Ko Minsam, Yeo Jaeryong, Lee Juyeong, Lee Uichin, Jang Young Jae
Department of Knowledge Service Engineering, KAIST, Daejeon, Republic of Korea.
Department of Industrial and Systems Engineering, KAIST, Daejeon, Republic of Korea.
PLoS One. 2016 Feb 5;11(2):e0148377. doi: 10.1371/journal.pone.0148377. eCollection 2016.
Sports fans are able to watch games from many locations using TV services while interacting with other fans online. In this paper, we identify the factors that affect sports viewers' online interactions. Using a large-scale dataset of more than 25 million chat messages from a popular social TV site for baseball, we extract various game-related factors, and investigate the relationships between these factors and fans' interactions using a series of multiple regression analyses. As a result, we identify several factors that are significantly related to viewer interactions. In addition, we determine that the influence of these factors varies according to the user group; i.e., active vs. less active users, and loyal vs. non-loyal users.
体育迷们可以通过电视服务在许多地方观看比赛,同时还能在网上与其他球迷互动。在本文中,我们确定了影响体育观众在线互动的因素。利用一个来自热门棒球社交电视网站的超过2500万条聊天消息的大规模数据集,我们提取了各种与比赛相关的因素,并使用一系列多元回归分析来研究这些因素与球迷互动之间的关系。结果,我们确定了几个与观众互动显著相关的因素。此外,我们还确定这些因素的影响因用户群体而异;即活跃用户与不太活跃的用户,以及忠实用户与非忠实用户。