Review Article

Emerging Technologies to Promote Fans Interaction in Football Events: A Systematic Review

Table 3

Summary of the studies’ description and variables considered.

StudyYearAimParticipantsFootball eventStudy typeToolMethodologyFindings on fan interactionResearch gaps

[22]2023Analysis of traffic mobility in and around football stadiumFootball fans with no demographic data associated2021 FIFA Arab CupUser mobility studyWaveTraf road sensors32 matches across six locations. The sensors detect and track Bluetooth and Wi-Fi-enabled user devices. Analysis of user mobility (origin of spectators, time to stadium, time inside, and time to return to home)Understanding user mobility patterns during the event, which is valuable information for event organizers, city planners, and transportation providers to optimize services and enhance the overall user experienceChallenging to overcome filtering data anomalies and validating and preparing the data for analysis

[37]2023Generating the acoustic environment with high-quality speech and with the data labeling using Arabic speech recognitionN/AN/AProduct development studyFOOCTTSThe app, equipped with Arabic automatic speech recognition and fine-tuned speech, efficiently generates speech within 15 minutes of soccer announcer recording. Its adaptable prototype easily extends to diverse domains and languagesN/AFurther exploration of the system’s scalability and performance across diverse linguistic and domain contexts

[18]2013Assess an interaction mechanism conveys on users’ engagement during a match live broadcast16 participants aged between 12 and 43 years2012 international football matchesUsability studyWeBetTesting sessions at the University campus. 10 minutes highlight videos of 2 football matches were used. While testing, researchers were observing and taking notes on users’ behaviorParticipants liked and said it was easy to use and made football experience more interesting. Users affirmed that vibration and sound helped to understand the app state. Users considered it enthusiastic, fun, pleasant, and attractiveNo real-time experiment. No comparison user tests between other kind of interaction gestures

[33]2018To engage fans and promote social interaction between them, during broadcasts live football events31 participants aged between 17 and 45 yearsFIFA World Cup 2014Usability studyReactItTesting sessions with two and three participants using the system simultaneously. Investigators took notes on participants’ behavior and provided assistance when needed. Important moments of a match of the 2014 FIFA World Cup was compiled in a 12-min videoUsers considered the system easy to learn and liked to use it in both devices. They found it an interesting concept and were very enthusiastic about using it while watching football on TV. The levels of user satisfaction were evident in both smartphone and smartwatchNot testing the app during a real-time football match with users interacting with the app at the same time in different locations (evaluate experience in a real-time)

[20]2020Determine the affective intensity and emotional responses of spectators251 participants with a mean age of 29 yearsFIFA World Cup 2018Experience sampling studyScience-app30 days and 22 games tracking 251 German supporters, assessing high-resolution changes in core affect to address their dynamic emotional trajectoriesFans exhibited strong changes on both affective dimensions and slightly more intense affect than nonfans, particularly during losses. Small effect in comparison to the magnitude of the affective fluctuations that occurred independent of fan identityNot considered any effects of the changed competition mode in the knock-out stage or the affective dynamics of potential extra time and penalty shootouts

[34]2018Create, distribute and share live video streaming of football matchesN/AN/ASystem developing studyMobile crowdsourcing system appTwo types of user sessions: Broadcaster who can stream and sound from a camera and microphone of their mobile, and the viewer who can watch live video on their mobile in the appN/AGeneralization of the results to other regions or levels of competition may be limited

[23]2017Describe the early detection of acute disease outbreaks7155 participants aged between 13 and 77 yearsFIFA World Cup 2014Participatory intervention studyHealthy CupUsers were able to record their health condition for 2 months. For very ill or ill users, a screen with a list of 10 symptoms was displayed. Participatory surveillance allows real-time identification of aggregates of symptoms that indicate infectious disease casesParticipatory surveillance through community engagement was an innovative way to conduct epidemiological surveillance. Lower costs of data acquisition, timeliness of information collected and shared, platform scalability, and capacity for integration of the populationThe criteria used to classify the syndromes may have underestimated the number of users with any of the syndromes (respiratory, diarrheal or exanthematous)

[36]2019Analyze the development and update protocol of global football glossary appN/AN/AProduct development studyGlobal football glossary mobile appCreate a terminographic product, to define the terms that would form the app corpus. After, the purpose was to develop the global football glossary mobile appN/ALimited information about app downloads

[21]2014Develop a perspective on crowd experience, through a trial prototype9000 participantsDanish Premier LeagueExploratory interaction studyBanner BattleTest sessions in three matches. Eight-meter-long digital displays, video cameras, microphones, and computers to generate the data. One banner faced the home crowd, and other the away with the same displays’ interfaces contentThe spectator’s crowd was engaged with interacting with the banner, collectively singing, chanting, and dancingMore research needed to validate the effectiveness in different contexts

[24]2023Understand the impact of semiautomated offside technology on the experience of football fansFootball fans with no demographic data associated2022 FIFA World CupContent analysis studySemiautomated offside technology366 distinct articles were explored about SAOT and football fans. 20% were before, 75% during and 5% post World CupPositive introduction of the technology before and controversial reception of it during the World Cup. Gaps in communication causing confusions between the organizers, commentators, journalists, and fans. Need for clear and consistent communication for the technology to be accepted by fansLimited time frame of the study may limit the long-term interpretation of SAOT acceptability

[35]2014Deploy an android app build as an ad hoc network amongst the attendees at matches1628 participantsEnglish Premier LeaguePilot studyAndroid appTrialed sessions in five games. Each game was used to provide new services and to refine the app protocol implementation. In the last two games, the software was stable, and the users’ DTN worked95% of the fans report connectivity issues with the system and some problems with battery consumption when using the app frequently. Issues connecting Android Gingerbread devices, mostly down to bootstrapping the app detailsVariability in the results make it difficult to accurately estimate the sample size needed for the final study