Cross-device media: a review of second screening and multi-device television <s> Introduction <s> Today's (home) media environment is becoming increasingly saturated. Smartphones, tablets and laptops enter our living room and possibly alter our television viewing experience. In this paper, we want to grasp how 'screen technologies' are interrelated on a textual (content) and a material level (technological object), from a user perspective. By means of domestic in-depth interviews with owners of multiple screen technologies, we interpret the integration of multiple secondary screens in the everyday television viewing behavior. In most cases, the use of second screens is not related to television content. Nonetheless, we also found evidence of changing dynamics concerning public and private spaces, as people extend television text on their second screens into online social spaces or more generally, the Internet. These interactive structures provide individuals with opportunities as well as threats. In conclusion, we identify directions for future research on the consumption and reception of television. <s> BIB001 </s> Cross-device media: a review of second screening and multi-device television <s> Introduction <s> Long form TV narratives present multiple continuing characters and story arcs that last over multiple episodes and even over multiple seasons. Writers increasingly take pride in creating coherent and persistent story worlds with recurring characters and references to backstory. Since viewers may join the story at different points and different levels of commitment, they need support to orient them to the fictional world, to remind them of plot threads, and to allow them to review important story sequences across episodes. Using the affordances of the digital medium we can create navigation patterns and auxiliary information streams to minimize confusion and maximize immersion in the story world. In our application, the iPad is used as a secondary screen to create a character map synchronized with the TV content, and to support navigation of story threads across episodes. <s> BIB002 </s> Cross-device media: a review of second screening and multi-device television <s> Introduction <s> In this paper, we describe the development and field trial of a second screen iTV experience called FanFeeds. FanFeeds is a second screen application that allows authoring and consumption of time synchronized secondary content around TV shows. FanFeeds are created by one's social circle as a companion experience to TV shows. For the purpose of concept evaluation, we ran a four-week field trial in 12 households consisting of 4 social groups of 3 friends. A total of 23 unique episodes of 12 different shows were watched while using our prototype. Overall feedback to our concept was mixed. Participants found some good motivations to use the system but they also found a number of concerns related to the nature of the shows they watched and the social dynamics with their friends. Participants revealed that our prototype allowed them to better connect with their TV shows and have an enriched social life around live as well as time-shifted TV content. Participants also described some concerns like distraction from TV show. We explore this contradiction in the paper, along with other valuable lessons we learned. We also report on the motivations that made participants create posts for one another and the different ways in which they used the information from the second screen. <s> BIB003
Second screening is now commonplace in the modern living room. Recent reports, such as that by Accenture in 2015, estimate that 87% of TV viewing is accompanied by mobile device usage  . This statistic appears to show growth since Google's 2012 consumer study, which found 77% and that this was predominantly smartphones (49%) and laptops/PCs (34%). There is a large variety of usage (see Fig. 1 examples) , ranging from the wholly related: a user searching for an actor in a programme they are watching, to the totally unrelated, such as non-related social networking. Related browsing is generally driven by a user's want to know or understand something from a programme. And it is likely that unrelated second screen browsing is largely to do with the attentional requirements not be fulfilled by the TV programme. Research from 2012 by D'heer et al. BIB001 suggested that there was a great audience transformation underway-as many users are accumulating multiple devices, the 'traditional' TV experience is transforming. More recently, in 2014, Rooksby et al.  , from observation of users using mobiles while watching television, have noted that device usage is a complex interweaved mixture of non-related, related, and semi-related content. Related content viewing has led to broadcasters considering what, in the future IP connected living room, can be done to enhance UX (User Experience). Initial work has looked at how we may design bespoke, programmespecific second screen content to enhance television. This is most commonly referred to as companion content, which typically presents complementary information BIB002 , related social media BIB003 , and play-along games  . The field of second screens in the living room has exploded since the dawn of touch-screen devices. However, no review currently consolidates the rich ethnographic, deployment-based, and lab studies of recent years. Therefore, in this review, we cover an extensive body of work done into designing multi-screen media contexts. We begin by discussing multi-display contexts in general-why the exist, and how these have motivated the multi-screen media landscape of today. We then examine the enabling technologies and adoption of such systemsdiscussing the state of the art in cross-device interactions with television content. Finally, we conclude by analysing where this diverse and emergent field is going, and the opportunities for future research it presents.