
A Comparative Study of Content Originality and Plagiarism in Teaching Game Short Video: Based on Users’ Usage in Douyin and Kuaishou
- 1 Chongqing Institute of Urban Science and Technology
* Author to whom correspondence should be addressed.
Abstract
In the contemporary era, with the growing popularity of short videos encompassing educational gaming content, individuals have exhibited an increasing inclination toward consuming creative and original video content. However, a concomitant rise in the prevalence of video plagiarism has hindered the effective resolution of this issue. The present study aims to investigate whether substantial disparities exist in user engagement patterns between original videos and copied videos. Employing a diverse selection of materials sourced from the two major short video platforms, Douyin and Kuaishou, this study meticulously analyzed various metrics including likes, comments, collection, and transmission volumes. Additionally, the study examined the influence of other pertinent factors. The research findings unequivocally indicate the presence of significant disparities between original videos and copied videos. This comprehensive analysis delves into the dissimilarities observed in the utilization patterns of basic users to offer valuable insights to researchers and practitioners involved in the study of originality and plagiarism within this domain.
Keywords
plagiarism, teaching game, short video Douyin, Kuaishou
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Cite this article
Chen,X. (2023). A Comparative Study of Content Originality and Plagiarism in Teaching Game Short Video: Based on Users’ Usage in Douyin and Kuaishou. Lecture Notes in Education Psychology and Public Media,21,25-34.
Data availability
The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.
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