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HKIII 2019-2020 - 19REP8 - Research Project - 1911548779 - Nguyễn Trần Hoàng Long
HKIII 2019-2020 - 19REP8 - Research Project - 1911548779 - Nguyễn Trần Hoàng Long
Author Note
Class: 19REP 8
The world beginning to enter the fourth industrial revolution, a new manufacturing revolution
The fourth industrial revolution brings the world many modern devices such as smartphones,
which can be easily used anytime, anywhere; software and applications are developed such as
social networks, games; especially 3G, 4G internet and more in the future.
Nowadays, as we have seen, software has a very strong transformation and supports almost all
types of industries from industry, entertainment, services... Almost all the jobs that we do on
today's computer through specialized software. From there we see that in the future, software
One of the essential needs of society in information technology today is entertainment, thanks to
smart software, people can listen to music, play games, watch videos online to relax. Along with
IT is the internet, the internet helps to connect the world of things together regardless of
geographical space and distance. For example, you can chat Facebook with your loved ones
talking, share funny pictures with friends or video calls to have fun stories with them...
The demand for entertainment in recent years is prominent as "Livestream", attracting a large
number of users and viewers, the live stream has appeared and is known as an official job that
many people pursue. The success of the live stream is largely due to the diverse application.
The research project will therefore seek to explore and investigate the following:
• Does the current live stream application have enough functionality to serve users?
Information technology (IT) is the use of any computers, storage, networking and other
physical devices, infrastructure and processes to create, process, store, secure and exchange all
forms of electronic data. Typically, IT is used in the context of enterprise operations as opposed
The Internet, sometimes called simply "the Net," is a worldwide system of computer
networks -- a network of networks in which users at any one computer can, if they have
permission, get information from any other computer (and sometimes talk directly to users at
other computers). It was conceived by the Advanced Research Projects Agency (ARPA) of the
U.S. government in 1969 and was first known as the ARPANet. The original aim was to create a
network that would allow users of a research computer at one university to "talk to" research
computers at other universities. A side benefit of ARPANet's design was that, because messages
could be routed or rerouted in more than one direction, the network could continue to function
even if parts of it were destroyed in the event of a military attack or other disaster. (Margaret,
Internet, 2019)
Everywhere you go, you’re likely to hear the term “Wi-Fi.” Maybe it’s the restaurant that
claims to have free Wi-Fi or a friend who asks for the Wi-Fi password. You use Wi-Fi all the
time, but there’s a good chance that you don’t really know what it is or how it works. Some
people might tell you that Wi-Fi is just another term for the internet, but that’s not exactly true.
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There’s a lot to learn about how wireless technology works and how you can use Wi-Fi to
A smartphone is a cell phone that allows you to do more than make phone calls and send
text messages. Smartphones can browse the Internet and run software programs like a computer.
Smartphones use a touch screen to allow users to interact with them. There are thousands of
smartphone apps including games, personal-use, and business-use programs that all run on the
phone. The picture is an example of the Apple iPhone, one of the most popular smartphones
Application software has really proliferated since cross-platform software has become
more popular. Some of the programs used by individuals and businesses across the globe need to
be taken everywhere to be used at any time and the evolution of traditional software into apps
has enabled users to work effectively wherever they're needed (ITP, 2020)
Social media live streaming has made the leap from novelty to necessity. Channels like
Twitter, Facebook, Instagram, and LinkedIn have integrated live video to their platforms and an
increasing number of brands are adjusting their social strategies accordingly. (Moessner, 2019)
Livestreaming is a powerful tool to use when delivering your content to your followers
and other viewers. It is the most up-to-date information a follower can receive from a company,
organization, or person they are following because it allows the audience to interact and view the
content in real-time. Due to interaction and viewing in real-time, livestreaming events makes
your content more exclusive and gathers more engagement because your viewers are seeing your
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news as it unfolds, making it much more exciting to weigh in and potentially have their voice
The reasons for a "yes" answer will be that it can be a ton of fun. After all, you get to play
video games, interact with fans, and grow a community. You also can potentially make a lot of
money, just for playing games and being entertaining! (Lindblad, 2018)
Popular live video streaming apps in the world: Periscope, Facebook Live, Instagram
Live Stories, YouTube Live, Livestream, Twitch: Livestream Multiplayer Games & Esports,
With smartphones, video recording is easier than ever, apps like Periscope and Meerkat
have brought millions of personalized video streamers. With just one touch, viewers can connect
and interact in real time with "Streamer". These services require low latency video distribution to
support high interaction between broadcasters and audiences. We perform a detailed analysis
into the design and performance of Periscope, the most popular personal livestreaming service
with 20 million users. Using detailed measurements of Periscope (3 months, 19M streams, 705M
views) and Meerkat (1 month, 164K streams, 3.8M views). (Bolun Wang, 2016)
The rise of social media should herald a new era in information behavior research. Just as
the rise of online databases and digital libraries sparked off a generation of research in online
searching, so too social media should stimulate a new wave of research and theories focusing on
other types of information behavior such as asking, answering and information integration.
Research on information behavior on social media can be said to be in a nascent stage. (Scheibe,
E-sports was part of the video game culture, but it wasn't until the late 2000s and early
2010s that the organization of tournaments created a huge craze. While tournaments around 2000
are held in an amateur manner, the popularity of professional contests and the growing number
of viewers now support a significant number of players and teams. Professional recruitment. This
competition has been leveraged by today's video game developers by building more innovative
The virtual gift is one of the most important business models for these live streaming
platforms. The viewers can purchase and send virtual gifts to the streamers during the live
process. These behaviors have great market potential and economic value, but little previous
research paid attention about this. To be specific, we discovered 20% of viewers contributed
97% of all gifts, and 77% of viewers only present for top three streamers. Especially, we also
found that most gifting behaviors broke out in short periods when barrage increased, and gifting
behaviors could be inspired by others due to competitiveness. The result will bring benefit for
both industrial entrepreneurs for improving the design of the system operating mechanism of live
In a speech in June this year, Bre Miller, Head of Product Design at Facebook Gaming,
said Vietnam was one of the countries with the most views when streaming games in the world.
The famous names in this field are Chim Se Di Nang, Viruss... with millions of followers. The
popular games on Facebook Gaming in Vietnam are AOE, PUBG, League of Legends, Counter
Strike... "The number of people playing the game globally is 2.3 billion and growing. Each
month, more than 700 million people play games, watch video games or join Facebook game
groups, of which women account for 40% ", The Facebook Gaming Project representative said.
(Quý, 2019)
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networking users. However, many of the livestream's content misrepresents, insults, insults ... to
References
An, B. (2018, December 12). Livestream thế nào cho văn minh, đúng luật? Retrieved from Tuổi
2018120908251913.htm
https://www.computerhope.com/jargon/s/smartphone.htm
ITP. (2020, May 22). What is application software? Retrieved from ITPro:
https://www.itpro.co.uk/business-operations/30331/what-is-application-software
Jon, M. (2020, May 8). What is Wi-Fi? Retrieved from DIGITAL TRENDS:
https://www.digitaltrends.com/computing/what-is-wi-fi/
Lindblad, M. (2018, June 29). Is game streaming a good career? Retrieved from Quora:
https://www.quora.com/Is-game-streaming-a-good-career
https://searchwindevelopment.techtarget.com/definition/Internet
SearchDataCenter: https://searchdatacenter.techtarget.com/definition/IT
Moessner, A. v. (2019). Getting Started with Social Media Live Streaming Software: What You
streaming-livestream
Quý, L. (2019, December 23). Livestream thành nghề trên Facebook. Retrieved from
VNEXPRESS: https://vnexpress.net/livestream-thanh-nghe-tren-facebook-4030317.html
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Rethink. (2017, July 31). THINKING ABOUT LIVESTREAMING. Retrieved from Rethingmedia:
https://rethinkmedia.org/blog/thinking-about-livestreaming-consider-your-crash-course
Scheibe, K., Fietkiewicz, K. J., & Stock, W. G. (2016). Information Behavior on Social Live
https://repository.kisti.re.kr/bitstream/10580/9386/1/E1JSCH_2016_v4n2_6.pdf
Sharma, V. (2019). Popular Live Video Streaming apps in the World. Retrieved from Vidooly:
https://vidooly.com/blog/live-streaming-apps/
Tu, W., Yan, C., Yan, Y., Ding, X., & Sun, L. (2018, June 28). Who Is Earning? Understanding
and Modeling the Virtual Gifts Behavior of Users in Live Streaming Economy. Retrieved
Thomas P. B. Smith, M. O. (2013, June). Live-Streaming Changes the (Video) Game. Retrieved
3.0 METHODOLLOGY
Show the development of the Livestream application regarding the economy and directly affects
people. In the future, Livestream will continue to grow as a career, the need to use is also higher
that requires the application to be better optimal. Live-Streaming changes the viewing angle of
Currently, livestream is not only for entertainment purposes but also for trading and global
transactions. Therefore, live streaming directly affects the economy and business needs.
Livestream is developing and moving in a positive direction, such as video games. Thanks to
livestream, video games bring a lot of interaction between players and viewers, this has helped
The livestream software needs to be researched and developed to diversify the features and
provide users with more choices. Live streaming is becoming popular all over the world and will
continue to grow in the future, so the software development for it needs more attention to serve
Studying livestreaming is absolutely necessary because it helps to learn more about the platform,
how it works and how to use it properly. Along with that is finding new directions to develop the
livestream.
The current livestream application in terms of system is quite simple and does not meet all the
needs of users, especially viewers. Further research and development of both systems and
services will bring a better user experience, which will benefit both applications and users.
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Collecting the main data from the internet, because Livestream operates mainly on the internet
and users focused mainly in Livestream channels. So will gather a lot of information from
Livestream is for all audiences, situations and uses. So, it is possible to see the subjects of
research everywhere and at all ages. But the current livestream users are mostly teenagers, adults
and business people. Therefore, the focus should be primarily on teenagers on the internet.
Especially the comments of the Livestream viewer from different sources. The sample was
selected from viewers’ comments about the service and system needs of the livestream
application. Select about 100 comments from different sources on the livestream channels from
both domestic and foreign and according to user needs such as gaming, trading, music…
3.3 QUESTIONNAIRE
3. Gender?
☐ Male ☐ Female
☐ Yes ☐ No
☐ 1 Not helpful
☐ 2 Somewhat helpful
☐ 3 Helpful
☐ 4 Very helpful
☐ 5 Indispensable
☐ 1 Not good
☐ 2 Somewhat good
☐ 3 Good
☐ 4 Very good
☐ 5 Excellent
☐ 1 Very low
☐ 2 Low
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☐ 3 Medium
☐ 4 High
☐ 5 Very high
☐ Never
☐ Occasionally
☐ Sometimes
☐ Often
☐ Always
☐ Over 4 million
☐ Relax
☐ Easy learning
☐ Capture information
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☐ Easy to exchange
☐ Make money
16. In your opinion, what does the current livestream software need to improve?
☐ Service
☐ System
☐ Function
☐ Optimization
☐ Customer care
17. What causes the most harm when live streaming is being widely used?
18. In your opinion, which of the following is important for being a streamer?
☐ Gaming technique
☐ Appearance
☐ Unstable income
☐ Out of ideas
☐ Difficult challenge
☐ Harsh competition
☐ Famous demand
4.0
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The survey showed that the channel with the highest number of viewers was Mixigaming with
33.3% of viewers, followed by Pewpew (25% of viewers) and the third was TeacherThree
(20.8% of viewers).
The survey found that 54.2% of viewers were watching through Youtube, 37.5% were watching
The survey showed that 47.8% of people watch the livestream about 1-3 hours/day, 39.1% of the
The survey found that 54.2% of people watch livestream on smartphones and 33.3% watch on
laptops.
According to the assessment, the livestream’s usefulness was rated 37.5% of the average, 29.2%
According to the service rating of livestream software, 41.7% of the average reviewers, 29.2% of
According to the system rating of livestream software, 45.8% of the average reviewers, 20.8% of
According to the survey, 70.8% of respondents said that livestream is best used for gaming,
According to the survey, 45.8% of people have never donated via livestream, 29.2% of people
sometime donate.
According to statistics, the number of people donating less than 1 million accounts for 57.1%,
95% of people choose from Less than 1 million to From 2 million to 3 million.
The majority of female sexes choose options Less than 1 million and From 3 million to 4 million.
According to statistics, 45.8% of people watch livestream for relaxation purposes, 25% of
According to the viewers, 33.3% rated the livestream software to improve the system, 29.2%
According to the negative statistics when livestream is widely used, 41.7% of users think young
people waste to much time watching live streaming, 33.3% of people said that.
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95% of people choose from Children exposed early to inappropriate sources of live streaming to
The majority of female sexes choose options young people waste too much time watching live
The majority of male sexes choose options young people waste too much time watching live
streaming.
According to the survey, about the important factor when being a streamer, 41.7% of people
choose Cultivate the ability to talk with a unique personality, 29.2% chose Gaming technique.
95% of people choose from Cultivate the ability to talk with a unique personality to Building
diverse content.
The majority of male sexes choose options cultivate the ability to talk with a unique personality.
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According to a survey about streamer difficulties, 29.2% choose difficult challenge and out of
ideas, 20.8% choose unstable income and 16.7% choose get negative comments from the online
community.
According to a survey, 37.5% choose the digital broadcast revolution, 25% choose entertainment
needs of life, 20.8% choose demand for buying and selling, 16.7% choose famous demand.
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95% of people choose from the digital broadcast revolution to demand for buying and selling.
The majority of female sexes choose options demand for buying and selling.
The majority of male sexes choose options the digital broadcast revolution.
In short, the development of information technology in the world has led to the development of
the livestream industry, contributing to the increase in the number of people using livestream
applications, and through research, we see many purposes and needs. livestream user's bridge.
Stream in the game field seems to be a familiar term for gamers as players use streams to stream
breathtaking moments, intense competition images to other players on the Internet. Because of
the convenience of streaming, in today's gaming market, this feature has become a new trend that
Today, it is quite common to use streaming on social media to convey real-life moments and
images. This feature is used by famous stars to bring their fans to experience special moments
that cannot be seen every day. Besides, livestream has many other users, especially teenagers, so
At the same time, streaming is also a form of promoting products, brands and services in the
fastest and best way to help users realize what products you are selling or who you are, in
addition to bringing products to. In the hands of consumers, livestream is also used by many
One limitation of the research is that it only relies on actual statistics through online surveys, not
directly contacting users for honest surveys or interviews about the needs and quality of
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livestreams. But online surveys will be easier to perform than users and will yield the best survey
results.
In the future, the research will be deployed further to help learn more about the aspects of the
livestream work and the user experience along with the improvement of the livestream system.
Apply research results to supplement and perfect the livestream application, continue to improve
the system and livestream service to help users have a better experience in using, making it
easier for users to interact with everyone. Live streaming app users need to follow the survey to