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dc.contributor.author고민삼-
dc.date.accessioned2019-03-07T01:46:15Z-
dc.date.available2019-03-07T01:46:15Z-
dc.date.issued2016-02-
dc.identifier.citationACM TRANSACTIONS ON COMPUTER-HUMAN INTERACTION, v. 23, No. 1, Article no. 6en_US
dc.identifier.issn1073-0516-
dc.identifier.issn1557-7325-
dc.identifier.urihttps://dl.acm.org/citation.cfm?doid=2872314.2843941-
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/100565-
dc.description.abstractThis 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.en_US
dc.description.sponsorshipThis work was partly supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Science, ICT & Future Planning (NRF-2012R1A1A1008858), and Institute for Information & Communications Technology Promotion (IITP) grant funded by the Korea government (MSIP) (No. 10041313, UX-oriented Mobile SW Platform).en_US
dc.language.isoen_USen_US
dc.publisherASSOC COMPUTING MACHINERYen_US
dc.subjectOnline sports viewingen_US
dc.subjectmass interactionen_US
dc.subjectsports fanen_US
dc.subjectsocial TVen_US
dc.subjectEXPLORATIONen_US
dc.subjectMEDIAen_US
dc.titleUnderstanding Mass Interactions in Online Sports Viewing: Chatting Motives and Usage Patternsen_US
dc.typeArticleen_US
dc.identifier.doi10.1145/2843941-
dc.relation.page6-27-
dc.relation.journalACM TRANSACTIONS ON COMPUTER-HUMAN INTERACTION-
dc.contributor.googleauthorKo, Minsam-
dc.contributor.googleauthorChoi, Seungwoo-
dc.contributor.googleauthorLee, Joonwon-
dc.contributor.googleauthorLee, Uichin-
dc.contributor.googleauthorSegev, Aviv-
dc.relation.code2016011134-
dc.sector.campusE-
dc.sector.daehakCOLLEGE OF COMPUTING[E]-
dc.sector.departmentDIVISION OF MEDIA, CULTURE, AND DESIGN TECHNOLOGY-
dc.identifier.pidminsam-
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COLLEGE OF COMPUTING[E](소프트웨어융합대학) > MEDIA, CULTURE, AND DESIGN TECHNOLOGY(ICT융합학부) > Articles
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