IRL事件的第二屏幕交互分析:2015年超级碗社交配乐的阶段类别调查

P. Mukherjee, B. Jansen
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引用次数: 7

摘要

我们评估了2015年超级碗在三个社交媒体平台(Twitter, Instagram和Tumblr)上三个类别(广告,音乐剧和游戏)在三个阶段(Pre, during和Post)的社交媒体帖子的变化。我们分别对Twitter、Instagram和Tumblr上的300多万条、80多万条和5万条社交媒体帖子进行了统计分析,发现类别之间存在显著差异。我们分阶段确定了三种社交网络的主要对话类型。调查结果显示,期间阶段的员额数量出人意料地少于前期和后期阶段;然而,During阶段的每小时平均值明显高于其他两个阶段。然后,我们探讨了在所有三个社交媒体平台上,超级碗类别的第二屏幕对话中阶段范围变化的意义。我们发现游戏类别在Twitter和Instagram的所有阶段都很突出,但在Tumblr却不是。在这三个阶段中,音乐剧和/或广告都有相对于游戏的主导高峰。在此阶段,Twitter上没有任何类别占据主导地位。这些结果对于确定技术对通过第二屏幕共享信息的社会互动的相互作用非常重要,特别是在不同的社交平台上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Second screen interaction analysis for IRL events: Phase-category investigation of the super bowl 2015 social soundtrack
We evaluate the change in social media postings of Super Bowl 2015 on three social media platforms (Twitter, Instagram and Tumblr) for three categories (commercials, musicals and game) during three phrases (Pre, During, and Post). We perform statistical analysis on more than 3,000,000, 800,000 and 50,000 social media posts from Twitter, Instagram and Tumblr, respectively, identifying significant differences among categories. We identify the predominant category of conversations across the three social networks in phases. Findings show the volume of posts in the During phase is surprisingly less than the Pre and Post phases; however, the hourly mean in the During phase is considerably higher than that in other two phases. We then explore the significance of phase-wide change in second screen conversations across the Super Bowl categories for all three social media platforms. We identify the game category is prominent in Twitter, and Instagram for all phases, but not Tumblr. There are dominant peaks for musicals and/or commercials relative to game in all three phases. No category is predominant on Twitter in During phase. These results are important in identifying the interplay of technology has on social interactions for information sharing via second screen especially across disparate social platforms.
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