Watching intensity and media franchise engagement

Mina Ameri, Elisabeth Honka, Ying Xie
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Abstract

The rapid adoption of online streaming and over-the-top services has fundamentally changed at-home entertainment media consumption and given rise to new behaviors which are often characterized by a high intensity of watching (e.g., binge-watching). In this paper, we investigate how the watching intensity affects consumers’ engagement with media franchises in two areas: personal and interactive engagement. The former involves consumers’ adoption and consumption of franchise extensions and the latter concerns consumers’ content generation related to a focal media product they watched. Using individual-level data from an online anime (Japanese cartoons) platform, we find inverse U-shaped effects of watching intensity with the largest effects around three to five hours of watching per day on personal engagement and two to four hours a day on interactive engagement. The positive effects of watching intensity are larger for sequels than other types of franchise extensions. For interactive engagement, our results show that conditional on rating submission, higher watching intensity is associated with higher valence of anime ratings, the most prevalent form of UGC on the platform. We interpret this result as evidence that watching intensity can induce liking.

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观看强度和媒体特许经营参与度
在线流媒体和超媒体服务的迅速普及从根本上改变了家庭娱乐媒体消费,并催生了以高强度观看(如狂欢式观看)为特征的新行为。在本文中,我们将从个人参与和互动参与两个方面研究观看强度如何影响消费者对媒体特许经营的参与。前者涉及消费者对特许经营延伸产品的采用和消费,后者涉及消费者与他们观看的重点媒体产品相关的内容生成。通过使用一个在线动漫(日本动画片)平台的个人层面数据,我们发现观看强度会产生反 U 型效应,每天观看三到五个小时对个人参与的影响最大,每天观看两到四个小时对互动参与的影响最大。与其他类型的特许经营扩展相比,续集的观看强度所产生的正效应更大。在互动参与方面,我们的结果显示,在提交评分的条件下,观看强度越高,动漫评分的价值越高,而动漫评分是平台上最普遍的 UGC 形式。我们将这一结果解释为观看强度可以诱发喜欢的证据。
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