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Understanding Mass Interactions in Online Sports Viewing: Chatting Motives and Usage Patterns

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Published:29 January 2016Publication History
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This article aims to deepen understanding of these mass interactions in online sports viewing through studying Naver Sports, the largest online sports viewing service in Korea. We examined the diverse aspects of mass interactions, including interactive experiences, usage motives, and relationships between usage patterns and motives, through analysis of almost 6 million chats from Naver Sports and from self-reporting survey data from 1,123 users. First, we found that online sports viewing provides unique interactive experiences when compared to other settings such as offline sports viewing and social TV viewing with friends. Second, we found the key motives inspiring online sports viewing include the following: sharing feelings/thoughts, wanting to be entertained, sharing information, and wanting to feel membership in a group. Third, these motives were significantly related to specific usage patterns. Finally, we explored how the study’s key findings can offer practical design implications to enhance online sports viewing services, and to show system designers how to support particular usage patterns to better accommodate specific user motives.

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          cover image ACM Transactions on Computer-Human Interaction
          ACM Transactions on Computer-Human Interaction  Volume 23, Issue 1
          February 2016
          147 pages
          ISSN:1073-0516
          EISSN:1557-7325
          DOI:10.1145/2872314
          Issue’s Table of Contents

          Copyright © 2016 ACM

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          Publication History

          • Published: 29 January 2016
          • Accepted: 1 November 2015
          • Revised: 1 August 2015
          • Received: 1 January 2014
          Published in tochi Volume 23, Issue 1

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