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  2. Video game livestreaming - Wikipedia

    en.wikipedia.org/wiki/Video_game_livestreaming

    The live streaming of video games is an activity where people broadcast themselves playing games to a live audience online. [1] The practice became popular in the mid-2010s on the US-based site Twitch, before growing to YouTube, Facebook, China-based sites Huya Live, DouYu, and Bilibili, and other services.

  3. Media engagement framework - Wikipedia

    en.wikipedia.org/wiki/Media_engagement_framework

    Applying the media engagement framework aids in the development and management of an effective online marketing presence leveraging social media to engage a market or audience. [6] By first personifying the audience, the marketer is able to identify the limiting aspect of the engagements possible with that audience segment and then, understand ...

  4. Why Google Killed YouTube Gaming, Its Stand-Alone Rival ... - AOL

    www.aol.com/news/why-google-killed-youtube...

    Google is integrating its gameplay videos into its main site as part of its unification of YouTube’s fragmented universe. Why Google Killed YouTube Gaming, Its Stand-Alone Rival to Twitch Skip ...

  5. List of YouTube features - Wikipedia

    en.wikipedia.org/wiki/List_of_YouTube_features

    In September 2012, YouTube launched its first app for the iPhone, following the decision to drop YouTube as one of the preloaded apps in the iPhone 5 and iOS 6 operating system. [112] According to GlobalWebIndex, YouTube was used by 35% of smartphone users between April and June 2013, making it the third-most used app. [113]

  6. YouTube - Wikipedia

    en.wikipedia.org/wiki/YouTube

    YouTube also released YouTube Music, a third app oriented towards streaming and discovering the music content hosted on the YouTube platform. [70] [71] [72] The company also attempted to create products appealing to specific viewers. YouTube released a mobile app known as YouTube Kids in

  7. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    The same study called for standardization across the app industry on gamification principles to improve the effectiveness of health apps on the health outcomes of users. [ 75 ] MIT Professor Kevin Slavin has described business research into gamification as flawed and misleading for those unfamiliar with gaming. [ 161 ]

  8. Active users - Wikipedia

    en.wikipedia.org/wiki/Active_users

    Active users is a software performance metric that is commonly used to measure the level of engagement for a particular software product or object, by quantifying the number of active interactions from users or visitors within a relevant range of time (daily, weekly and monthly).

  9. Online video platform - Wikipedia

    en.wikipedia.org/wiki/Online_video_platform

    Online video platforms can use a software as a service (SaaS) business model, a do it yourself (DIY) model or user-generated content (UGC) model. The OVP comes with an end-to-end tool set to upload, encode, manage, playback, style, deliver, distribute, download, publish and measure quality of service or audience engagement quality of experience of online video content for both video on demand ...