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GoalChat:Enhancing the Viewing Experience of Football Spectators Through a Smartphone Application
Jesse van Oostveen - 10409750
Introduction
Introduction
● Sports, Television, and its Viewing Experience● eSports● Two goals:
○ To provide an enhanced experience○ To make it a complementary experience
rather than a competing experience
Definition of Viewing Experience
● Many different definitions● Created own definition:
○ Enjoyment from Nelson et al. [1]○ Interaction from Lochrie & Coulton [2]○ Immersion from Velt et al. [3]○ Ease of Viewing from Jumisko-Pyykkö et al. [4]○ Visual Comfort from Jumisko-Pyykkö et al. [4]
“Can the viewing experience of a football spectator be
enhanced through the use of a smartphone application?
Research Question
● One paper by Dolbin [5]● Two papers by Sezen [6, 7]● The ideal second screen experience
according to Sezen includes: ○ Various match statistics○ Tailored social media feeds
● Dolbin’s recommendations:○ Understand the needs of the spectators○ Aim for what is not provided by the broadcast
Related Work
Methodology
Testing● Evaluate the
application● Two groups;
control & test● Watched full game● Filled in questionnaire
Prototyping● Create a design ● Lo-Fi & Hi-Fi
prototypes● Feedback loop● Hi-Fi prototype with
football match
Interviews● Gather user
requirements● Twelve participants● Questions about their
football viewing● Transcribing & Coding
Literature Review● Gather background
knowledge● Viewing Experience● Sports & Viewing
Experience● Sports & Second Screens
Design
Interviews
● Twelve semi-structured interviews● Script was divided into four parts● Transcribed into twenty-seven pages● Coding to identify themes
○ Open coding○ Axial coding○ Selective coding
User Requirements
● Majority has a team preference● Small preference for basic match statistics
& Twitter timeline● High preference for a chat
Low-Fi Prototypes
● Based on user requirements & existing applications
● From physical to digital sketches● Feedback loop
Hi-Fi Prototype
● Gathered more feedback● Screens next to a football match● Valuable feedback● Design for the application
Application
● Created for Android only● Phonegap Build● HTML, CSS & Javascript● Four different views● Final test during Portugal - Poland
Selection View
● Select name & team● See once● No preference means
random selection
Home View
● See team line-ups● Real-time connection through
Google spreadsheet● No statistics
Twitter View
● Used Twitter’s timeline API● Updated in real-time● Live commentary on the match
Chat View
● PubNub API● Emoticons based on user
requirements● Most time was spent in chat
Results
Testing
● Control group & Test group● Thirty participants (Fourteen Control/Sixteen Test)● Three quarter final games● Questionnaire directly after game
Questionnaire
● Only fill in once● Each section was a Viewing Experience aspect● Likert scale● Mann-Whitney analysis
ResultsSection p Reject the null hypothesis
Enjoyment Section 0,407 No
Interaction Section 0,002 Yes
Immersion Section 0,040 Yes
Ease of Viewing Section 0,997 No
Visual Comfort Section 0,245 No
Overall Viewing Experience 0,154 No
Results - Cont.
Interaction Section Immersion Section
Question With or Without
MeanRank
Q1 WithWithout
18,1912,43
Q2 WithWithout
18,8811,64
Q3 WithWithout
20,2810,04
Q4 WithWithout
19,9710,39
Section WithWithout
19,8810,50
Question With or Without
Mean Rank
Q1 WithWithout
15,5915,39
Q2 WithWithout
18,4412,14
Q3 WithWithout
17,5613,14
Q4 WithWithout
18,2812,32
Section WithWithout
18,5012,07
Discussion
Findings
● Enjoyment was not even close to being significantly different
● Not every question of Interaction and Immersion were significantly different
● Mean ranks of Ease of Viewing and Visual Comfort questions suggest a negative impact of using the application
● Those that used the application gave higher scores overall
Limitations
● No real fans● Questionnaire● Lack of participants● No real-time statistics
Recommendations
● Include real-time statistics● Bigger test group● Qualitative methods rather than quantitative● Distinction between fan and spectator
Future Work
● Focus more on distinction of fan and spectator● Effect of each aspect on the viewing experience● Creating an application that does enhance the
viewing experience
Conclusion
● Viewing Experience defined as; Enjoyment, Interaction, Immersion, Ease of Viewing, Visual Comfort
● Significant difference between Interaction and Immersion
● No significant difference between the Viewing Experience
● But...
References[1] Nelson, L. D., Meyvis, T., & Galak, J. (2009). Enhancing the television-viewing experience through
commercial interruptions. Journal of Consumer Research, 36(2), 160-172.
[2] Lochrie, M., & Coulton, P. (2012, July). Sharing the viewing experience through second screens. InProceedings of the 10th European conference on Interactive tv and video (pp. 199-202). ACM.
[3] Velt, R., Benford, S., Reeves, S., Evans, M., Glancy, M., & Stenton, P. (2015, June). Towards anextended festival viewing experience. In Proceedings of the ACM International Conference onInteractive Experiences for TV and Online Video (pp. 53-62). ACM.
[4] Jumisko-Pyykkö, S., Strohmeier, D., Utriainen, T., & Kunze, K. (2010, October). Descriptive qualityof experience for mobile 3D video. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries (pp. 266-275). ACM.
[5] Dolbin, J. (2015). The Effects of Second Screen Use on the Enjoyment of the Super Bowl (Doctoraldissertation, UNIVERSITY OF MINNESOTA).
[6] Sezen, E. (2014, June). Analysis of match-related information seeking behaviour during the act ofwatching football matches on TV. In TVX 2014 ACM International Conference on InteractiveExperiences for Television and Online Video.
[7] Sezen, E. (2015). Enhancing watching experience of football matches on TV via modes ofinteraction and types of visualisation of match-related information on second screen.