31
2
¿Divide y vencerás? Un modelo para la retransmisión
deportiva OTT en directo.
Divide and Conquer? A Model for Live
OTT Sports Streaming
ARTICLE
University of Florida
Roxane Coche (Mass communication, University of North Carolina) is an associate professor
and the interim chair of the Department of Media Production, Management, and Technology
at the University of Florida. Her priority in research is to better understand the fast-changing
global environment and to capture the relationships among sports, media, and social issues.
rcoche@u.edu
ORCID: https://orcid.org/0000-0003-4100-3059
University of Florida
Benjamin J. Lynn, Ph.D., (Mass communication, University of Florida) is an adjunct instructor at
the University of Florida’s College of Journalism and Communications. His research is focused
on live broadcasting generally and explores social issues in sports broadcasting.
b.lynn@u.edu
ORCID: https://orcid.org/0000-0002-0885-9077
Roxane Coche
Benjamin J. Lynn
OBRA DIGITAL, 24, December 2023, pp. 31-49, e-ISSN 2014-5039
DOI: 10.25029/od.2023.382.24
3232
Divide and Conquer? A Model for Live OTT Sports Streaming.
Abstract
The current study examined if multi-tiered of-
ferings of a sports broadcast (three levels aimed
at new sports fans, traditional sports fans, and
hardcore sports fans) would increase a viewer’s
intention to watch sports. Results reveal one’s
level of sports fandom may increase if broad-
casters implemented a feasible multi-tiered
model of streaming sports based on three
fandom levels, and viewers, even hardcore
fans, like the idea of an introductory broadcast
that explains in more detail the sport they are
watching—perhaps because it could help them
fulll their willingness to consume more sports
through fantasy and betting.
KEYWORDS
Sports; broadcasting; digital media; fandom;
television
Resumen
El presente estudio examinó si un modelo de
retransmisión deportiva en streaming de va-
rios niveles (tres niveles dirigidos a los nuevos
acionados al deporte, a los acionados tra-
dicionales y a los acionados incondicionales)
aumentaría la intención del espectador de ver
deportes a través de una encuesta cuantitativa
de adultos en Estados Unidos. Los resultados
revelan que el nivel de ación a los deportes
podría aumentar si los organismos de radio-
difusión aplicaran este modelo de retransmi-
sión, y que, a los espectadores, incluso a los
acionados fanáticos, les gusta la idea de una
retransmisión introductoria que explique con
más detalle el deporte que están viendo, tal vez
porque podría ayudarles a satisfacer su deseo
de consumir más deportes a través de la fanta-
sía y las apuestas.
PALABRAS CLAVE:
Deportes, Radiodifusión, Medios digitales, Fan-
dom, Televisión.
University of South Carolina
Matthew J. Haught, Ph.D., (Mass communication, University of South Carolina) is a professor in
the Department of Journalism and Strategic Media at the University of Memphis. His research
explores visual communication and technology across a spectrum of uses, from
health communication to sports media.
mjhaught@memphis.edu
RECEIVED: 2023-05-10 / ACCEPTED: 2023-06-27
Matthew J. Haught
1. INTRODUCTION
“If we can get 68,000 to watch an MLS game
in person, why can’t we get 300K to watch at
home?” asked the voice of the Major Soccer
League’s Los Angeles Football Club and tele-
vision anchor, Maximiliano Bretos (2022). Re-
search is scarce on this issue, but we know the
knowledge required to comprehend a sports
broadcast is likely acquired by watching or at-
3333
Roxane Coche, Benjamin J. Lynn, Matthew J. Haught
tending sporting events and/or speaking with
others about sports (Giulianotti, 2015). One
does not simply turn on the television and
suddenly understand a sports broadcast. Yet,
broadcasters assume a viewer can fully process
the information presented, including the rules
of the sport, the language used to describe
the sport, and the graphics presented on the
screen. Uninitiated viewers may not be capable
of mentally processing these various elements,
which could lower their motivation for watch-
ing sports. That matters to traditional sports
broadcasters because it raises questions about
the sustainability of their business models. If
they cannot eectively initiate new viewers,
their audience could drastically decline as old-
er viewers stop watching. In fact, viewers’ aver-
age age for most sports has steadily increased
since the turn of the century (Notte, 2017).
With the rise of esports, which are broadcast
dierently, the fragmentation of audiences gen-
erally, and the COVID-19 pandemic (Buehler,
2020; Hutchins & Boyle, 2017; Lynn et al., 2021;
Steinkuehler, 2019; Takahashi, 2019), tradition-
al sports broadcasters face mounting pressure
to sustain the viewership levels that they once
enjoyed (Buehler, 2020; Reimer, 2021). Aca-
demically, this pressure matters because the
pathway from uninitiated viewer to full sports
fan has not been adequately tested, a gap the
current study seeks to address. Further, re-
cent technological changes allow for new ways
of testing theoretical models of fandom and
sports viewership, which could benet the rise
of under-covered sports, including women’s
sports (Coche, 2016; Cooky et al., 2021) and pa-
ra-sports (Watson, 2020).
This study explores an idea that could help
dene a new theoretical model to rejuvenate
sports fans, and help sports broadcasters turn
a new leaf: what if sports broadcasters pack-
aged their product dierently based on fan-
dom? A newer audience member would watch
a feed containing more explanation so they
have a chance to learn the game, a casual view-
er/fan would watch a feed similar to the tradi-
tional feed, and a “hardcore fan” would watch a
feed with more facts, more jargon, more insid-
er knowledge, etc. As a traditional medium of
mass communication, television does not make
this model possible as everyone must watch
the same content. However, it would be easy to
implement digitally, and at fairly minimal cost.
In fact, oering dierent teams of commenta-
tors has already been done (e.g., Fingas, 2018).
This study uses this concept to test whether
people may be interested in a multi-stream
model based on people’s level of fandom for
live sporting events.
2. CONTEXT: THE FUTURE
OF SPORTS BROADCASTING
Online companies have recently bought broad-
casting rights for big sporting events. Some re-
cent examples include Amazon picking up the
partial rights of the WNBA in the U.S. (Porter,
2021), the bulk of the Ligue 1 rights in France,
some UEFA Champions League matches in
Germany and Italy, or, notably in the full broad-
cast rights of the powerful NFL for Thursday
Night Football in the U.S. (Kayali et al., 2021).
The online giant has become a central power
broker in the global sports broadcasting polit-
ical economy (Kunz, 2020).
In parallel, sports organizations (notably teams
and leagues) have been increasing their dig-
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Divide and Conquer? A Model for Live OTT Sports Streaming.
ital content oers to keep their fans engaged
all year long (Laharie, 2017), with international
soccer governing body FIFA the latest to launch
its streaming service (Forristal, 2022). These
digital-only companies or departments provide
engaging content (Kim & Kim, 2020; Wymer et
al., 2021), competing with television networks
for audience attention. To ght back, television
networks have oered digital content online for
a few years, but online specialists may be bet-
ter placed to take advantage of all digital has to
oer. For instance, though NBC has oered ad-
ditional Olympic coverage online for over a dec-
ade, the network still tailors its online content
for its traditional television broadcast (Sipocz
& Coche, 2019). Online companies are not
restricted by any such “traditional broadcast”;
they can oer something new at a time when
online streaming has become “an important
source of new business opportunities” (Feng et
al., 2020, p. 2).
With technology innovation more rapid than
ever (Winarski, 2019), media professionals and
media scholars have worked to understand and
harness the power new technologies have on
their industry, and better serve their fragment-
ed audience. In American sports, a good exam-
ple from the early 2010s is the creation of the
NFL RedZone channel. On this commercial-free
channel, the football league dissects every
touchdown made in every game and provides
various game statistics to viewers who pay for
the service. It is “constant action,” channel host
Scott Hanson says (cited in Farmer, 2019), and it
caters to those with short attention span (Farm-
er, 2019) all while providing a “football nirvana”
to die-hard fans, fantasy players, and gamblers
(Brown, 2012). With streaming advances over
the past decade, a full channel is no longer
needed to reach (potential) fans. Hence, the
present study examines if multi-tiered oer-
ings of a sports broadcast (three levels aimed
at new sports fans, traditional sports fans, and
hardcore sports fans) would increase a viewer’s
intention to watch sports.
3. LITERATURE REVIEW
Sports broadcasters have historically benet-
ted from the “feeling of presence” (Cummins,
2009, p. 376) one gets watching a game live. In
a nutshell, people who watch live sports may
have the sentiment of being at the stadium or
arena and can also feel less lonely (Cummins,
2009; Kim & Kim, 2020). That is why, Cum-
mins (2009) argues, “content producers and
hardware manufacturers are eager to develop
viewing experiences that facilitate this sense
of ‘being there’ in a mediated environment as
a means of attracting viewers and advertising
dollars” (p. 376). However, the current study’s
authors posit, this may come at the expense of
the understanding of the sport itself, which is
paramount to becoming a fan.
3.1. BECOMING A SPORTS FAN
The concept of sports fandom is not universal
(Gantz & Lewis, 2021). In a seminal study, Gantz
and Wenner (1995) used a binary variable, fans
vs. non-fans to identify sports consumers’ moti-
vations to watch sports. They claried non-fans
still consume sports, but not as much as fans
do and with less interest. This dichotomy was
used in many studies and expanded in others.
For instance, Hull and Lewis (2014) introduced
3535
Roxane Coche, Benjamin J. Lynn, Matthew J. Haught
a third type of fan, “the connected fan” (p. 18),
who emerged thanks to the creation of the
internet, which encourages interaction. Mean-
while, Giulianotti (2015) used two basic oppo-
sitions to create a quadrant to study football
clubs’ fans. He contends fans can be divided
into four types: (1) supporters, who “have in-
extricable biographical and emotional ties to
the club’s ground” (p. 258) almost as if it were
part of their family; (2) fans, who strongly iden-
tify with a club but tend to “have a more mar-
ket-centered relationship to [it] as reected in
the centrality of consuming club products”
(p. 251); (3) followers, who stay updated on a
club’s results and events, but do not identify as
strongly with it—or only for temporary compe-
titions; and (4) âneurs, who may occasionally
watch a club but have “no capacity to secure
personal alignment” with it (p. 259).
Since his inuential 1995 study with Wenner,
Gantz has also continued studying sports fan-
dom. He recently argued fandom is a contin-
uous spectrum and one’s level of fandom can
uctuate throughout their life (e.g., Gantz &
Lewis, 2021), but the question of what moti-
vates people to become sports fans remains.
What gratications do people get from con-
suming sports? The most inuential work on
the topic is Wann’s (1995) Sport Fan Motivation
Scale (SFMS), which is based on eight main con-
structs: aesthetic, economics, entertainment,
escape, eustress, family, group aliation, and
self-esteem. The scale has been tested, used,
and/or adapted by many scholars, including
for studies based on newer technology, such
as the internet, social media, and esports (e.g.,
Coche, 2014; Cushen et al., 2019). Knowing
what motivates people to watch and/or follow
sports is a crucial element for sports managers
and sports broadcasters as their goal is to grow
their audience and keep them loyal (Fortunato,
2008), i.e. have them go from âneur to follow-
er to fan or supporter on Giulianotti’s quad-
rant. It is poignant information for scholars and
industry professionals alike as a call for more
diversity in the media presents an interesting
opportunity for under-covered sports, includ-
ing women’s sports and para-sports, to grow
their audiences.
We know sports broadcasts stimulate audi-
ences’ emotions (e.g., Tamir & Lehman-Wilzig,
2022). However, understanding the sports
experience is “more complex than positive or
negative emotion” (Rogers, 2018, p. 380). In-
deed, sports entertain people, not only through
enjoyable experiences but also “meaningful”
ones:
There are plenty of fans who seem an-
noyed, irritated, or frustrated with their
teams. This might leave some wonder-
ing why would these fans watch the
game if it is so unpleasant. The answer
is that watching the games is not fun
but it is meaningful. Those fans are
deriving value from the sporting event
that does not represent pleasure but
represents a connection to others.
(Rogers, 2018, p. 379)
Of Wann’s eight motivations to watch sports,
broadcasters have a constant and direct in-
uence on only one (entertainment). Indeed,
though the quality of production can inuence
aesthetics, the primary denition of aesthetics
according to Wann (1995) revolves around the
3636
Divide and Conquer? A Model for Live OTT Sports Streaming.
beauty of the sport itself. Group aliation (in-
teracting with friends and/or fellow fans), family
(e.g. spending time with family), and economics
(betting on sports) are personal concepts and
decisions. Self-esteem (feeling good when one’s
team wins), eustress (a positive form of stress
a fan experiences during a game), and escape
(watching sports to forget about whatever
challenge may be happening in one’s life) are
individuals’ feelings, and though sports broad-
casters could inuence them in some cases, it
is unlikely all audience members’ feelings will
be impacted at once. Entertainment, though, is
directly aected by one’s production of sports
because technology, when used right, can help
people enjoy a sporting event more (Rogers et
al., 2017). For example, in the context of a live
sporting event, informative commentary and
graphics can increase an audience member’s
knowledge about the game and/or sport at
hand, and thus their feelings of independence
and competence to understand what they are
watching (Rogers, 2018). According to the uses
and gratications theory (U&G), in this scenario,
an audience member feels gratication thanks
to the eective use of technology.
3.2. USES AND
GRATIFICATIONS
While sports scholars have tried to identify
people’s motivations for consuming sports,
mass communication scholars have attempted
to uncover what motivates someone to con-
sume and/or use media, often through U&G,
which suggests media audiences are active in
gratifying their own needs and wishes (Katz et
al., 1974; Sundar & Limperos, 2013; Tang et
al., 2021). As Katz et al. (1974) explained, U&G
examines “(1) the social and psychological or-
igins of (2) needs, which generate (3) expecta-
tions of (4) the mass media or other sources,
which lead to (5) dierential patterns of media
exposure (or engagement in other activities),
resulting in (6) need gratications and (7) other
consequences” (p. 20). In other words, audienc-
es use media to fulll specic desires/needs.
Rubin (1983) identied ve reasons explaining
adults’ use of television: to pass time, for infor-
mation, for entertainment, for companionship,
and to escape.
The fast-changing 21st-century media land-
scape has created a renewal of U&G scholar-
ship (Lewis et al., 2017), in which audiences are
now “users” thanks to newer, interactive plat-
forms (Sundar & Limperos, 2013, p. 505), and
scholars have been more concerned with bet-
ter identifying what people do with media (Lin
et al., 2018; Spinda & Puckette, 2018; Tang et
al., 2021). Lewis et al. (2017) seem to have been
the rst to examine sports streaming users’ mo-
tivations. They interviewed 38 self-identied us-
ers of services mostly from U.S. major leagues,
such as NFL Game Rewind, NBA League Pass,
MLB.TV, and NHL Game Center. Their study
focused around people who are already estab-
lished sports fans who pay for specic online
streaming services, but streaming sports is not
reserved exclusively for those who pay for such
niche subscriptions. Hence the question at the
heart of this study: can streaming be used to
gratify people’s various needs when watching
sports?
We know enjoyment is the primary gratication
when watching TV or using the internet (Lew-
is et al., 2017; Logan, 2011) and that to enjoy
“sports media, an audience member must rst
have some degree of understanding of the
sport” (Rogers, 2018, p. 380). In other words,
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Roxane Coche, Benjamin J. Lynn, Matthew J. Haught
the audience of a sports broadcast cannot
have their needs gratied, if they do not know
the fundamentals of the sport on the screen. In
fact, during the Tokyo Olympics in 2021, Aus-
tralian scholar Dr. Adele Pavlidis summed it up
well in a tweet:
I love how the olympics is so inclusive
in that the commentators don’t always
assume watchers know much about
the sport so they are commentating
and explaining as they go. For me, as
someone with lots of interests besides
watching sport this makes the experi-
ence more exciting
Even though Pavlidis’ research focuses on
sports, she is not an expert in every sport, so
Olympic commentators are instrumental in her
understanding of sports she does not know
well. Thanks to this dierent style of commen-
tating, she is a more satised customer. It fol-
lows she is more likely to be a returning cus-
tomer and perhaps become a loyal consumer,
i.e. a fan (Fortunato, 2018). That understanding
a sport is needed to enjoy watching it is logical,
yet this crucial detail tends to get overlooked,
as people overestimate their capacity to under-
stand even the most popular sports (Lynn et al.,
2021).
3.3. STREAMING LIVE
SPORTING EVENTS
Despite the substantial increase in the produc-
tion of sports content, “live televised sports re-
main at the core of sports broadcasting across
the globe” (Tamir & Lehman-Wilzig, 2022, p. 3).
In fact, 94 of the top 100 telecasts in the U.S. in
2022 were live sports (Karp, 2023). In France,
seven of the top 10 were (Grosskopf, 2022),
and in Spain, only football appears in the top
5 of the most watched telecasts in 2022 (Pal-
co23, 2023). These telecasts were also availa-
ble over the top (OTT) as OTT infrastructures
have become “a major spectating channel for
sports fans” (Feng et al., 2020, p. 1), disrupting
the sports media industry (Bowman, n.d.).
Moreover, the element of liveness has been a
signicant concept in media studies, particular-
ly television studies for almost a century (Ilan,
2021). In today’s media environment, digital
outlets oer live news coverage, including in
sports (Ilan, 2021). Social networks, such as
Facebook and Twitter, were the rst to go after
live streaming of sporting events in the mid-
2010s, but they have since “cooled their inter-
est in becoming sports broadcasters” (Joseph,
2019). However, they still oer OTT sports
content. Facebook seemingly opted to focus
on a pay-per-view model instead of competing
directly with traditional sportscasters (Young,
2021). In essence, as an anonymous sports
executive told Joseph (2019), Facebook wants
“the content around the main event on their
platform, not the event itself.” The famed social
network’s change of strategy has not stopped
Amazon or Apple from getting involved with
the streaming of live sporting events worldwide
(e.g., Kayali et al., 2021; Porter, 2021). Netix
also recently expressed interest in streaming
live sports, though reversed course after the
company lost subscribers and market value in
early 2022 (Gentrup, 2022).
In parallel, sports organizations (leagues,
teams, federations, etc.) started creating OTT
content, essentially cutting out the middleman
to reach their fans (Feng et al., 2020; Wymer
et al., 2021). An early exploratory study about
audiences’ experience with live streaming of
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Divide and Conquer? A Model for Live OTT Sports Streaming.
sports suggests the new medium provides “a
completely dierent spectating environment
for sports fans” (Feng et al., 2020, p. 14). Thus,
those who live stream sports should take ad-
vantage of the current times to implement new
models, especially because people, including
those in the sports broadcast industry, don’t
like change (Coche & Lynn, 2020). This attitude
is why the present study proposes OTT produc-
ers pursue a new model for live sporting events
by oering dierent packages for dierent tar-
get audiences.
3.4. SUMMARY AND PURPOSE
People need to understand a sport to have the
potential to grow from âneur to supporter.
This study proposes to oer audiences three
streaming alternatives based on fandom lev-
el. The video stream targeted toward âneurs
would include more explanations to give view-
ers a chance to understand the game better.
In essence, it would be a beginner’s guide in
the form of a live competition. On the other
end of the spectrum, the stream targeted to-
ward fans or spectators (both of whom know
more about their team and the sport) would
use more jargon and provide in-depth analysis,
skipping basic explanations; akin to an experts’
playbook. Finally, a third stream, similar to cur-
rent traditional broadcasts, would serve as a
bridge between the other two. Such a model
would give OTT producers a chance to meet
their audience where they are at, thus creating
a matching framework benecial for all. Hence,
this research tests whether oering multiple
live sports streams with dierent packaging
styles (e.g., commentary, graphics, etc.) chang-
es people’s intention to watch a sporting event.
Companies involved in the live streaming of
sports must adapt the traditional (television)
product to the online platform to provide the
best experience to their viewers, and perhaps
even expand their audience, especially as view-
ers increasingly cancel cable subscriptions
to turn to online options (Haught, 2022). The
model proposed in the study also oers an in-
teresting opportunity for under-covered sports,
including women’s sports and para-sports, as
they attempt to grow their audiences.
4. METHOD
An online, self-administered questionnaire
was created using Qualtrics and distributed to
adults based in the United States (U.S.) using
Amazon Mechanical Turk (MTurk), which can
provide a moderately representative sample
of the U.S. population (Loepp & Kelly, 2020).
Though results cannot be generalized, “MTurk
is an ecient, reliable, cost-eective tool”
(Mortensen & Hughes, 2018, p. 537) that allows
researchers to improve sample quality over
the traditional college student pools (Loepp &
Kelly, 2020). The survey was pretested with 10
MTurkers before being launched. Each partici-
pant received $1.50 for completing the survey.
4.1. PARTICIPANTS
A total of 429 U.S.-based MTurkers clicked on
the survey, but 114 of them failed one of the
basic attention check questions. Of the 315 re-
maining participants, all completed the survey,
but a visual check revealed two who seemed to
have “atlined” their responses to nish quickly,
so 313 responses were included. Though sam-
ple size calculations (Zhou & Sloan, 2011) using
3939
Roxane Coche, Benjamin J. Lynn, Matthew J. Haught
the U.S. population as the survey’s population
reveal 385 respondents are required to meet
a 95% condence level with a 5% margin of er-
ror, 313 participants allows us to make conclu-
sions with a 95% condence level and a margin
of error of 5.6%. As such, this sample still pro-
vides an interesting foundation as an explora-
tory case study for people’s potential interest in
multi-tiered sports streaming.
4.1.1. DEMOGRAPHICS
Participants came from 40 of the 50 Amer-
ican states. Their age ranged from 18 to 71
(M=35.27, SD=9.41), and the majority was male
(n=186, 59%; female n=122, 39%; non-binary
n=1; prefer not to say n=4, 1%). The sample
was overall more educated than the U.S. popu-
lation with 62% of participants with a bachelor’s
degree (n=194) and another 21% with a grad-
uate degree (n=66). Yet, 47% of participants
(n=148) lived in households making $59,999
or less every year, thus under the U.S. median
household income of $68,703 (Semega et al.,
2020). Another 19% (n=60) were in households
earning between $60,000 and $74,999, and
about a third (n=105, 34%) lived in households
earning $75,000 or more annually. Based on
the median, the participants’ annual household
income is somewhat representative of the U.S.
population. Finally, most participants consid-
ered themselves Caucasian or white (n=240,
76%). An additional 15% identied as Black or
African-American (n=46), 4% as Hispanic or
Latine (n=11), 3% as Asian or Pacic Islander
(n=8), and 2% as Native American or Alaskan
Native (n=6). The last two participants identied
as multiracial or preferred not to disclose their
race. Thus, compared to the U.S. Census, Cau-
casians were overrepresented at the expense
of the Latine and Asian populations.
4.1.2. SPORTS HABITS
Though the survey was open to any U.S. adult,
most participants reported watching live sports
throughout the year. Indeed, only ve (2%)
reported never watching live sports, while 46
(15%) said they watched live sports one to ten
times a year, 64 (20%) once or twice a month, 79
(25%) once a week, 75 (24%) two to three times
a week, and 44 (14%) more than three times
a week. Of the 308 participants who watch live
sports (regardless of frequency), about half
(n=157, 51%) prefer to do so on television while
42% (n=130) prefer to stream them online, and
7% (n=21) have no preference. No sex-based
dierences existed in these habits.
Unsurprisingly, the sample was also skewed
based on sports fandom: on a scale of 1 (“I am
not a sport, not a sports fan”) to 7 (“I am a fan of
at least one sport”), respondents averaged 5.84
with no sex-based dierence (male M=5.90,
SD=1.14, female M=5.78, SD=1.15). Asked
about 10 sports (the ve most popular sports
in the country along with ve less popular
Olympic team sports), participants were more
likely to be fans of football, basketball, baseball,
soccer, and ice hockey (in that order) than vol-
leyball, team handball, eld hockey, curling, and
rugby (in that order). No sex-based dierences
existed in participants’ likelihood to be a fan of
a given sport.
4.2. MEASURES
After screening questions, the survey includ-
ed three sections. First, participants answered
questions about their sports consumption
habits, their fandom of ten sports (listed in the
paragraph above), and statements about their
4040
Divide and Conquer? A Model for Live OTT Sports Streaming.
motivations to watch live sports, adapted from
Wann’s SFMS, on a seven-point Likert scale.
The second section started with a description
of the proposed changes to traditional sports
broadcasting (tailoring the product to people
based on their level of fandom) before respond-
ents rated four statements on a seven-point
Likert scale (from strongly disagree to strongly
agree): (1) If a company starts oering dierent
streams based on knowledge/fandom level,
I will start watching sports I do not know well;
(2) A company oering dierent streams based
on fandom level would enhance my experience
watching sports; (3) If a company starts oering
dierent streams based on fandom level, I will
watch my favorite sports more often than I cur-
rently do; and (4) If a company starts oering
dierent streams based on fandom level, I am
more likely to become a fan of a sport I mere-
ly follow from a distance. Then, for each of the
ten team sports, respondents selected one of
three options they would rather watch: (1) An
introductory broadcast in which the announc-
ers carefully explain the rules of the sport as
I watch the gameplay; (2) A traditional broad-
cast like what I’m used to seeing with announc-
ers who focus mostly on the gameplay and
sometimes explain the rules; or (3) An in-depth
broadcast in which the announcers discuss in
extreme detail the strategies the players/teams
use. The announcers do not explain the basic
rules of the sport unless it is relevant to the
gameplay.
Finally, section 3 focused on demographics. All
three sections included quantitative questions
with variables mostly at the nominal or ordinal
levels, which allows for investigation into the
specic idea of tailoring live sports to the audi-
ence based on their level of fandom.
5. RESULTS
The present study sought to determine if pack-
aging live sports dierently based on people’s
various levels of fandom would change their
intention to watch a sporting event. To answer
this central research question, the present
study used a combination of factor analysis,
ANOVA, and regression.
To begin, nine measures of motivations for
watching sports were classied into two fac-
tors. Measures were rated on a seven-point
scale. Using a Varimax rotation with Kaiser nor-
malization, a factor rotation converged in three
iterations (Table 1). The rst factor had an ei-
genvalue of 3.95 and explained 43.91% of the
variance. It contained motivations of escape
(M=5.12, SD=1.44), nance (M=4.62, SD=2.03),
beauty (M=5.49, SD=1.26), friends (M=4.99,
SD=1.63), self-esteem (M=4.72, SD=1.92), and
family (M=5.25, SD=1.64); as this factor repre-
sented components of sports media consump-
tion associated with one’s identity, the factor
was named Identity (M=.72, SD=.18, α=.85). The
second factor had an eigenvalue of 1.55 and
explained 17.23% of the variance. It contained
three measures of Getting pumped (M=5.54,
SD=1.33), having a good time (M=5.76, SD=1.18),
and entertainment (M=5.83, SD=1.11); as this
factor represented components of sport me-
dia consumption associated with entertain-
ment, the factor was named Enjoyment (M=.82,
SD=.14, α=.70). Both factors were used as moti-
vators for consumption.
4141
Roxane Coche, Benjamin J. Lynn, Matthew J. Haught
1
2
FACTOR 1: Identity
Escape .61 .36
Finance .85 -.01
Beauty .46 .44
Friends .77 .17
Self-Esteem .90 .03
Family .70 .32
FACTOR 2: Enjoyment
Get Pumped .28 .72
Good Time .07 .80
Entertainment .04 .78
Table 1
Factor analysis of motivations for watching sports
Note. N = 313. The extraction method was principal
axis factoring with a Varimax with Kaiser Normalization
rotation in three iterations. Factor loadings are in bold.
Respondents were asked if, when watching
one of the 10 sports identied for consump-
tion, they would prefer an introductory broad-
cast, a traditional broadcast, or an in-depth
broadcast. These preferences were analyzed
for relationships to the motivators of Identity
and Enjoyment using a series of ANOVA tests.
Across the 10 sports, signicant preferences
were found in four. Identity-driven fans of soc-
cer [F(2, 310)=5.09, p=0.007], basketball [F(2,
310)=16.75, p<0.001], football [F(2, 310)=12.81,
p<0.001], and baseball [F(2, 310)=8.08, p<0.001]
signicantly preferred the more detailed, intro-
ductory broadcast. Meanwhile, Enjoyment-driv-
en fans of volleyball signicantly preferred
the traditional broadcast style [F(2, 310)=3.15,
p=0.044].
Finally, a regression analysis measured the de-
sire to stream sports more often. Four meas-
ures on a seven-point scale asked about watch-
ing sports. The items were 1. If a company starts
oering dierent streams based on knowledge/
fandom level, I will start watching sports I do not
know well (M=4.91, SD=1.56); 2. A company of-
fering dierent streams based on fandom level
would enhance my experience watching sports
(M=5.24, SD=1.43); 3. If a company starts oer-
ing dierent streams based on fandom level, I
will watch my favorite sports more often than I
currently do (M=5.18, SD=1.55); and 4. If a com-
pany starts oering dierent streams based
on fandom level, I am more likely to become a
fan of a sport I merely follow from a distance
(M=5.12, SD=1.58). These items were summat-
ed into a measure of watching more sports
(M=.71, SD=.19, α=.87).
The regression analysis (Table 2) indicated
three predictors explained 61% of the variance
of the desire to watch more sports with dier-
entiated broadcasts (R
2
=.61, F(1, 307)=159.80,
p<.001). Specically, Enjoyment (β=.08, p=.035),
Identity (β=.48, p<.001), and the intensity of
one’s sports fandom (β=.27, p<.001) were the
signicant predictors. Ultimately, this nding
indicates people who derive sources of their
identity from sports are most likely to consume
more sports with the enhanced broadcasts,
with people who watch sports for enjoyment,
and people who just watch a lot of sports, also
consuming more.
4242
Divide and Conquer? A Model for Live OTT Sports Streaming.
Variables B SE B b t p
Enjoyment .113 .053 .083 2.12 .035
Identity .487 .069 .475 7.04 <.001
Sports
Fandom
.199 .050 .265 3.98 <.001
Table 2
Beta weights for regression analysis
6. DISCUSSION AND
CONCLUSION
The present study is limited in a few ways. The
use of MTurk as a sampling tool provides a via-
ble, but sometimes slightly skewed, perception
of the general population. Also, sports fans
self-identied their viewing habits, but self-per-
ceptions are often underreported. Further-
more, the study did not dierentiate between
consumption of men’s or women’s sports,
which could be a fruitful avenue for future re-
search as the audience for women’s sports is
growing and changing. Finally, all participants
were adults based in the U.S., so similar explor-
atory research in other markets would be ben-
ecial. Yet, as online companies and sports or-
ganizations increasingly broadcast live sports,
this study contributes to the industry and aca-
demia by exploring viewer preferences for live
sports within the framework of U&G. As an ex-
planatory analysis conducted within the Ameri-
can market, it explores a new way to broadcast
sports to improve audiences’ experience. A
multi-tiered streaming system embraces the
power of digital streaming more fully while
keeping costs lower than what a fully custom-
ized audience experience would require.
Hence, this study still provides valuable insight
for both scholars and industry professionals.
Leading sports communication scholars re-
cently encouraged researchers to conduct
more practical research (ICA, 2020), and this
study responds to this call. Specically, Toni
Bruce said in that panel that an obstacle to
sports communication research is “our failure
to engage directly with those who actually pro-
duce the content that we often spend most
of our time critiquing” (ICA, 2020). This study
directly addresses a major concern of practi-
tioners by providing a potential solution to re-
curring problems scholars have pointed out for
decades, like the aging of the sports audience
(Wakeeld & Bennett, 2018), or the media’s lack
of coverage of women’s sports (e.g., Coche,
2022; Cooky et al., 2021) and para-sports (Wat-
son, 2020). It also contributes to Ilan’s (2021)
call for more research into the signicance of
live television at a time when live sports need a
new model to deliver more value to consumers
(Hall, 2021).
6.1. THEORETICAL
CONTRIBUTIONS
This study oers empirical evidence that one’s
level of sports fandom may increase if broad-
casters implemented a feasible multi-tiered
model of streaming sports based on three fan-
dom levels. This is in line with Rogers’ (2018)
nding that having a basic understanding of a
sport is crucial to enjoying it in the media. In
other words, the current research shows more
spectators’ needs can be gratied if a viable
pathway from uninitiated viewer to full sports
fan were to exist. This also means that a mul-
4343
Roxane Coche, Benjamin J. Lynn, Matthew J. Haught
ti-tiered streaming model may be a viable solu-
tion to resolving some of the “persistent ineq-
uities” that exist in sports media (e.g., women’s
sports and para-sports are rarely covered), an
industry that tends to “actively builds audienc-
es [only] for certain men’s sports” (Cooky et al.,
2021, p. 351). Indeed, an introductory broad-
cast would allow audience members to get
to know a sport and its athletes, which would
make it more likely for them to become fans.
Furthermore, all types of fans preferred the in-
troductory broadcast style providing more de-
tail about the rules of the sport watched, which
was initially thought to be for âneurs, as de-
ned by Giulianotti (2015). Notably, fans of four
of the top ve U.S. sports (football, basketball,
baseball, and soccer) indicated preferring an in-
troductory broadcast with more basic informa-
tion about leagues, players, and rules. Although
this might seem counterintuitive, the authors
deduce three possible explanations: (1) the in-
troductory broadcast is a way to better inform
fans about the intricacies of individual players,
which can be a manifestation of the rise in fan-
tasy sports and sports betting (Kupfer & Ander-
son, 2021), (2) one’s capacity to comprehend a
sports broadcast may be overestimated, con-
rming Lynn et al.’s (2021) conclusion, and/or
(3) audiences may want to connect with others
through sports (Kim & Kim, 2020; Tamir & Le-
hman-Wilzig, 2022): introductory broadcasts
would make communal viewing an accessible
social activity, inclusive of âneurs, followers,
fans and supporters alike.
Though all types of fans were attracted to a
more introductory broadcast, this study’s re-
sults also indicate sports consumers have a
high willingness to consume more sports tel-
evision content. They saw the dierentiated
broadcasts as an added bonus. Though this
model relies on one-way communication dur-
ing the broadcast, it still gives the audience
more control over their media consumption
as they must make a conscious choice among
three options. Hence, audience members are
more active and, according to previous U&G
research, more likely to feel gratied (Lewis et
al., 2017; Lin et al., 2018; Sundar & Limperos,
2013).
6.2. PRACTICAL
IMPLICATIONS
Sports and media professionals can use these
results to create a more educative process to
attract more fans as they attempt to rejuvenate
their aging audiences (Notte, 2017). Indeed, in-
cluding pedagogical tools within sports broad-
casts would give audiences a chance at better
understanding what they are watching, which
will allow for more enjoyment (Cummins, 2009;
Rogers, 2018), hence higher gratication (Katz
et al., 1974; Lewis et al., 2017; Logan, 2011; Ru-
bin, 1984; Tang et al., 2021). Advancing, cost-ef-
fective technologies in on-screen graphics
might be one solution that could be turned on
and o, like closed captioning. Providing such
elements would make the broadcast more
accessible and thus, following Rogers (2018),
4444
Divide and Conquer? A Model for Live OTT Sports Streaming.
more likely to be enjoyed. For instance, football
viewers, unlike in-stadium spectators, can often
see added graphics that help them understand
why a referee called an oside.
Moreover, this study’s results imply sports audi-
ences continue to want more content. Because
mainstream sports remain a major factor for
televised sporting events (Lynn et al., 2021) and
as OTT television and sports streaming contin-
ue to grow (e.g., Wymer et al., 2021), broadcast-
ers and sports professionals should leverage
the multimedia nature of live streaming. Study-
ing the Queensland Maroons’ live streaming on
Facebook, Wymer et al. (2021) concluded the
Australian rugby team did not capitalize on the
service’s capabilities to “engage through shar-
ing, socializing, codeveloping, and learning” (p.
88). The current study suggests broadcasters
have been committing a similar mistake by
treating the live streaming of sport as an ad-
ditional screen or channel rather than an en-
tirely new platform with its own opportunities.
In non-live streaming content, Netix has been
testing ways to make shows and movies more
interactive with “branching technology” (Nee,
2021, p. 1489) that allows viewers to choose
their own adventure. However, the process
is “expensive [...] dicult and challenging” (p.
1489) as it requires writers to write more sto-
ries, and crews to shoot more scenes, both
of which take time and nancial resources. In
contrast, the proposed model for live sports
does not require any more time, and the addi-
tional nancial resources required are limited
to a few crew members (mainly commentators,
graphics, audio) as many positions would be
used for all three streams (e.g., camera oper-
ators, replay, sideline reporter, etc.). Moreover,
a few tweaks and explainers could bring fans
closer to the game by giving them richer knowl-
edge about the gaming experience happening
on their second screens, via fantasy or betting,
which have a “reciprocal relationship” with the
media industry, particularly television (Kup-
fer & Anderson, 2021). A multi-tiered stream-
ing model could thus deeply aect these two
growing industries (Kupfer & Anderson, 2021).
Future research should explore how a mul-
ti-tiered model works in practice.
Ultimately, the time is now for the expansion of
sports viewing options. The addition of tiered
broadcasts would allow for more voices to be
heard in the game, and provide education to
novice sports fans and seasoned fans alike. Par-
ents and grandparents could share in watching
elementary broadcasts with their children and
grandchildren, furthering family traditions of
sports watching while all learn more about the
game.
4545
Roxane Coche, Benjamin J. Lynn, Matthew J. Haught
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Divide and Conquer? A Model for Live OTT Sports Streaming.
Universitat de Vic - Universitat Central de Catalunya
Universidad del Azuay