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Divide and Conquer? A Model for Live OTT Sports Streaming.
beauty of the sport itself. Group aliation (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 inuence them in some cases, it
is unlikely all audience members’ feelings will
be impacted at once. Entertainment, though, is
directly aected 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 gratications theory (U&G), in this scenario,
an audience member feels gratication thanks
to the eective 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) dierential patterns of media
exposure (or engagement in other activities),
resulting in (6) need gratications and (7) other
consequences” (p. 20). In other words, audienc-
es use media to fulll specic desires/needs.
Rubin (1983) identied 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-identied 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 specic 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 gratication
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,