1 Scheibe, K. et al. (2022). Interpersonal relations and social actions on live streaming services. A systematic review on cyber-social relations. Proceedings of the 55th Hawaii International Conference on System Sciences, pp. 3349-3358.
2 Zimmer, F. & Schreibe, K. (2019). What drives streamers? Users’ characteristics and motivations on social live streaming services. Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 2538- 2547.
3 Bründl, S. & Hess, T. (2016). Why do users broadcast? Examining individual motives and social capital on social live streaming platforms. Proceedings of the 20th Pacific Asia Conference on Information Systems, pp. 332-348.
7 Bründl, S. & Matt, C. & Hess, T. (2017). Consumer use of social live streaming services: The influence of co-experience and effectance on enjoyment. Proceedings of the 25th European Conference on Information Systems, pp.1775-1791.
8 Ghazaly Mohamed, Hala. (2022). Video clips on YouTube channels and their relationship with the participatory culture of university youth. Egyption Journal of mass communication research, No. 79. pp. 503-548.
9 Al Sayed, Yasmine Mohamed Ibrahim. (2020). Self Presentation of Content creators “YouTubers” on YouTube and how they achieved participatory culture: A case study of “El- Daheh / Egychology”. Journal of Mass Communication Research, No. 55, part 2, pp. 913-972.
10
Waldron, J. (2013). User-generated content, YouTube and participatory culture on the web: Music learning and teaching in two contrasting online communities.
Music Education Research, 15(3), pp.257-274.
11 Boyko,
K. &
Horbyk, R. (2022). A medium is born: Participatory media and the rise of Clubhouse in Russia and Ukraine during the covid-19 Pandemic.
Baltic Screen Media Review, 10(1), pp. 8-28.
12 Jenol, N. & Pazil, N. (2022). “I found my talent after I become a K-pop fan”: K-pop participatory culture unleashing talents among Malaysian youth. Cogent Social Sciences, 8, Article No. 2062914, pp.1-11.
13 Nielsen, D. & Nititham, D. (2022). Celebrity memes, audioshop, and participatory fan culture: a case study on Keanu Reeves memes.
Celebrity Studies,
13(2), pp.159-170.
14 Storey, M.A., et al. (2017). How social and communication channels shape and challenge a participatory culture in software development. IEEE Transactions on Software Engineering, 43(2), pp.185-204.
15 Witkowski, E., et al. (2016). Livestreaming in theory and practice: Four provocations on labour, liveness and participatory culture in games livestreaming. Proceedings of the 22nd International Symposium on Electronic Art ISEA, pp. 429-431.
17Al qoreny, saad ben ghanam. (2020). Qualitative research: Stratiges and data analysis (1st Ed.). Riyadah: king Saud University Press, pp. 85-86.
18 Neuman, W. L. (2014). Social research methods: Qualitative and quantitative approaches (7th Ed.). Pearson new international edition. London: Pearson Education Limited, p.52.
19 Light, B. & Burgess, J. & Duguay, S. (2018). The walkthrough method: An approach to the study of apps. New media & society, 20(3), pp. 881–900.
20 Ibrahim kandeliji, Amer. (2019). Scientific research methodology. Amman: yazouri group for publication and distribution, p. 248.
21 Howell, E. & Kaminski, R. & Barron, S.H. (2016). Creating in a participatory cultur: Perceptions of digital tools among teachers. Teaching/Writing: The Journal of Writing Teacher Education, (5)1, Article 9, pp.139-160.
23 Jenkins, H. (2015). Participatory culture in a networked era: A conversation on Youth, learning, commerce, and politics. Cambridge: Polity Press, P.2.
24Jenkins, H. (2006).
Confronting the challenges of participatory culture: Media education for the 21st century. Available at:
http://henryjenkins.org/ on 12-19-2022 12:41 PM.
25 Halverson, R., et al. (2016). Participatory culture as a model for how new media technologies can change public schools. Emerging Learning Design Journal, (3)1, pp.1-6.
28 Zimmer, F. (2018). A content analysis of social live streaming services.
Proceedings of 10th International Conference of social computing and social media: User experience and behavior, pp. 400-414.
30 Garcia,
C. &
Suárez, F. J. (2004). Real-time audio capture, compression & streaming service on a PDA.
International Conference on E-Business and Telecommunication Networks, pp.1-6.
31 Zhu, B. (2021). Clubhouse: A popular audio social application. Proceedings of the 2021 International Conference on Public Relations and Social Sciences, pp.575- 579.
32 Gao, L. & Yang, Y. (2020). Research on the application of digital audio media based on computer in English teaching. Journal of Physics: Conference Series, pp. 1-6.