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© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

After the outbreak of the COVID-19, offline consumption has been significantly impacted. For the sake of safety, online consumption has become the most common manner, and this has generated e-commerce, which not only breaks the spatio-temporal or regional restrictions, but also conforms to the normal economic development needs for epidemic prevention and control. However, this new business model causes problems such as the shortage of post-sales service, false publicity, and uneven quality of live streaming anchors, seriously affecting the interests of consumers. Therefore, it is urgent to strengthen the management of the chaos of live streaming. This study focuses on exploring the problems and the behavioral strategies of stakeholders in the governance process. The paper obtained online user comments by python, and used topic clustering and subject extraction methods to dig out the problems and related multiple subjects in live streaming at first. Secondly, the theory of social preference was introduced to construct an evolutionary game model among multiple subjects, and how to guide the behavioral decision-making of multiple subjects to standardize and rationalize was studied, so as to control the problem of live streaming. Finally, simulation experiments were conducted and the results demonstrated that: (1) Compared with strengthening the reciprocal preference of the government, live streaming platforms, and consumers, changing the individual’s altruistic preference is more effective in controlling the chaos of live streaming; (2) weakening the platform’s altruistic preference for anchors is conducive to creating a good live streaming environment; and (3) changing consumers’ altruistic preference or reciprocal preference is less effective in promoting the governance of the live streaming environment.

Details

Title
Evolutionary Game of Multi-Subjects in Live Streaming and Governance Strategies Based on Social Preference Theory during the COVID-19 Pandemic
Author
Chen, Tinggui 1   VIAFID ORCID Logo  ; Peng, Lijuan 2 ; Yang, Jianjun 3 ; Cong, Guodong 4 ; Li, Guoping 5 

 School of Statistics and Mathematics, Zhejiang Gongshang University, Hangzhou 310018, China; [email protected]; Academy of Zhejiang Culture Industry Innovation & Development, Zhejiang Gongshang University, Hangzhou 310018, China 
 School of Statistics and Mathematics, Zhejiang Gongshang University, Hangzhou 310018, China; [email protected] 
 Department of Computer Science and Information Systems, University of North Georgia, Oakwood, GA 30566, USA; [email protected] 
 School of Tourism and Urban-Rural Planning, Zhejiang Gongshang University, Hangzhou 310018, China; [email protected] 
 Zhejiang Liziyuan Food Co., Ltd., Hangzhou 310018, China; [email protected] 
First page
2743
Publication year
2021
Publication date
2021
Publisher
MDPI AG
e-ISSN
22277390
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2596045142
Copyright
© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.