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Study | Year | Aim | Participants | Football event | Study type | Tool | Methodology | Findings on fan interaction | Research gaps |
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[22] | 2023 | Analysis of traffic mobility in and around football stadium | Football fans with no demographic data associated | 2021 FIFA Arab Cup | User mobility study | WaveTraf road sensors | 32 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 experience | Challenging to overcome filtering data anomalies and validating and preparing the data for analysis |
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[37] | 2023 | Generating the acoustic environment with high-quality speech and with the data labeling using Arabic speech recognition | N/A | N/A | Product development study | FOOCTTS | The 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 languages | N/A | Further exploration of the system’s scalability and performance across diverse linguistic and domain contexts |
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[18] | 2013 | Assess an interaction mechanism conveys on users’ engagement during a match live broadcast | 16 participants aged between 12 and 43 years | 2012 international football matches | Usability study | WeBet | Testing 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’ behavior | Participants 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 attractive | No real-time experiment. No comparison user tests between other kind of interaction gestures |
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[33] | 2018 | To engage fans and promote social interaction between them, during broadcasts live football events | 31 participants aged between 17 and 45 years | FIFA World Cup 2014 | Usability study | ReactIt | Testing 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 video | Users 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 smartwatch | Not 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) |
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[20] | 2020 | Determine the affective intensity and emotional responses of spectators | 251 participants with a mean age of 29 years | FIFA World Cup 2018 | Experience sampling study | Science-app | 30 days and 22 games tracking 251 German supporters, assessing high-resolution changes in core affect to address their dynamic emotional trajectories | Fans 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 identity | Not considered any effects of the changed competition mode in the knock-out stage or the affective dynamics of potential extra time and penalty shootouts |
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[34] | 2018 | Create, distribute and share live video streaming of football matches | N/A | N/A | System developing study | Mobile crowdsourcing system app | Two 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 app | N/A | Generalization of the results to other regions or levels of competition may be limited |
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[23] | 2017 | Describe the early detection of acute disease outbreaks | 7155 participants aged between 13 and 77 years | FIFA World Cup 2014 | Participatory intervention study | Healthy Cup | Users 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 cases | Participatory 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 population | The criteria used to classify the syndromes may have underestimated the number of users with any of the syndromes (respiratory, diarrheal or exanthematous) |
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[36] | 2019 | Analyze the development and update protocol of global football glossary app | N/A | N/A | Product development study | Global football glossary mobile app | Create a terminographic product, to define the terms that would form the app corpus. After, the purpose was to develop the global football glossary mobile app | N/A | Limited information about app downloads |
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[21] | 2014 | Develop a perspective on crowd experience, through a trial prototype | 9000 participants | Danish Premier League | Exploratory interaction study | Banner Battle | Test 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 content | The spectator’s crowd was engaged with interacting with the banner, collectively singing, chanting, and dancing | More research needed to validate the effectiveness in different contexts |
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[24] | 2023 | Understand the impact of semiautomated offside technology on the experience of football fans | Football fans with no demographic data associated | 2022 FIFA World Cup | Content analysis study | Semiautomated offside technology | 366 distinct articles were explored about SAOT and football fans. 20% were before, 75% during and 5% post World Cup | Positive 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 fans | Limited time frame of the study may limit the long-term interpretation of SAOT acceptability |
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[35] | 2014 | Deploy an android app build as an ad hoc network amongst the attendees at matches | 1628 participants | English Premier League | Pilot study | Android app | Trialed 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 worked | 95% 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 details | Variability in the results make it difficult to accurately estimate the sample size needed for the final study |
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