Mega events, such as the Olympics, provide a unique context and valuable opportunity to study changing media use patterns in today’s convergent environment. This study examined how and why audiences watched the 2016 Rio Olympics across media, and found that while TV was still the dominant platform for mega-event viewing, audiences tended to seek alternative content and niche sports on computers, and primarily used mobile devices to get a second-screen experience during the Rio Games. In addition, findings suggest that multiscreen Olympics viewing was not exclusively determined by individual characteristics and psychological needs. Structures, media use routine, and social contexts played a big (though maybe less obvious) role in driving screen choice.
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Andrew C. Billings, Melvin Lewis, Kenon A. Brown and Qingru Xu
practically, it is important for content producers (and those dependent on their delivery) to understand whether mobile devices are enhancing experiences (via the theoretical desire for social presence in media) or, conversely, making experiences less immersive (inviting in other appealing options via a
Khalid Ballouli
how recent advances in technology have affected the way baseball is consumed by the younger demographic. From the increased use of the Internet, mobile devices, and gaming stations to what the author describes as “egocasting” (i.e., consumers now see only those parts of the game they want to see
Gashaw Abeza
, people of our age consume content differently than the way our parents consumed it. Today, the attention spans are getting smaller; content is going more to mobile devices. It’s like, “If I can’t have it right here right now, then I’m not watching it.” Millennials today reportedly prefer to watch on
Yongjae Kim, Soojin Kim and Elizabeth Rogol
With continuous advancement in technology, consumers’ online experiences have changed drastically. The emergence of mobile devices such as smartphones and tablet computers offers substantially greater levels of convenience, intensifying practical use and leading to these devices becoming central to
Wei-Yen Li
or a mobile device. To be more specific, fans can register an account on the NBA QMQ website ( https://www.nbaqmq.com/ ) and earn points by interacting with other registrants from China and finishing daily missions (e.g., daily login; watching NBA games through Tencent Sports, an online live
Sara Santarossa, Paige Coyne, Sarah J. Woodruff and Craig G. Greenham
-representation of female college athletes . Qualitative Research in Sport and Exercise, 2 ( 2 ), 175 – 195 . doi:10.1080/19398441.2010.488026 10.1080/19398441.2010.488026 Lunden , I. ( 2014 , January 21 ). Instagram is the fastest-growing social site globally, mobile devices rule over PCs for access
Joseph H. Moore
consume sports news via social media; 38% are between the ages of 18 and 24 and 65% between 18 and 34. Furthermore, Delgado ( 2014 ) reported that 42% of U.S. sport fans followed their favorite teams and athletes via mobile device and that social media use was up among sport fans from 25% in 2013 to 35
Yann Abdourazakou, Xuefei (Nancy) Deng and Gashaw Abeza
, and video downloading. We analyzed the multiple uses of mobile devices by sports fans because sports fans were found to engage in multiple activities online with their teams. For example, a study on team loyalty in professional sports found that sport fans used their mobile devices to post on social
Jeeyoon Kim and Jeffrey D. James
SWB state in real-time and real-life settings with both baseline and temporal fluctuation in consideration is critical. A suitable method for assessing the construct is ecological momentary assessment ( Kahneman et al., 2003 ). In this method, a panel of respondents is signaled via mobile devices in