User Engagement in digital experiences is a fundamental concern for technology developers, educators, businesses, TV networks and marketing agencies. However, engagement remains a confusing concept with cognitive, emotional and behavioural dimensions, that depends on a large number of technical and human interrelated factors. This study contributes to our understanding of User Engagement at a behavioural level, through an analysis of a HBO Game of Thrones (GoT) fans' Twitter dataset, collected over a six-month period. This analysis across the GoT universe: Literary, screen, and media extensions, found users are most engaged in discussions around the TV show, and predictably most particularly the season premiere and finale, on the day after it is aired using mobile devices to post their status updates. Additionally, an initial hash tag analysis reveals users are engaged in both user generated conversations and in corporate TV network campaigns, while initial semantic analysis of tweets reveals TV locations and GOT characters to be the most tweeted about topics. This characterisation of user behaviours presents opportunities to content developers to maximise and capitalise on this active social interaction in a timely manner, keeping the brand alive and also to mine this user feedback in real time to inform the development of forthcomina content.

Understanding User Engagement with Entertainment Media: A Case Study of the Twitter Behaviour of Game of Thrones (GoT) Fans

Antelmi A.
First
;
2018-01-01

Abstract

User Engagement in digital experiences is a fundamental concern for technology developers, educators, businesses, TV networks and marketing agencies. However, engagement remains a confusing concept with cognitive, emotional and behavioural dimensions, that depends on a large number of technical and human interrelated factors. This study contributes to our understanding of User Engagement at a behavioural level, through an analysis of a HBO Game of Thrones (GoT) fans' Twitter dataset, collected over a six-month period. This analysis across the GoT universe: Literary, screen, and media extensions, found users are most engaged in discussions around the TV show, and predictably most particularly the season premiere and finale, on the day after it is aired using mobile devices to post their status updates. Additionally, an initial hash tag analysis reveals users are engaged in both user generated conversations and in corporate TV network campaigns, while initial semantic analysis of tweets reveals TV locations and GOT characters to be the most tweeted about topics. This characterisation of user behaviours presents opportunities to content developers to maximise and capitalise on this active social interaction in a timely manner, keeping the brand alive and also to mine this user feedback in real time to inform the development of forthcomina content.
2018
2018 IEEE Games, Entertainment, Media Conference, GEM 2018
Irlanda
2018
2018 IEEE Games, Entertainment, Media Conference, GEM 2018
Institute of Electrical and Electronics Engineers Inc.
4
7
978-1-5386-6304-2
https://ieeexplore.ieee.org/document/8516505
User Engagement; User Behaviour; Entertainment media; Transmedia; Game Of Thrones; HBO
Antelmi A.; Breslin J.; Young K.
File in questo prodotto:
File Dimensione Formato  
1570454295.pdf

Accesso aperto

Tipo di file: POSTPRINT (VERSIONE FINALE DELL’AUTORE)
Dimensione 315.57 kB
Formato Adobe PDF
315.57 kB Adobe PDF Visualizza/Apri

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2318/1949666
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 8
  • ???jsp.display-item.citation.isi??? 4
social impact