首页> 外文OA文献 >User experience on mobile video appreciation : how to engross users and to enhance their enjoyment in watching mobile video clips
【2h】

User experience on mobile video appreciation : how to engross users and to enhance their enjoyment in watching mobile video clips

机译:用户对移动视频欣赏的体验:如何吸引用户并增强他们在观看移动视频片段中的享受

摘要

In the past few years consumers have enjoyed consuming video content on a growing number of devices including the traditional television, personal computers, mobile phone and tablets. Each device has its own technical attributes and associated consumption characteristics. This research examines the differential effects of user experience on engagement during video consumption in the mobile and desktop environments. We have experimented with different situations related to the genre, the sequence of playing, the extent of interruption, the timing of the interruption, and length of the video clips. Our model was quantitatively tested, with 270 users taking part in a between subject experiment. In the mobile environment, our results provide evidence that sensory experience is a significant factor for enjoyment and engagement with the video, while emotional response is not. The reverse is true for the desktop environment. Learning curve factors work differently in the two environments. User enjoyment and engagement are significantly moderated by learning curve factors in the mobile environment only. The result is robust as it is true for both previous learning (usage experience with the device), and on-the-go experience (sequencing of video clips). Attention span only affects engagement and enjoyment in the desktop environment. Outside interruption only affects engagement and enjoyment in the mobile environment. Our findings can inform commercial practices on the video design and user interface, and also enhance our understanding of the contextual dependency of the theoretical concept of engagement in mobile entertainment.
机译:在过去的几年中,消费者喜欢在越来越多的设备(包括传统电视,个人计算机,移动电话和平板电脑)上消费视频内容。每个设备都有自己的技术属性和相关的消耗特性。这项研究研究了移动和桌面环境中视频消费期间用户体验对参与度的不同影响。我们已经试验了与类型,播放顺序,中断程度,中断时间和视频片段长度有关的不同情况。我们的模型经过了定量测试,有270位用户参与了主题之间的实验。在移动环境中,我们的结果提供了证据,表明感觉体验是视频欣赏和参与的重要因素,而情感反应则不是。对于桌面环境,情况恰恰相反。学习曲线因子在两种环境中的工作方式不同。仅在移动环境中学习曲线因素,才能显着缓解用户的娱乐性和参与度。结果非常可靠,因为以前的学习(使用设备的经验)和旅途中的经验(视频片段的排序)都是如此。注意跨度仅影响桌面环境中的参与度和娱乐性。外部干扰只会影响在移动环境中的参与度和娱乐度。我们的发现可以为视频设计和用户界面上的商业实践提供参考,也可以增进我们对参与移动娱乐理论概念的上下文依赖性的理解。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号