IDEAS home Printed from https://ideas.repec.org/a/gam/jsusta/v12y2020i5p1784-d325909.html
   My bibliography  Save this article

Factors Affecting the Popularity of Video Content on Live-Streaming Services: Focusing on V Live, the South Korean Live-Streaming Service

Author

Listed:
  • Minjeong Ham

    (Graduate School of Information, Yonsei University, Seoul 03772, Korea)

  • Sang Woo Lee

    (Graduate School of Information, Yonsei University, Seoul 03772, Korea)

Abstract

Naver V Live, a South Korean live-streaming service, showcases video contents specific to the entertainment industry, such as K-pop and music. On V Live, K-pop stars and their fans can interact directly in a natural way, and V Live provides high-quality video content with novel topics. This study has identified key characteristics of video content that affect its popularity. A total of 620 video contents of five leading Star channels were classified on the basis of production company, type of video content, and whether it was live-streamed or not. The popularity of video content was measured by the number of comments, hearts, and views. To control potential bias, additional variables were set as control variables—such as the number of channel subscribers, mini-album sales, if the video content was previewed, and cumulative number of days since the video content was uploaded. For analysis, a hierarchical linear regression was conducted. The findings suggest future directions in video content planning.

Suggested Citation

  • Minjeong Ham & Sang Woo Lee, 2020. "Factors Affecting the Popularity of Video Content on Live-Streaming Services: Focusing on V Live, the South Korean Live-Streaming Service," Sustainability, MDPI, vol. 12(5), pages 1-17, February.
  • Handle: RePEc:gam:jsusta:v:12:y:2020:i:5:p:1784-:d:325909
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/2071-1050/12/5/1784/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/2071-1050/12/5/1784/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Jui-Hsiang Lee & Chang-Franw Lee, 2019. "Extension of TAM by Perceived Interactivity to Understand Usage Behaviors on ACG Social Media Sites," Sustainability, MDPI, vol. 11(20), pages 1-19, October.
    2. Yulin Chen, 2019. "The Sustainable Development of Social Media Contents: An Analysis of Concrete and Abstract Information on Cultural and Creative Institutions with “Artist” and “Ordinary People” Positioning," Sustainability, MDPI, vol. 11(15), pages 1-22, July.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Xiao-Yu Xu & Wen-Bo Niu & Qing-Dan Jia & Lebogang Nthoiwa & Li-Wei Li, 2021. "Why Do Viewers Engage in Video Game Streaming? The Perspective of Cognitive Emotion Theory and the Moderation Effect of Personal Characteristics," Sustainability, MDPI, vol. 13(21), pages 1-25, October.
    2. Xiaoxiao Gong & Zuoliang Ye & Kuo Liu & Na Wu, 2020. "The Effects of Live Platform Exterior Design on Sustainable Impulse Buying: Exploring the Mechanisms of Self-Efficacy and Psychological Ownership," Sustainability, MDPI, vol. 12(6), pages 1-16, March.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Teen-Hang Meen & Yusuke Matsumoto & Ming-Shyan Wang, 2020. "Selected Papers From 2019 IEEE Eurasia Conference on Biomedical Engineering, Healthcare and Sustainability (IEEE ECBIOS 2019)," Sustainability, MDPI, vol. 12(1), pages 1-5, January.
    2. Anastasios-Ioannis Theocharidis & Maria Argyropoulou & George Karavasilis & Vasiliki Vrana & Evangelos Kehris, 2020. "An Approach towards Investigating Factors Affecting Intention to Book a Hotel Room through Social Media," Sustainability, MDPI, vol. 12(21), pages 1-20, October.
    3. Manuela Linares & M. Dolores Gallego & Salvador Bueno, 2021. "Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games," IJERPH, MDPI, vol. 18(7), pages 1-19, April.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jsusta:v:12:y:2020:i:5:p:1784-:d:325909. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.