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WorldCupinion Experiences with an Android App for Real-Time Opinion Sharing During Soccer World Cup Games

WorldCupinion Experiences with an Android App for Real-Time Opinion Sharing During Soccer World Cup Games

Robert Schleicher, Alireza Sahami Shirazi, Michael Rohs, Sven Kratz, Albrecht Schmidt
Copyright: © 2011 |Volume: 3 |Issue: 4 |Pages: 18
ISSN: 1942-390X|EISSN: 1942-3918|EISBN13: 9781613508503|DOI: 10.4018/jmhci.2011100102
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MLA

Schleicher, Robert, et al. "WorldCupinion Experiences with an Android App for Real-Time Opinion Sharing During Soccer World Cup Games." IJMHCI vol.3, no.4 2011: pp.18-35. http://doi.org/10.4018/jmhci.2011100102

APA

Schleicher, R., Shirazi, A. S., Rohs, M., Kratz, S., & Schmidt, A. (2011). WorldCupinion Experiences with an Android App for Real-Time Opinion Sharing During Soccer World Cup Games. International Journal of Mobile Human Computer Interaction (IJMHCI), 3(4), 18-35. http://doi.org/10.4018/jmhci.2011100102

Chicago

Schleicher, Robert, et al. "WorldCupinion Experiences with an Android App for Real-Time Opinion Sharing During Soccer World Cup Games," International Journal of Mobile Human Computer Interaction (IJMHCI) 3, no.4: 18-35. http://doi.org/10.4018/jmhci.2011100102

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Abstract

Mobile devices are increasingly used in social networking applications and research. So far, there is little work on real-time emotion or opinion sharing in large loosely coupled user communities. One potential area of application is the assessment of widely broadcasted television (TV) shows. The idea of connecting non-collocated TV viewers via telecommunication technologies is referred to as Social TV. Such systems typically include set-top boxes for supporting the collaboration. In this work the authors investigated whether mobile phones can be used as an additional channel for sharing opinions, emotional responses, and TV-related experiences in real-time. To gain insight into this area, an Android app was developed for giving real-time feedback during soccer games and to create ad hoc fan groups. This paper presents results on rating activity during games and discusses experiences with deploying this app over four weeks during soccer World Cup. In doing so, challenges and opportunities faced are highlighted and an outlook on future work in this area is given.

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