VIRTUAL CABARETS: A STUDY ON TANGO AND BIGO LIVE LIVE BROADCAST APPLICATIONS
Dr. SERRA SEZGİN
VIRTUAL CABARETS: A STUDY ON TANGO AND BIGO LIVE LIVE BROADCAST APPLICATIONS
Dr. SERRA SEZGİN
Social live-streaming platforms which came into existence as a result of the developments in social media and digital platforms and where broadcasters and viewers interact in chat rooms differentiate from video broadcasting on video sharing platforms such as YouTube where users upload a video which can be watched by the viewers at any time repeatedly (Scheibe & co. 2016: 7). With this development, other platforms such as YouTube or Instagram also started offering live-streaming services as in YouTube Live and Instagram Live. In recent years, several applications focusing on social live-streaming services (SLSSs) have been popularised. Being providers of social live-streaming services, these platforms function in such a way that broadcasters can stream live videos using their own devices such as a smartphone or a computer to be rewarded by their viewers through donations, gifts, likes or subscriptions (Scheibe & co. 2016: 7). This structure offers broadcasters the opportunity to earn money on a regular basis.
The discussion in this report revolves around the question of how the broadcasters on Tango and Bigo Live generate income through using these applications. The purpose of the paper is to reveal the strategies employed by the broadcasters to generate income within the framework of the opportunities offered and restrictions put by the applications in the digitalised entertainment market. In the report, livestreams on both platforms were followed systematically using a free account between October, 2022 and March, 2023. During this period, the structure of the platforms, interactions between the broadcasters and contents were observed. The livestreams observed were restricted to the ones which were under the categories, “near me” and “popular”. In doing so, the research focused on a specific region, Ankara/Turkey, and only Turkish broadcasts were followed. The observation has resulted in these findings:

Researcher
Dr. Serra Sezgin has been serving as a faculty member and department head at Ankara Science University’s New Media and Communication Department since 2020. She graduated from Hacettepe University’s Communication Sciences Master’s Program (2013) and completed her PhD in the Journalism Department of Ankara University (2019). Her doctoral thesis, “Digital Game Ecosystem: Creative Industry and Labor”, was published as an e-book (Alternatif Bilişim Derneği, 2020). She has academic research and publications in the fields of new media, creative industries, labor, and game studies.