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Exploring the Motivational Affordances of Danmaku Video Sharing Websites: Evidence from Gamication Design Yuxiang Zhao 1(&) and Jian Tang 2 1 School of Economics and Management, Nanjing University of Science & Technology, Nanjing, China [email protected] 2 School of Information, Central University of Finance and Economics, Beijing, China [email protected] Abstract. Danmaku video sharing website is a kind of popular social media used by digital natives in China. Very few existing studies or research models explain the psychological and behavioral aspects of user behavior in danmaku websites. The paper aims to explore the motivational affordances of Chinese danmaku websites from the gamication design perspective. Using the quali- tative Delphi method and follow-up interviews, we leveraged the knowledge and experience of 18 panel members who were labelled as UPin the ACG communities. Some key research ndings have been drawn from the analysis. Keywords: Danmaku Á Motivational affordance Á Game elements Á Gamication Á Delphi analysis 1 Introduction Social media have promoted the emergence and development of diverse subcultures among the younger generation who are labeled as digital natives (Prensky 2001). ACG (Animation, Comic, and Game) is such an adolescent subculture that is fascinating to a group of digital natives, named Otaku. This subculture was rst found in Japan. Through various media it spread to other Asian countries (e.g., China) and even to the United States. Danmaku video sharing website is a kind of important social media for those fans of Otaku to communicate and collaborate in virtual community. Compared with regular user-generated content websites such as Youtube, users can synchronously post comments when watching ACG video on danmaku websites, and these comments will immediately slide over videos in the form of commentary subtitle (Shen et al. 2014). So far, danmaku websites receive great attention and interest from digital natives and rapidly accumulate a large number of users in a short time period. Danmaku websites allow users to communicate and collaborate with each other while watching videos. This shared watching experience may lead to a strong perceived social presence and sense of virtual community. Danmaku websites, as an emerging UGC style, have been welcomed by mass digital natives, especially those who have a © Springer International Publishing Switzerland 2016 M. Kurosu (Ed.): HCI 2016, Part III, LNCS 9733, pp. 467479, 2016. DOI: 10.1007/978-3-319-39513-5_44

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Page 1: Exploring the Motivational Affordances of Danmaku …...Through various media it spread to other Asian countries (e.g., China) and even to the United States. Danmaku video sharing

Exploring the Motivational Affordancesof Danmaku Video Sharing Websites:Evidence from Gamification Design

Yuxiang Zhao1(&) and Jian Tang2

1 School of Economics and Management,Nanjing University of Science & Technology, Nanjing, China

[email protected] School of Information, Central University of Finance and Economics,

Beijing, [email protected]

Abstract. Danmaku video sharing website is a kind of popular social mediaused by digital natives in China. Very few existing studies or research modelsexplain the psychological and behavioral aspects of user behavior in danmakuwebsites. The paper aims to explore the motivational affordances of Chinesedanmaku websites from the gamification design perspective. Using the quali-tative Delphi method and follow-up interviews, we leveraged the knowledgeand experience of 18 panel members who were labelled as “UP主” in the ACGcommunities. Some key research findings have been drawn from the analysis.

Keywords: Danmaku � Motivational affordance � Game elements �Gamification � Delphi analysis

1 Introduction

Social media have promoted the emergence and development of diverse subculturesamong the younger generation who are labeled as digital natives (Prensky 2001). ACG(Animation, Comic, and Game) is such an adolescent subculture that is fascinating to agroup of digital natives, named Otaku. This subculture was first found in Japan.Through various media it spread to other Asian countries (e.g., China) and even to theUnited States. Danmaku video sharing website is a kind of important social media forthose fans of Otaku to communicate and collaborate in virtual community. Comparedwith regular user-generated content websites such as Youtube, users can synchronouslypost comments when watching ACG video on danmaku websites, and these commentswill immediately slide over videos in the form of commentary subtitle (Shen et al.2014). So far, danmaku websites receive great attention and interest from digitalnatives and rapidly accumulate a large number of users in a short time period.

Danmaku websites allow users to communicate and collaborate with each otherwhile watching videos. This shared watching experience may lead to a strong perceivedsocial presence and sense of virtual community. Danmaku websites, as an emergingUGC style, have been welcomed by mass digital natives, especially those who have a

© Springer International Publishing Switzerland 2016M. Kurosu (Ed.): HCI 2016, Part III, LNCS 9733, pp. 467–479, 2016.DOI: 10.1007/978-3-319-39513-5_44

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hallmark of ACG subculture. From human-computer interaction perspective, the ele-ments of user-centered design and (sub) culture-centered design are well represented inthe design process of danmaku websites. Zhang (2008) proposes the motivationalaffordance theory to elaborate on the positive design principle for ICT adoption and use.Hamari et al. (2014) indicate that gamification is a desired way to support userengagement and enhance positive patterns in service use. Deterding et al. (2011)highlight that the affordances implemented in gamification will lead to some positiveoutcomes of product/service use. We argue game elements embedded in the human-focused design process enable the motivational affordances of an IT artifact. To our bestknowledge, few studies or research models explain the psychological and behavioralaspects of user behavior in danmaku websites (Shen et al. 2014). Our study is the firstattempt to investigate the motivational affordances of Chinese danmaku websites.Therefore, we would like to explore what motivates digital natives to use danmakuwebsites, especially the driving factors for their contributing behavior. In this paper, weposit to adopt gamification design as a theoretical lens and view the game elements indanmaku websites as a reflection of related motivational affordances. We conducted anexploratory investigation on four Chinese Danmaku video sharing websites, i.e., AcFun,Bilibili, Tudou, and Kankan, to answer the following research question:

What is the current status for the gamification design in Chinese danmaku websitesand how it relates to the underlying motivational affordances?

2 Motivational Affordances via Gamification Design

2.1 Motivational Affordance

From the design science research paradigm, Zhang (2008) adapts the concept of affor-dance and proposes the concept ofmotivational affordance to examine the positive designof ICT, arguing that people tend to use and continue to use ICT to fulfill various psy-chological, cognitive, social, and emotional needs. Therefore, features or functions of anIT artifact that support these internal motivational needs can influence whether, how, andhow much this artifact will be used (Zhang 2008). The design principles of motivationalaffordances are proposed for ICT design in general to fulfill the five different motivationalsources, including psychological (autonomy and self), cognitive (competence andachievement), social & psychological (relatedness), leadership and followership, andemotional (emotion and affect). We consent that the motivational affordance frameworkand design principles can and should be selectively applied to enhance the motivation ofICT users. In this study, danmaku video sharing website is one kind of social informationsystems, which targets at a unique user group and reflects an obvious hedonic charac-teristic of usage. Thus, the design and support of the motivational affordances is animportant determinant of the successful adoption and continual use of danmakuwebsites.

2.2 Reviewing Motivational Affordance in Gamification Design Process

In recent years, gamification has drawn the attention of academics and practitioners invarious domains, such as business, education, information systems, health informatics,

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and human-computer interaction, etc. (Seaborn and Fels 2015). Deterding et al. (2011)define the gamification as “the use of game design elements in non-game contexts”, andsuggest that gamification aims to apply elements of “gamefulness, gameful interaction,and gameful design” with a specific intention in mind (p. 9, p. 10). Huotari and Hamari(2012, p.19) define gamification as “a process of enhancing a service with affordancesfor gameful experiences in order to support user’s overall value creation”. Seaborn andFels (2015, p.17) survey the gamification studies and define gamification as “theintentional use of game elements for a gameful experience of non-game tasks andcontexts”, and game elements are conceptualized as patterns, objects, principles,models, and methods directly inspired by games.

Blohm and Leimeister (2013) proposed a framework to elucidate how gamificationdesign can elaborate on the incentive of intrinsic and extrinsic motives to result inbehavioral change. This research endeavor established the connection between gameelements (both the mechanics and dynamics) and human motivations (e.g., curiosity,achievement, social recognition, and social exchange, etc. Aparicio et al. (2012)developed a gamification framework based on self-determination theory (Ryan andDeci 2000), and game elements are categorized into three dimensions, namelyautonomy, competence, and relation. Other researchers, for example, Nicholson (2012)and Sakamoto et al. (2012), also focused on the intrinsic or internal motivation whendesigning their gamification framework. Some previous studies have identified the keyrelevant game elements, such as points, badges, leaderboards, levels, rewards, progress,status, feedback, challenge, and roles, etc. (Seaborn and Fels 2015).

The implementation of game elements can enhance the motivational affordancesand lead to better user experiences and performances. Gamification indicates sequentialsteps comprised of implemented motivational affordances, resulted psychologicaloutcomes, and further behavioral outcomes. Hamari et al. (2014) created a frameworkfor examining the effects of gamification, and found that gamification really works.From our standpoint, we argue that the gamification design is a cirtical way to enhancemotivational affordances.

Table 1. Motivational affordances via gamification design (Adapted from Chou (2015)

MotivationalAffordancesSource

Description Game Elements Theoretical Evidence

Epic Meaning &Calling

Meaning is the coredrive where auser believes thatshe/he is doingsomethinggreater or she/hewas chosen to dosomething.

Story/theme/narrative(Halan et al. (2010);Smith and Baker(2011))

Situational Relevance;Self-determination theory;Beginners luck

(Continued)

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Table 1. (Continued)

MotivationalAffordancesSource

Description Game Elements Theoretical Evidence

Development &Accomplishment

An internal drive ofmaking progress,developing skills,and eventuallyovercomingchallenges.

Points (Cheong et al.(2013); Hamari andKoivisto (2013));Badges (Andersonet al. (2013); Denny(2013); Domínguezet al. (2013));Leaderboards(Thom et al.(2012)); Progressbar (Farzan andBrusilovsky (2011))

Flow theory; Goal theory;Self-efficacy theory

Empowerment &Feedback

This is when usersare engaged acreative processwhere they haveto repeatedlyfigure things outand try differentcombinations,includingself-expressionand timelyfeedback.

Feedback (Dong et al.(2012)); Milestoneunlock; Boosters;Blank fills;Real-time control

Self-determination theory;Organismic integration theory

Ownership &Possession

This is the drivewhere users aremotivatedbecause they feellike they ownsomething.

Virtual goods (Smithand Baker (2011));Avatar; EarnedLunch

Social capital theory

Social Influence &Relatedness

This driveincorporates allthe socialelements thatmotivate people,including:mentorship,acceptance,social responses,companionship,as well as

Friending; Groupquest; Mentorship;Social Prod; Socialtreasure; Touting

Social interaction theory; Socialidentity theory; Social prooftheory

(Continued)

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In this study, we will use Octalysis, a gamification framework proposed by Chou(2015), to guide our data analysis. Chou (2015) defined the gamification as the craft ofderiving all the fun and engaging elements in games and emphasized the important roleplayed by the human motivation in the process. The framework consists of eight coredrives that form an octagon shape. Table 1 shows how the Octalysis framework alignswith specific theoretical foundations and how specific game design elements facilitatethe eight motivational affordances.

Table 1. (Continued)

MotivationalAffordancesSource

Description Game Elements Theoretical Evidence

competition andenvy.

Scarcity This is the drive ofwantingsomethingbecause youcan’t have it. Themore scarcity theusers feel, themore patienceand desire theywill hold for thatproduct.

Appointment; Fixedintervals; Dangling;Count down; Moats

Resource-based view; Relativedeprivation theory

Unpredictablity &Curiosity

This is a the driveof wanting tofind out what willhappen next. Ifyou don’t knowwhat’s going tohappen, yourbrain is engagedand you thinkabout it often.

Glowing choice;Easter eggs;Random rewards;Sudden rewards;Obvious wonder

Flow theory; Cognitiveabsorption theory

Loss & Avoidance This core drive isbased upon theavoidance ofsomethingnegativehappening. Inaddition,opportunities thatare fading awayhave a strongutilization of thisCore Drive.

Visual grave; Scarletletter; Status quoSloth; Progressloss; Weep tune

Fear of missing out;Stimulus-Organism-Response(SOR)

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3 Research Design

In this study, we employed the Delphi method to investigate the status quo of gami-fication design in four popular Chinese danmaku websites, AcFun, Bilibili, Tudou, andKankan. We attempted to identify how game elements can support or enhance variousmotivational affordances. The Delphi method aims to achieve consensus from a groupof experts using repeated responses of questionnaires and controlled feedback. Someresearchers in the IS field have demonstrated that the Delphi method can be used toforecast and identify critical issues as well as to develop concepts/frameworks (Okoliand Pawlowski 2004).

The process used in our study involved a panel of versatile content contributors indanmaku websites, and their followers call them “UP主” in the ACG sub-culture. Mostof the participants in danmaku video sharing websites are young people with thecharacteristics of the digital natives. They are fascinated about the new technologiesand are easily adapted to the digital environment. Some researchers indicated that thosedigital natives have a better multi-tasking capability compared with their older gen-erations (Zhao et al. 2014). For instance, in our case, the participants who are watchingthe danmaku videos can simultaneously post their comments and interact with otherpeers for various reasons. Regarding the “UP主”selected in our Delphi study, they aretechnology savvy and have strong digital competence and social media literacy. Inparticular, they should be good at video processing and editing, and sometimes theyneed to adapt the original videos in an innovative way to arouse interest and attentionfrom other audience. Therefore, those “UP主” should be acquainted with the creationand communication of danmaku resources, and are familiar with the functions andfeatures of those danmaku websites. During their past interaction with the danmakuwebsites, they have accumulated some usage experience and are more likely to identifythe game elements explicitly or implicitly designed or embedded in those platforms.Participants in this study were carefully selected from the ACG communities in China.In selecting them, our criterion was to find “UP主” involved with some successfuldanmaku video producing and sharing activities, and having authority and a largenumber of fans in the ACG communities. At completion of the selection process, thepanel of participants comprised 18 veteran “UP主” with age from 19 to 28. Mostparticipants are college students and are well-educated. Each panelist was contacted byemail and instant messenger in order to invite him or her to participate in the researchexplain the scope and objective of the study.

Following the traditional Delphi procedures, this study was carried out in two parts:(1) a focus group phase to generate a list of game elements, and (2) a rating phase toidentify the specific motivational affordances of the four Chinese danmaku websites bymarking a score for each of the eight dimensions and listing the most impressive gameelements accordingly. After completion of the study, in-depth interviews were con-ducted with panel members to gain some further understanding towards the interactionwith the danmaku websites from the gamification design perspective.

During the focus group stage, six participants were selected to discuss their usageexperience of danmaku websites. Firstly, we gave a detailed introduction about thegamification design, and listed some well-known game elements. Then, the participants

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were asked to recall what are the most impressive game elements, features, andfunctions when they use the danmaku websites. Each of the focus group members hadthe task of identifying a minimum of six game elements that are pertinent to danmakuwebsites. The participants were also asked to give a short description of each of theelements they proposed. We then designed the questionnaire based on the frameworkproposed by Chou (2015) in Table 1, and also consolidated all of the game elementsidentified by the focus group members into a single list on which a definition of eachelement was also provided. We highlighted that those game elements listed in thequestionnaire are only for reference when they are rating the danmaku websites ratherthan an exhaustive taxonomy. Finally, the 18 participants were asked to use theOctalysis tool proposed by Chou (2015), to rate the extent of each motivationalaffordances by a ten-point scale for the four Chinese danmaku websites, as well asjustified their answers by providing the specific game elements for each of the moti-vational affordances dimensions.

As the goal of a Delphi study is to achieve consensus among its panel members,Kendall’s W was used to measure agreement in the rating stage (Schmidt et al. 1997).As a general guideline, the interpretation of Kendall’s W are as follows: scores closerto 1 represent a very strong consensus; 0.7 < W < 0.9 for strong agreement;0.5 < W < 0.7 for moderate agreement; 0.3 < W < 0.5 for weak agreement (Schmidtet al. 1997). In this study, after the first round, the W indicated weak consensus. Panelmembers were therefore asked to modify their rating carefully on the basis of thegroup’s average score provided for scrutinizing. After the second round, consensushave improved (W = 0.63; p < 0.001) and detailed explanations were provided whenindividual ratings differed substantially from the group’s average. We finished ourDelphi study in the third round with a strong consensus (W = 0.78; p < 0.001) amongthe 18 panel members. It is important to note that, since the ten-point scale is adoptedby the Octalysis tool (all of the ratings are in integer form), we computed the mode ofratings instead of the mean in the final round.

4 Findings from the Delphi Study

The data analysis results show that Bilibili receives the highest rating scores in terms ofeight core drives, followed by AcFun, Tudou, and Kankan. All four websites haverelatively low scores of epic meaning and calling, indicating those websites don’t attachgreat meaning to the website development. Compared to Tudou and Kankan, AcFunand Bilibili applied more game elements, such as various virtual properties, to triggerthe drive of accomplishment and achievement. AcFun, Bilibili, and Tudou allows usersto upload self-developed contents, yet Kankan only provides purchased contents fromother sources. All four sites have reward systems to record users’ participation andcontribution. Specific measurements include points, badges, member levels, andleaderboards, etc. AcFun and Bilibili have well-constructed membership systems. Forinstance, users of these two sites have to pass some entry tests to fully enjoy the rightsfor members. At the same time, AcFun and Bilibili established clear standards forpenalty. Users will have to behave themselves and follow the rules to avoid any loss ofrights to view, post, and comment. Yet on the other two websites, Tudou and Kankan,

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loss of rights is not set up to be a serious concern for users. Figure 1 shows the detailedratings for each of the danmaku websites.

According to the Octalysis graph, AcFun have a good balance in promoting theeight core drives of gamification. AcFun aims to promote the ACG subculture andbuild a space for peers who share common interest in subculture. It implements a pointsystem that measures users’ accomplishment with multiple indicators, such as numberof clicks, bookmarks, followers, amount of virtual properties (e.g., bananas). To showthe privilege of full membership, AcFun also requires an entry test for new registeredusers and only provides some advanced function to those high-level members, such ascolorful danmaku. Users who upload or view videos continuously receive feedback ordanmaku comments from other users, reflecting a lasting process of user-generatedcontents. The synchronized danmaku helps to establish connections among users,which in turn leads to a close social circle, as they can instantly notice users who sharesimilar opinions and interests. Users of AcFun continuously go back to check contentupdates to ensure they follow the trend and never miss any amusing posts. Figure 2presents the specific game elements for each of the motivational affordances cores fromthe Delphi study.

The Octalysis graph of Bilibili have a balanced shape to showcase eight core drives,with a bolder shape. Bilibili goes beyond a video sharing websites, as it aims to promotesubculture and support crowdfunding to award users who contribute to video contents. Itimplements a similar point system as AcFun to measure users’ accomplishment. What’smore, Billibili allows owners of videos to redeem their “shell” (a kind of virtual

Fig. 1. Overall ratings of the Danmaku websites

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properties) for monetary rewards. Similarly, Bilibili also requires an entry test for newregistered users and only provides some advanced function to high-level members. Thedanmaku elements allow users to instantly communicate with other users who arewatching the same content, and they can also share their words through connection iconswith other social media sites. Figure 3 provides the details.

The Octalysis graph of Tudou has a smaller size, compared to AcFun and Bilibili,indicating Tudou receives relatively low rating scores in all aspects of eight core drives.Tudou makes every user aware the idea of self-development and respect, and it alsosupports crowdfunding for owners of videos. Tudou also applies game elements, suchas badges, to symbolize members’ levels in the system, and award users for completingcertain tasks. Yet, users also need to follow rules and avoid being blocked. In addition,Tudou helps users to expand their social influences through social media. Figure 4shows the motivational affordances of Tudou based on gamification design.

The Octalysis graph of Kankan has the smallest size among the four websites,indicating Kankan has the lowest scores of core drives. Kankan only provides pur-chased contents from other sources, so users are not motivated to uploadself-development contents. Other than that, Kankan has a similar point system to awardusers with virtual properties, such as film voucher. Users can also follow each other andshare their thoughts through social media connections. Figure 5 specifies the motiva-tional affordances based on the eight core drives.

Fig. 2. Motivational affordances of AcFun based on gamification design

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Fig. 3. Motivational affordances of Bilibili based on gamification design

Fig. 4. Motivational affordances of Tudou based on gamification design

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5 Discussion and Conclusion

Our goal was to investigate the motivational affordances of Chinese danmaku websitesfrom the gamification design perspective. Using the qualitative Delphi method andfollow-up interviews, we leveraged the knowledge and experience of 18 panel mem-bers who were labelled as “UP主” in the ACG communities. Some key researchfindings have been drawn from the analysis.

First, the extent of gamification design in the four Chinese danmaku websitesvaried according to the eight core drives on motivational affordances. As shown inFig. 1, Bilibili and AcFun stay ahead of the other two danmaku websites in almostevery aspects of the motivational affordances. Second, some core drives of motivationalaffordances have been well facilitated by the gamification design and fully incorporatedwith the game elements, such as the accomplishment, social influence and relatedness,and unpredictability. In other words, the traditional game elements, i.e., points,rewarding systems, leaderboards, and fans groups etc., have been well designed in thedanmaku websites. However, some other dimensions, such as avoidance, meaning, andscarcity, did not attract enough attention. For example, some panel members said thatthe punishment system is important for the governance and maintenance of the dan-maku websites; Otherwise, those who obey the rules and regulations of the ACGcommunity will lose passion and motive to contribute the qualified resources. Third, itis interesting to note that, the gamification design should be viewed as a journey ratherthan an event, which is consistent with Chou’s finding (Chou 2015). Since users mayget boring after a period time of usage, the gamification design should constantlylaunch some new attempts and keep up with the trend and fashion of ACG subculture.In other words, some classical incentives may lose their effects and change to thehygiene factors, and there is no way to accomplish the whole design task at one stroke.

Fig. 5. Motivational affordances of Kankan based on gamification design

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Our study was not without limitations. The theoretical mapping between motiva-tional affordances and game elements needs further literature supports and arguments.Furthermore, some critical questions regarding how ACG subculture may influence thegamification design and its underlying motivational affordances were not addressed.The contribution of our work is in identifying and investigating the motivationalaffordances of Chinese danmaku websites from the gamification design perspective. Infuture work, we will conduct some quantitative studies to extend and validate ourfindings.

Acknowledgement. The authors acknowledge the research funding received by National Sci-ence Foundation in China (No. 71403119 and 71390521), and the Ministry of Education,Humanities, and Social Sciences Council in China (No. 13YJC870033).

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Exploring the Motivational Affordances of Danmaku Video Sharing Websites 479