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We empirically investigate this question by applying a survey with 94 streamers (female N = 48; male N = 46). The results indicate that YouNow is seen favorable by the streamers, but female streamers have a more positive view of it. Furthermore, male and female streamers are inclined to spend real money to further their motives. Overall, female streamers are more motivated by gamification elements than male streamers. Female streamers prefer Levels, the Progress Bar, Badges; male streamers favor Coins, Gifts, and Levels.<\/jats:p>","DOI":"10.4018\/ijicst.2019070101","type":"journal-article","created":{"date-parts":[[2019,9,13]],"date-time":"2019-09-13T10:40:25Z","timestamp":1568371225000},"page":"1-15","source":"Crossref","is-referenced-by-count":1,"title":["Gender Differences in Perception of Gamification Elements on Social Live Streaming Services"],"prefix":"10.4018","volume":"9","author":[{"given":"Katrin","family":"Scheibe","sequence":"first","affiliation":[{"name":"Heinrich Heine University D\u00fcsseldorf, D\u00fcsseldorf, Germany"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Franziska","family":"Zimmer","sequence":"additional","affiliation":[{"name":"Heinrich Heine University D\u00fcsseldorf, D\u00fcsseldorf, Germany"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"2432","reference":[{"key":"IJICST.2019070101-0","unstructured":"Alexa.com. (2016). 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