TY - CHAP
T1 - Enhancing Remote Spectators’ Experience During Live Sports Broadcasts
with Second Screen Applications
AU - Centieiro, Pedro
AU - Romão, Teresa
AU - Dias, António Eduardo Cardoso Pinto Baptista
N1 - Sem PDF.
PY - 2015
Y1 - 2015
N2 - When fans attend live sports events, they usually engage in social experiences with friends, family members, and other fans at the venue sharing the same affiliation. However, fans watching the same event through a live television broadcast end up not feeling so emotionally connected with the performers and other fans, as they would if they were watching it live together with thousands of other fans. With this in mind, we seek to create mobile applications that deliver engaging social experiences involving remote fans watching live broadcasted sports events. Taking into account the growing use of mobile devices when watching TV broadcasts, these mobile applications will explore the second screen concept, which allows users to interact with content that complements the TV broadcast. Within this context, we present four second screen application prototypes developed to test our concepts, the corresponding user studies and results, as well as suggestions on how to apply the prototypes’ concepts not only in different sports, but also during live TV shows and electronic sports. Finally, we also present the challenges we faced and the guidelines we followed during the development and evaluation phases, which may give a considerable contribution to the development of second screen applications for live broadcasted events.
AB - When fans attend live sports events, they usually engage in social experiences with friends, family members, and other fans at the venue sharing the same affiliation. However, fans watching the same event through a live television broadcast end up not feeling so emotionally connected with the performers and other fans, as they would if they were watching it live together with thousands of other fans. With this in mind, we seek to create mobile applications that deliver engaging social experiences involving remote fans watching live broadcasted sports events. Taking into account the growing use of mobile devices when watching TV broadcasts, these mobile applications will explore the second screen concept, which allows users to interact with content that complements the TV broadcast. Within this context, we present four second screen application prototypes developed to test our concepts, the corresponding user studies and results, as well as suggestions on how to apply the prototypes’ concepts not only in different sports, but also during live TV shows and electronic sports. Finally, we also present the challenges we faced and the guidelines we followed during the development and evaluation phases, which may give a considerable contribution to the development of second screen applications for live broadcasted events.
U2 - 10.1007/978-981-287-546-4_10
DO - 10.1007/978-981-287-546-4_10
M3 - Chapter
SN - 978-981-287-545-7
T3 - Gaming Media and Social Effects
SP - 231
EP - 261
BT - More Playful User Interfaces
PB - Springer
ER -