different types of sentiment of danmaku and the gift
value while the past literature (Zhou, Ding, Wang,
2019) only took excitement-related emotion into
account. Third, it contributes to live streamers by
revealing that different kinds of live streamers should
be able to guide different sentiment pattern of
danmaku.
2 LITERATURE REVIEW
Previous literature researched gift-sending behaviors
through several lenses. Based on attachment theory
that a strong emotional bond between individuals and
a particular object can affect people’s gift-giving
intention (Ren, Harper, Drenner, Terveen, Kiesler,
Riedl, Kraut, 2012, Wan, Lu, Wang, Zhao, 2017), Li
and Peng (Li, Peng, 2021) researched the correlation
between live streamer characteristics and gift-giving
intention and the correlation between live scene
characteristics and gift-giving intention; their results
show that trustworthiness and attractiveness of live
streamers are positively associated with gift-giving
intention while the correlation between live scene
characteristics and gift-giving intention is not
significant. Li et al. (Li, Lu, Ma, Wang, 2021) studied
the impact of viewers’ identity on gift-giving
behaviours. Specifically, they explored class identity
and relational identity; viewers’ class identity was
measured by noble membership, a feature embedded
in live streaming platforms to distinguish viewers by
purchasing, and viewers’ relational identity was
measured by whether viewers wore fan badges;
results reveal that viewers’ class identity is positively
associated with the number of paid gifts and
negatively associated with the number of free gifts,
but relational identity is positively related with both
the number of paid gifts and free gifts. However, it is
remarkable that in most of live streaming platforms
in China, a fan badge is only worth 1 CNY, but
viewers can decide whose badge they take. In light of
social interaction theory that considers social
interaction an indispensable desire for human beings
(Baumeister, Leary, 1995), and that social interaction
can affect people’s behaviours (Castilla 2005, Rogers
2010), Zhou et al. (Zhou, Zhou, Ding, Wang, 2019)
investigated the association between danmaku and
the number of gifts, and found that the number of
words, the number of excitement-related words, the
similarity of danmaku, and debate level of danmaku
are positively associated with the gift value.
Nevertheless, it has several limitations. First, the
number of gifts is not a good measure for gift-giving
behaviours as differences among the gift value could
be extremely large. For example, the most expensive
gift in Huya TV (https://www.huya.com) is worth
5000 CNY while the cheapest gift is worth only 0.1
CNY. Second, it only counted the number of
excitement-related words, but words could have
different types of emotions such as happiness,
appraising, and peacefulness.
3 METHODOLOGY
3.1 Data Selection
This paper takes two factors into account in the
process of data selecting. Firstly, Zhu et al. (Zhu,
Yang, Dai, 2017) argue that most gifts in live
streaming platforms are channeled into a few live
streamers. It implies that if people want to research
gift-giving behaviors, they should focus on relatively
large live streamers as they are the most important.
Secondly, there is one thing that past literature
ignored but is important. That is the difference
regarding gift-giving behaviours among different
types of live streamers can be extremely large;
according to Toubang (Live streamers’ list ranked by
gifts value, https://www.toubang.tv), the average gift
value per live streamer in Beauties and star-show
section in China between Nov. 25 and Dec. 25 is 16
thousand CNY while the average gift value in League
of legends, Honour of kings, and Game for peace is
no more than 1 thousand CNY for each. In view of
these points, this paper crawled data of Huya TV
(http://huya.com) from Dec. 7 to December. 23. It is
one of the biggest live streaming platforms in China
and filters datafiles (every datafile is a collection of a
single live streamer) less than 100 kb. The 100 kb
criterion is determined arbitrarily, and the descriptive
information of the dataset will be given later.
The dataset contains the following features: the
live streamer’s ID, the type of channel, the gift name,
the gift number, and danmaku. As shown in Table 1,
182 examples were collected, and there are four types
of live streamers, Beauties and star-show, League of
legends, Honour of kings, and Game for peace.
Specifically, 60 observations are for Beauties and star
show, 44 observations are for League of legends, 42
examples are for Honour of kings, and 36 examples
are for Game for peace. Concerning the gift value and
danmaku number, examples from Beauties and star-
show had obtained 819817 CNY and 226220 pieces
of danmaku; examples from League of legends had
obtained 152947 CNY and 273592 pieces of
danmaku;
examples from Honour of kings had