. Figure. 12. Periscope Video Page Screenshot.

Figure. 13. Periscope Live Stream – JSL Screenshot.

Why - Motivation

What attracts users to use Periscope in addition to broader vision and entertainment are

(1) its close connection to Twitter, and (2) that it can be a perfect tool for digital marketing. The

first one is internal, as it fits the users’ need to expand their connections so that more people can

see live streams. After Twitter acquired Periscope, it became an integrated part of the live

30

streaming function on Twitter. Videos can be live on Twitter at the same time as they are live on

Periscope. As stated on the blog by Kayvon Beykpou, CEO and co-founder of Periscope,

“We’re making it easier to see what’s happening by bringing Periscope broadcasts — both live

and replays — directly into Tweets” (2016). Twitter, a platform with 328 million monthly active

users in the first quarter of 2017 (Statista 2017), can surely give broadcasters on Periscope a

larger audience.

Since most people already have a Twitter account, and they can log in with Twitter and

share live stream to the connections they already have on Twitter, they are more motivated to use

Periscope than other live streaming APPs. Connecting and synchronizing live streaming on a

major social media platform helps the broadcasters to reach out to more viewers. In addition to

individual users who want to share what they see in their world, this live streaming platform is

also attractive to companies as a branding tool. Through live streaming, companies are not only

promoting themselves to viewers, they are building a face-to-face communication with them, and

this can be more effective than traditional marketing methods. This motivation is external, as the

companies intend to transfer the attention they receive during live stream to material gains.

How - Process

The process to start a live stream on Periscope is very straightforward and clear. The

settings before one can launch the live stream are very simple so that users can start within a few

minutes. For broadcasters, they are first guided to write a broadcast title with a few description

words for their upcoming broadcast. Then they can choose whether they want to share their

location, whether their live stream allows comments from others, and whether to synchronize

their live stream on Twitter (see fig. 14). In addition to public broadcasts, which everyone can

search and watch, broadcasters can also select the private mode so that the upcoming broadcast

will only be available to those who have been selected. (see fig. 15).

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Figure. 14. Periscope - Start Broadcast Screenshot. Figure. 15. Periscope - Private Broadcast.

4.1.3 Comparison and contrast

By looking at Inke and Periscope from the four aspects — who, what, why, and how —

both similarities and differences can be observed. In general, the two APPs are similar in their

target users, user generated content in the APPs and the basic functions including external

connections, interactive design, and incentives measures to users.

In terms of differences, mainly three can be observed. A very distinctive feature of the

Chinese app, Inke, is its complicated profiting system, which allows broadcasters to profit from

their viewers through this platform. How this profiting system works can be reflected by the acts

of users, the content of live streams, and other designs of the APP. Another difference lies in the

broadcasters of these two platforms. They are developed to meet different live streaming needs

from the users, so they have their own purposes and intention.

The users, design and functions of the APPs can also reveal part of the business model of

these two APPs. Although these live streaming APPs are built upon the same technology, and are

published around the same time period. They are imprinted with distinctive characters due to the

differences of the social environment where they are developed. The following paragraphs will

discuss these similarities and difference in detail with reference of the findings above about each

APP in terms of the four questions: who, what, why, and how.

32

There are mainly three similarities between Inke and Periscope based on the previous

analysis about their users, content, and APP designs.

The first one is that the users of the APPs are mainly the young generation, the most

energetic and creative population. On the one hand, they have strong ability to accept new things

and are quick learners of the new technology. Thus, they are able to understand the operation of

the APPs and discover all the functions provided. On the other hand, they are more eager to

show themselves on a wider stage and connect themselves to the world. Not everyone has the

chance to step on a real stage to show himself. These live streaming APPs provide them with free

and flexible stages to show him or herself, or what they are seeing to the outer world almost at

anytime and at any location.

Secondly, both of the APPs rely heavily on UGC that is solely created by the users of the

APPs (whether individuals or companies), rather than on the content created or owned by the

APPs. Since live streaming requires real-time interactions, it is difficult to publish professionally

generated content which is programmed in advance. It is worth mentioning that although many

companies use these platforms to serve the purpose of branding and marketing, the content they

create is still counted as UGC rather than professionally made because the APPs are just a

channel connecting them to a larger audience, rather than the co-producers of the content.

The third similarity is the basic functions of the two APPs. They can both be connected to

other social media platforms and there is not much difference in the functions they provide

during after a live stream is created. As live streaming APPs are part of social networking, they

do not present themselves as isolated APPs. Live streams on Periscope can be synchronized on

Twitter, which means they can be part of the interaction in the users’ Twitter networks. Although

live streams on Inke can only be watched on Inke, the URLs of the live streams can be shared to

multiple social media platforms and people will be redirected to the web version to watch the

live stream. These two live streaming APPs also encourage the connection between broadcasters

and viewers. Viewers can make comments or ask questions by commenting under the live stream,

and broadcasters can either reply to them by words or verbally. Not only can they communicate

and interact with each other during the live stream, they are encouraged to develop personal ties

through subscription. Moreover, both APPs are aware of the importance of the users’ loyalty.

They both give incentives to their users. Periscope’s VIP program provides its popular

broadcasters several privileges over regular users that will help them attract more viewers, and

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Inke combines elements of “gamification” into its user management system, encouraging them to

unlock badges by more engagement within the APP.

The basic designs, the target users, and the content type of these two APPs are very

similar; however, how people use them and what the developers’ intent to do with the APPs are

very different.

The first difference is that Inke has a very complicated in-app profiting system that allows

broadcasters to profit directly from the viewers, while Periscope is purely designed for sharing

and networking. The developer of Inke tried very hard to create an environment where viewers

show their affection to the live stream through gifting. In the individual user profile, there are

two accounts, one allows the user to purchase diamonds that can be exchanged into gifts, and

another that calculates profits and exchanges the amount into money. In addition, Inke itself can

directly profit from in-app gift purchases and the exchange rate differences of virtual currency

and RMB. Although Periscope can profit from putting sponsored content in the front, it does not

earn money from its mass users.

It can be said that Inke is very profit-oriented so that many designs of the APP are to

encourage in-app purchases and gifting. During the live stream, Inke offers viewers 24 choices of

gifts. According to some users, once a live stream starts, Inke will automatically assign virtual

viewers to make the live stream more popular so that the actual viewers will stay. Some

broadcasters cheat by hiring somebody to send gifts in order to induce the actual viewers to give.

On Inke, there are several tabs indicating the categories of the live streaming content. By clicking

into the live streams in each category, a similar mode of live stream can be observed. Usually,

the broadcasters are young attractive females. They do some performance from time to time, and

constantly stop to welcome the VIP viewers that have just entered the room, thank somebody for

the expensive gifts, or urge viewers to subscribe to them. From both the design of the APP and

the acts of the broadcasters, an inclination towards profit is very obvious. In comparison,

Periscope has no functions related to profiting. How viewers like a live stream is measured by

hearts (which are free) received rather than the profit gained.

Secondly, there is great difference in the roles of broadcasters in both APPs. The

broadcasters on Periscope live stream because they want to show what they see in their life to a

larger audience. What they intend to show is the real life, for example, their opinions, the views

in front of them, or an event taking place. On Inke, their purpose is earning profit and becoming

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web celebrities, only letting viewers see the best of them. The first purpose of profit seeking can

be clearly seen from the discussions in its profiting system above. It can also be reflected by

broadcasters’ behaviors while live stream. The second one can be reflected also by the design of

the APP and by broadcasters themselves. There is a new term in China called “web celebrity

face,” which refers to the standard beauty look with big eyes, pale skin, pointing nose, and awl-

shaped face. Almost all the female broadcasters present themselves to the viewers with this

standard beautiful face. They usually wear heavy makeup. In order to satisfy this need, Inke has

auto beautification function, which further beautifies them into this standard. The APP helps to

present what the viewers want to see and what the broadcasters want to show. On Inke, beauty is

almost commercialized as personal capital to attract material gains.

Thirdly, what is unique about the Inke is part of its business model revealed by the recent

Sakura Muse competition and profiting system. For Periscope, its developer does not profit

directly from its users, but for Inke it not only benefits from the gifting system in the APP, it also

tries to benefit offline. In its in-APP profiting system, Inke draws profit from the difference in the

exchange rate between RMB and Inke diamonds when users purchase diamonds and exchange

them into RMB. They can also invest the money that has not been withdrawn by the users into

other profitable projects. The recent Sakura Muse competition aimed to bring its most popular

online broadcasters to offline activities and entertainment shows, which also attracted the loyal

viewers of those broadcasters offline and guaranteed the profit Inke earned offline. By doing this,

the APP is also trying to transfer its broadcasters into celebrities that can help them make more

profit in the longer run.

Live streaming is an online show of the reality. The functions, users, external connections,

and content of Inke and Periscope reflect the similarities and differences of the two APPs in

multiple aspects, including the intention of the developers, the mindset of the young users in a

certain society, and the features of user generated content in China and Western countries.

4.2 Short Video Mobile Applications

The second pair of APPs to be analyzed is short video APPs Meipai and Instagram.

These two APPs are not simply tools for users to make better short videos, but are social

networking APPs that aim to make videos part of people’s social life. Although Meipai started as

mainly a video editing tool and Instagram was originally a platform for photo sharing, they have

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now evolved into major short video platforms in China and the Western countries. The following

analysis will discuss these APPs from the following criteria: who, what, why, and how.

4.2.1 MeiPai (China)

Meipai is a mobile APP developed in May 2014 (Talking Data 2014) by Meitu Company,

which started with another leading selfie/photo editing APP. Just like other video APPs, it also

has a web version that allows users to watch and search for videos. The name “Meipai” in

Chinese means to make beautiful videos, which is a vivid description of what it does. What it

intends to do is to provide as many alternatives as possible to make users look better in their

videos. In its APP description, it says, “You are the next super web celebrity we are looking for”

(Myapp_Meipai 2017).

Meipai won a huge success in attracting users in China. Within nine months after it went

online, its user amount broke the 100 million mark, which took Instagram 2.5 years to reach

(Woshipm 2017). Originally, it was an APP that allowed users to make short videos, but in

January 2016 it also developed live streaming functions. Now, Meipai promotes itself as the

most popular short video community that provides live streaming services to make users look

gorgeous and super trending original short videos (Meipai 2017). Compared to other short video

applications in the Chinese market, what is special about Meipai is its strong editing functions

since the company started in the field of photo editing in the first place. When it was first

launched, its slogan “a ten-second video can be a blockbuster (Jacky 2016)” caught people’s

great attention. It provides video editing tools like auto beautification, smart rendering, best

filters, auto background music matching, and themed animation effects (Meipai_about 2017),

which are easy to understand and simple to use even for the elder generation.

APPs are always developing new functions so that they can keep their users’ attention.

Meipai extended itself to live streaming services. Since live stream is a just a new function added

to Meipai based on its large user community and an extension of its original business to keep up

with the trend in the video industry, its live streaming functions will not be discussed in this

thesis. Therefore, the next paragraphs will analyze this APP as only a short video application.

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Who - Users

According to Ebrun news, until 31 December 2016, Meipai had 114 million monthly

active users. In the first month of 2017, that number rose to 160 million. The average time users

spent on Meipai was 28 to 36 minutes every day, an increase from 15 to 27 minutes in 2015.

Until the end of 2016, users uploaded videos of various kinds for more than 510 million times.

In October 2016, videos on Meipai were viewed for more than 7.9 billion times, with 4.6

billion likes and 150 million interactions. More than 10,000 web celebrities, 750 celebrities, and

1,000 public organizations interact with subscribers and public through Meipai videos (Ebrun

2017).

For new users, Meipai would invite then to login with their mobile phone or other social

media accounts such as WeChat, QQ, and Weibo. It is surprising that users can also login with

Facebook, a platform that is inaccessible in China (see fig. 16). Clearly, the purpose is to attract

overseas users outside of China. Meipai not only has a large user community domestically, it is

also actively expanding the oversea market.

In the APP, every user has a profile page to record his/her activities, including posting,

reposting, subscription, likes, mentions, comments, and IMs (see fig. 17). In this page, users are

also allowed to manage the unpublished video drafts for future use, finds friends who are also

using Meipai, and review liked videos. “My Wallet” is a new function that appeared together

with Meipai live stream. For now, users are unable to profit with short videos. If a user clicks the

top column of the profile, there is also a personal page where users can edit in their own styles

and where other users can see past Meipai videos and reposts. In addition to profiling, Meipai

also provides users guidance to make better videos. “Meipai University” provides manuals for

newcomers to learn how to use it, suggestions for regular users on how to make a popular short

video, experience sharing from senior users, etc. It also recommends other video editing tools

that can be used together with Meipai to make the video more fun. We can see both from the

statistics and the settings in the APP that Meipai is not only a video editing tool for individuals,

but also a community that ties users closely together in the APP.

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Figure. 16. Meipai Login Screenshot. Figure. 17. Meipai Profile Page Screenshot.

What - Content

According to the 2016-2017 China Short Video Market Research Report issued by

iiMedia Research, 2016 is the year in which short videos break out. In the current state, the

content of short videos published is focused on low threshold fields such as amusement, gourmet,

and makeup (iiMedia Research 2017). Although there is not much statistics about the content of

short videos being published on Meipai, we can look into the categories provided in the APP to

see what content users have uploaded. On the channel page of Meipai, users can search short

videos of their own interests. Except for the category “live”, all the other 15 categories are for

short videos (see fig. 18). There are ChiShow (eating show), Funny, Cosmetic, Gourmet, Music,

Dance, Stunner, Baby, Pet, DIY, Celebrity, Dressing, Game, and Sports. In these categories, two

are about food (ChiShow and Gourmet), two are about fashion (Cosmetic and Dressing), and

another two are about beauty (Stunner and Celebrity). If one scrolls down, there will be an

endless list of videos organized and gathered by trending themes, keywords, or specific events

currently taking place, for example, “how my mother used to look”, “Amazing Dance

Competition”, and “ever changing backgrounds.”

Just like what iiMedia said in its report, we can see from these categories that short

videos on Meipai are mainly focused on UGC that can be easily created by mass users. In

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addition to content related to daily life, there are also categories such as music, dance, gaming,

and sports that require certain skills or talents, adding to the diversity of short videos. The list of

recommended videos below is also a complement to standardized categories. Content on Meipai

is expanding in terms of both the amount, and diversity and depth, and is a combination of

entertainment, social networking, interests, and public opinions.

Figure. 18. Meipai Content Categories Screenshots.

Why - Motivation

People use Meipai not only because it is an effective tool to make fancy short videos and

share, but more importantly, it can create a community where people with the same interests

gather together and communicate with each other. Users’ motivation to use Meipai are mainly

internal. They want to show their best side to their friends. In Meipai, users can easily share the

videos with one click to multiple social media platforms, including WeChat, Weibo, and

Facebook. They can even save the edited videos to their phones and directly post them onto the

other platforms. In this way, those short videos have become part of the content of their social

media posts.

Another motivation of users is the sense of belonging given by its complete community

building in the APP. Once users are logged in, they can find friends in their connections on other

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social media platforms that are also using Meipai, or directly invite them if they have not used it

before (see fig. 19). In this way, users are allowed to create their own Meipai friend community.

In addition, we can see that Meipai has merged a lot of social media functions into its

APP. It shows users how many likes they have received, and encourage users to like others’

video in order to get more likes themselves. It also shows how you are mentioned by other users,

for example friend requests. Users can even unlock the function to send instant messages to other

users after completing three assigned tasks (see fig. 20).

What makes Meipai community more united is the manuals provided by the APP.

“Meipai University” provides users with guidelines on how to start, how to make a popular short

video, how to live stream, how to get Meipai verification, frequently asked questions and etc.

Meipai puts an emphasis in creating and maintaining it user community, encouraging them to

expand their connections within the APP and also providing them necessary support in making

short videos of better quality, which in return can increase the loyalty of users.

Figure. 19. Meipai Friend Invitation Screenshot. Figure. 20. Meipai Instant Message Screenshot.

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How - Process

There are a total of four kinds of content that users can create and upload on Meipai: live

stream, short video, 10-second poster, and photo. Live streams and photos will not be analyzed

since they do not belong to short video.

There is time mode settings to short videos on Meipai, which are “10 second mobile

video (MV)” and “5 minute” (see fig. 21 and fig. 22). When designing short videos, users can

either import videos from local files and crop them into the proper length, or start recording in

the APP directly. Before recording, users can insert facial recognition stickers, select the

background music for the video, and turn off the default auto beautification. After recording,

users will be led to the editing page. For 10-second MV, users can select filters to adjust the tone

of the video and add special effects to enhance the style (see fig.23). For 5-minute videos, users

are unable to add special effects, but can add subtitles and speed up the video. After editing, the

last step is to publish and share the short video. Users can set the cover for their short video,

which is similar to the album cover page. In addition to caption, users are encouraged to tag their

video so that more people can see the video. Locations, emojis, mentions, and links can also be

inserted just like other social media platforms. The 10-second poster is a new variation of the

basic short video function, which provides users several animation poster templates with filters

and effects (see fig. 24).

In addition to the current functions, Meipai constantly develops new features to provide

users with a changing experience. In April, Meipai put its “ever changing background” function

to beta test. With this new function, users can insert moving background and animation emojis

while recording. Meipai has also claimed to be the first APP in China to realize real time

accurate cutouts (Bobofu 2017). It indeed offers many choices for its users to create various

kinds of short videos. The creating process on Meipai is not only individual, but can be

collaborative when people make videos as a response to hash tag campaigns.

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Figure. 21. Meipai 10-second MV Screenshot. Figure. 22. Meipai 5-minute Video Screenshot.

Figure. 23. Meipai Editing Screenshot. Figure. 24. Meipai 10-Second Poster Screenshot.

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4.2.2 Instagram (West)

Instagram is also a mobile APP that allows user to share photos and videos. It was

purchased by Facebook in 2012. When first launched in 2010, it was developed only for iOS

systems, and the Android version came out two years later. The APP attracted one million users

within two months after its official launch. Originally, it was an APP for users to share photos

only. Instagram video was introduced in 2013, which immediately attracted a huge amount of

new users (Desreumaux 2014). In its own description, it describes itself as “a simple, fun &

creative way to capture, edit & share photos, videos & messages with friends & family”

(Instagram 2017).

However, it is not only a creative way to share things with people who are already in

one’s daily connections, users can also “discover accounts from all over the world that are

sharing things you love” (Google Play_Instagram 2017).

Instagram also has a web version, allowing users to view others photo or video posts and

manage their own accounts. Since Facebook now owns Instagram, it is closely connected with

one’s Facebook account. Users are encouraged to follow more people in their contact lists so that

more people can see their posts. What makes Instagram more popular is Instagram introduced

“story” 2016 to solve the problem of over posting. Users can post photos or videos anytime in a

day as many as they want without flooding the feeds. The stories one posts will not appear in the

profile grid or in the feed, but can only be seen when friends click on one’s profile photo. The

likes and comments on those stories are directly sent to users as private messages rather than

public ones (Instagram 2016). Despite of the fact that Instagram was first and foremost a photo

sharing platform and then a video sharing platform, short videos have obviously become a very

essential part of content in the APP. In the following paragraphs, I will mainly look at the

functions related to videos on Instagram.

Who - Users

Instagram’s number of users has undergone exponential growth since it was launched.

Fueled greatly by Instagram story, it now has 700 million active users per month. It took only

four months for this number to jump from 600 million to 700 million. The United States has the

most Instagram users, followed by Brazil, United Kingdom, and Japan, with 80 percent of its

users now outside of the U.S.

In addition to regular users, Instagram has attracted over one million active advertisers

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from top brands (Constine 2017). According to the statistics provided by Omnicore, 68 percent

of Instagram users are female. Of all Internet users aged between 18 and 29, 28 percent use

Instagram, while 4 percent between 30 and 49 use it. For corporate users, 49 percent brands are

using Instagram to advertise (Aslam 2017). In general, there are more female users than male

users, and users on Instagram are global.

In the APP, its close ties with Facebook can be observed. There are two ways users can

login on Instagram, with email or phone number and with their Facebook account. After logging

in, users will go through a series of settings to find and connect to their Facebook friends. In the

profile page (see fig. 25), users can discover other users in their contacts at anytime, and they

will be reminded if one of their friends joined on Instagram. Users can see the past posts, saved

photos or videos, their followers and followings. There are also privacy settings to hide a

Instagram story from selected people, or to not allow others to reply (see fig. 26). What is special

for regular users is the option to switch to Business Profile (see fig. 27), which is designed for

advertisers. If the user’s Instagram account is connected to his/her Facebook page, he/she can

monitor the performance of his/her posts and how they are received by the followers. From what

users are allowed to do to manage their accounts, the users not only take Instagram as a platform

where friends share and connect, but also a channel through business communicates with

potential customers. Individual users are given full chance to be connected to their original

networks and explore more interesting people.

Figure. 25. Instagram Profile Page Screenshot. Figure. 26. Instagram Story Settings Screenshot.

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Figure. 27. Instagram Business Tools Screenshot.

What - Content

The content on Instagram is mainly photos and videos, whether in the feed or in users’

Instagram stories. Not all photos and videos created on Instagram are generated by common

users, some are also sponsored photos and videos aiming for advertising. Although there are

more photo posts than video posts, video is still important. According to Omnicore statistics, five

million videos were uploaded on Instagram within 24 hours after the introduction of video

function (Omnicore 2017). The following will only look at the video contents in this APP.

In the search page of the APP, popular posts and popular Instagram accounts will be

recommended to users, but the photos posts and video posts are mixed together (see fig. 28).

Although users can search people, tagged posts, or posts at a certain location that are most

related to that search words, there are explicit categories of videos where users can directly select

(see fig. 29).

It can be observed from Instagram that the posts are not arranged according to the

content type, but mainly based on the users who create the content and their connections. No

statistics about what kind of content Instagram provides can be found, but the blog posts about

the types of content that can better drive engagement on Instagram indicates the popular types of

posts.

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In the blog post Instagram Post Ideas: 6 Types of Content That Work , the author

mentions that behind-the-scenes content, product features, lifestyle shots, quotes and text-based

content, daily hash tags, and other UGC are the content most likely to get attention. This

indicates that the content on Instagram is mainly about low threshold, non-professional fields

including entertainment, and social networking. From the analysis about the content on

Instagram and how the APP presents videos to users, it can be inferred that videos are not seen

as a separate part of Instagram, rather they are merged within the social networks. The spreading

of video not only relies on the content of the video, but also on the networks of people who post

it.

Figure. 28. Instagram Search Page Screenshot. Figure. 29. Instagram Search Screenshot.

Why - Motivation

The greatest motivation for users to use Instagram is its connection to Facebook, and also

the community built upon Instagram connections. To some extent, Instagram can be seen as an

extension of the network of Facebook. Users are recommended to follow their Facebook friends

once logged in. The first options for inviting friends and following people are from Facebook.

And only when one’s account is connected to Facebook can he/she have access to Instagram

business tools. In this way, users can instantly connect themselves to the networks they already

have on Facebook and their posts on Instagram can receive more responds.

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However, as an APP that is popular globally, it is connected to other major social media

platforms, which provides alternative sharing choices for users on different platforms. In addition

to globally popular platforms like Twitter and Tumblr, Instagram accounts can also be linked to

some country specific platforms such as Ameba in Japan, and VKontakte and OK.ru in Russia

(see fig. 30). We can see that Instagram is trying to build a universal photo and video community

that can at the same time be merged into the social connections users already have. In this large

user community, Instagram story provides the option to develop more intimate relations. Stories

of someone can only be seen when one clicks on the profile photo instead of appearing

automatically in the feed in time order. And users can also decide who they want to hide their

story from. In doing so, users can have a more exclusive community within the large user

community. Therefore, connection and community are the two reasons why users use Instagram

and why Instagram can attract larger numbers of users within short periods of time.

Figure. 30. Instagram Linked Accounts Screenshot.

How - Process

There are two ways in which users can upload videos to Instagram, one is regular video

post and the other one is Instagram story. For regular video posts in the feeds, users can record

for up to one minute. After recording, they will be led to the editing page to apply filter and add

cover for a video post (see fig. 31). No special effects or emoticons can be inserted to the video.

After that, users can either share the post to Facebook, Twitter, and Tumblr, or share it directly to

friends exclusively (see fig. 32).

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There are more options for users to make videos in Instagram story (see fig. 33). In

Instagram story, “rewind” and “hands-free” are two options for making videos that can last for

15 seconds. The only difference between these two is that rewind will present the videos

recorded in reverse order. Before recording, users can choose stickers that can automatically

recognize faces and move in accordance with the faces (see fig. 34). After recording, users can

insert characters into the video including timers, location tags, temperatures, hash tags, and other

graphics. Some of the characters are real-time according to the settings of user’s phone. Subtitles

and drawings can also be added to the video (see fig. 35). However, these characters inserted will

not recognize the objects and move.

In general, Instagram only provides users with some simple tools to edit their videos,

which in return allow users to upload more instantly. In addition to individual content creating

process, collective, competitive, and collaborative creating also exist in the interactions of users.

The content one user posted can influence and inspire the content creation of others.

Figure. 31. Instagram Video Editing Page Screenshot. Figure. 32. Instagram Sharing Page.

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Figure. 33. Instagram Story Videos. Figure. 34. Instagram Facial Recognition Stickers.

Figure. 35. Instagram Story Stickers Screenshots.

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4.2.3 Comparison and Contrast

Meipai and Instagram are two most used APPs for video making and sharing in China

and in Western countries. They both aim to enrich users’ social life by providing new ways of

content creation. However, although they are similar in basic functions and design, they have

different focuses to meet the needs of their users. Instagram intends to merge itself into the

current social network by providing new options in creating contents. And Meipai aims to attract

users who want to appear more beautiful in stylish videos. The following paragraphs will discuss

the similarities and differences between these two APPs from the Chinese point of view.

The two APPs are similar in how they connect themselves to current popular platforms,

targeting customers, content types, combination of users, and basic functions provided to make

videos.

Firstly, both APPs are not simply platforms that provide users with tools to edit videos,

but also position themselves as an extension of the original social networks of users. And they all

try to create their own active user communities on this basis. They can be logged in with users’

other social media accounts and linked to that account so that users can be well connected to

whom they are already familiar with in this new platform. And users will be constantly reminded

to invite more friends to join them in the APPs. For users, these two APPs are not a completely

new place where they need to start and built their own interpersonal circle from the ground.

Instead, they are tools enriching users’ social life without distorting the connections they already

have. They merge naturally into users’ social life.

Meipai and Instagram are also similar in their marketing strategy. Unlike other APPs in

China that focus mainly on attracting domestic users, Meipai also paid attention to its overseas

markets. Facebook is the choice appears on the top when logging into the APP. For Instagram, n

addition to connecting User’s Instagram account to Facebook, it also provides alternatives for

users in countries such as Russia and Japan to connect their accounts to major social media

platforms.

In terms of the content users post in both APPs, most of them are about topics that are

close to one’s daily life and it is not professionally made. It can be said that the content is mainly

focused on low threshold fields: food, funny videos, beauty and dressing, sightseeing views, etc.

And almost all videos are random snapshots from their users rather than well designed scenes.

However, on Meipai, there is a trend that content has started to shift towards more professional

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fields such as games and sports.

The user communities of Meipai and Instagram are also similar, containing mass regular

users and VIP celebrities. Most of the users are regular users connected with each other by their

own social networks and intimate friend circles. There are also VIP accounts for senior users

who are often celebrities with large numbers of loyal followers. They post videos on a regular

basis, and their videos are often very well designed. On Instagram, there are also brands posting

sponsored photos or videos for advertising. In this way, the brands can avoid the traditional hard

sale and achieve better marketing results by building a better brand image and through sharing

buyer experiences.

Lastly, the two APPs share some of the functions for videos users. Not only do they allow

users to record videos in the APP real time, they also provide editing tools that can make the

videos more attractive and stylish within a few simple clicks. Hash tags can be inserted in the

video, or in the video caption to grab attention and possibly make the videos more spreadable.

And both APPs present the videos users create as a personal album, as it requires users to select

cover pages for their videos to better represent the content. It can be inferred that as social

networking video APPs, they have a number of similarities in their basic function design,

targeting users, and product positioning.

Although both Meipai and Instagram are similar in many aspects since they aim to enrich

people’s social life with videos, they are very different in what they provide to the users, what

they emphasize, and what extras are available.

Firstly, Meipai aims to provide users various kinds of short videos and a tool to make

stylish videos, while Instagram aims to provide users with a new way of sharing within their

social networks. The latter puts more emphasis on the social connections of users instead of the

quality of their videos. This can be proved by the relation between Instagram and Facebook and

the fact that the content on Instagram is not sorted by category but is shown together with the

people who posted it. In comparison, Meipai is first a video editing tool, then part of users’ social

network. Meipai has a complete set of editing functions to make videos splendid, and the videos

on Meipai can be searched and viewed by category or by keywords. In this sense, Instagram

relies more on the connections and social networks of users, and Meipai relies more on the

abundant video content created by its users and the strong editing functions that has made that

possible.

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Secondly, Instagram is more a platform where users post videos to share their daily life

with their friends, while Meipai focuses more on young people who want to look good and

present a good image to others. Although Instagram also provides some stickers that can

automatically recognize the faces appearing in the camera, the choices are limited. In Meipai,

facial beautification is the default setting when faces are recognized, and users can choose from

more than 20 stickers. Its new function, 10-second poster, and other newer functions like “ever

changing backgrounds” further prove Meipai’s goal to make everyone look beautiful and to build

the next celebrity. The company is developing more functions that is enabled by its advanced

facial recognition technology. Compared to Instagram, Meipai is more powerful in terms of

editing and modifying faces in the recorded videos.

Lastly, Instagram is often used by brands to advertise, which is not the case on Meipai.

Corporate users can also register with Instagram, while almost all users on Meipai are individual

users. This can be explained by the fact that Instagram is applications based on the social

relations one already has rather than a new platform that encourages users to take good photos or

make videos. The connections on Instagram provide good public relations resources for brands

promotions. On Meipai, there are also users paid by small and local brands to recommend

products. They do not present themselves as one from the brand, but as buyers sharing user

experience with the audience, similar to word-of-mouth marketing.

5. Conclusion

The current explosion of user-generated content is inseparable with the popularity and

improved performances of smart phones and Internet data accessibility. This is especially true to

the development of videos APPs that rely heavily on content created by users such as short

videos and live streaming. Equipped with high resolution front and back cameras and 3G/4G

data connection, smart phones have made it possible for users to create and share video content

without any limitation of time and location (Sohu_cnscdc.com 2016). Under these conditions,

various kinds of video APPs have emerged and have become essential part of people’s social life.

The two pairs of UGC based video APPs being analyzed in this thesis are the

representatives of short video APPs and live streaming APPs from China and Western countries.

As they are emerging APPs, they have not been widely discussed by scholars in academic circles,

and there is still very few academic works that analyze these platforms in detail. On the one hand,

52

these APPs are lenses through which one can see the people and world around in a different way.

On the other hand, they are also mirrors reflecting the development of video APPs in different

societies.

Looking at the users (who), content (what), motivation (why), process (how) of Inke,

Periscope, Meipai and Instagram, we can observe great differences between these similarly

designed APPs. Since these APPs represent the emerging video APP industry, the general

development and features of the whole industry in China and in Western countries can also be

revealed. Speaking from the Chinese perspective, the Western videos APPs are far less powerful

than their Chinese counterparts in terms of editing and built-in modification functions. Also,

there is a lack of independence since they rely heavily on the already well-established giants,

Twitter and Facebook. Furthermore, they do not have a clear business model for profiting.

Although they can profit from the advertisements, users are not yet considered to be paying users.

In a broad sense, all four video APPs being researched in this thesis fit into John Doerr’s

prediction upon the Internet industry, which is “SoLoMo.” Online video, as an important part of

the Internet industry, has also followed this development path for the past years. Most video

applications nowadays can meet users’ social needs, allow location-based functions that allow

them to discover videos near them, and are indeed mobile, as they not only are widely available

in APP stores for mobile phones, but also allow for the free upload of UGC by individual users.

By looking at the analysis of Inke, Periscope, Meipai, and Instagram from who, what,

why, and how, they all fit well into the framework of “SoMoLo.” They are all social, mobile, and

local.

These video APPs are mobile in the first place because they are designed for mobile

applications, which allow their users to create content and interact with others at anytime,

anywhere. Social and mobile can be reflected in all of the four aspects of the APPs.

Firstly, from the user statistics and what users can do within the APPs, the features of

being social and local can be seen. All four of these APPs encourage their users to connect to

their friends, or invite their friends to join them. In the profile pages, there are detailed records of

interactions between the user and his/her friends. Also, the APPs all ask users for access to their

locations and provide the option for them to fill in locational information. By doing so, the APPs

can recommend users with videos or other users near them. Thus, it can be said that videos are

not only videos on the Internet; they are also local with locational identity. The content on these

53

video APPs and how the content is presented to the users is also a combination of social, local,

and mobile.

Secondly, once short videos are published and a broadcast is live in the APPs, it becomes

social in that other users can watch and interact with the content creator. In the four APPs, the

content can all be searched by location, and location is part of the algorithm of the videos being

recommended to a specific user. In live streams, broadcasters and viewers can bond and

communicate simultaneously through commenting and responding while the broadcasters are

delivering the content. The sending and receiving of gifts is also part of the social interaction.

Thirdly, the motivation of users to use these video APPs is social. Driven by either peer

pressure or sense of belonging, people are more likely to use an APP when they can be well

connected to their friends. These APPs all allow users to share videos and link their account to

major social media platforms in their own countries. There are often buttons for major social

media platforms so that users can share the video directly to their social connections. The videos

are compatible on the social media platforms so that people can watch them within that platform

on a redirected webpage. They do not need to go to the video APP to open the shared video. All

of the APPs do not simply aim at being a place where people can watch videos, but building a

virtual community.

Lastly, the process of video creation features social and local. It can be seen from the

previous analysis that the last step of video or live stream creation is sharing and descriptions.

Users can also choose whether to share their location so that their videos can be searched by

location, and be recommended to more potential viewers nearby. Being local connects the users

from a virtual community to a actual one around them.

Although the current development of video APP industry in China and in Western

countries both follow the trend of “SoLoMo,” the landscapes of emerging UGC-based video

APPs are still very distinctive in terms of the companies themselves, their users, and their

business models.

Generally speaking, these video APPs in western countries rely greatly on two major

social media platforms, Twitter and Facebook. Twitter purchased the live streaming APP

Periscope, and Facebook owns Instagram. The reason why these two video APPs can gain so

much popularity has a lot to do with their exclusive connection to those already well established

platforms. These APPs can be seen as the extension of the functions of Twitter and Facebook. In

54

other words, these two social networking platforms are too dominant, and it is very hard for a

new APP to form its own user community without any connection to the users’ original social

networks. And becoming part of the social media giants means that they do not have to struggle

too much about profiting directly from their users and develop its own user community.

For the Chinese APPs, a very obvious feature is that they are profit-oriented. Both APPs

have their own profiting system. Inke has a complicated profiting system exchanging the virtual

currency into RMB. Although the short videos on Meipai do not allow users to profit from the

popularity of their videos so far, live stream on Meipai allows earnings. In the earnings account

of a user’s profile, there are two kinds of possible earnings, one from Meipai short video and the

other from live stream. The former kind is not open yet, but its existence implies the potential to

make short videos profitable. Not only do these platforms attract users with possible earnings,

the APPs themselves also profit from those in-APP purchases and exchanges. In comparison,

neither of the two APPs being analyzed in from Western countries allows users to directly profit

from other users in the APPs. The fact that the developers of the Chinese APPs are less

dependent on the major social media companies in China is part of the reason why they are more

profit-oriented. They need to find their own way of profiting in order to survive in the market.

Also, closely involving their users in its profiting system is a very good way to maintain the

stickiness and loyalty of their users.

Another unique feature in the Chinese APPs is the facial beautification function. Whether

it is live stream or short video, facial beautification is the default setting. Aesthetic stereotype of

beauty can be clearly revealed. This default beauty makes everyone using the APPs look very

similar. Sometimes it even changes your faces too much that nobody can recognize you. Users

usually have the idea that they have to be beautiful so that they can present themselves to their

friends and the public. And this function is no doubt a virtual facial plastic surgery. Users can

perfectly hide themselves behind the filters and cameras. This kind of mentality prevents users to

show their true self and has to some extent made these APPs competing places of beauties, rather

than platforms of sharing and networking.

The meaning of this thesis lies in that it analyzes APPs from different countries from the

same perspective that is not often used by Western scholars when studying these APPs. Stepping

out the Western views and comparing similar APPs between different countries provide new

insights into the video APP industries. Rather than looking into the technical aspects of these

55

emerging video APPs, the analysis of this thesis can better reveal the social and cultural

implications of them within their own social contexts. By asking the questions of “who, what,

why, and how”, not only the unique features of the APPs can be observed, but also the

characteristics and mentality of their users can be reflected.

Although the UGC based video APP industries in both China and Western nations are

vigorously developing, there are still many problems or challenges in their ways forward. Thus

further questions can be raised on the basis of my findings in these APPs. For videos APPs in

both China and in the West, the content needs to be further studied. For now, the video content is

mainly concentrated on low threshold fields that is close to people’s regular daily life, but has the

tendency to develop in the more professional fields. It is also interesting to see how the content

on these video platforms shifts over time. Also, there are huge problems that are catching

people’s attention whether in making live streams and videos or in uploading, for example

privacy and legality issues and regulations in regard to these issues. In addition, it can be very

interesting to how in general the video media landscapes are different in China and in the West

and what factors contribute to the differences. The comparison in this thesis is a starting point for

more researches into the video media APPs in both spheres.

56

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