Cross-device media: a review of second screening and multi-device television <s> Origins of multi-screen TV <s> Videotapes of in-home television viewing of 50 individuals in five age groups (2-, 5-, 8-, and 12-year-olds, and adults), recorded over a 10-day period, revealed that 46% of time with television was spent in some activity instead of or in addition to looking at the TV. Social interaction was the most common nonviewing activity for all viewers, followed by playing and eating for children and reading for adults. Women were more likely than all other groups to do chores. Nonviewing behaviors occurred most often during programming that attracted less visual attention, particularly ads. Except for 2-year-olds, children's attention dropped during ads to a greater extent than did that of adults. The findings have implications for theories of television use and impact including uses and gratifications, displacement, and formal feature theory. <s> BIB001 </s> Cross-device media: a review of second screening and multi-device television <s> Origins of multi-screen TV <s> The trend of users integrating second screen behaviours in their viewing habits, and practitioners' interest in designing systems to support them has evolved a strong research agenda. In this paper we extend these ideas to explore many-screen interaction, investigating how users, gathered around the television with multiple second screen devices, share, control and coordinate their interactions. We report on a formative evaluation into behaviours with a many-screen prototype app for watching sport programming. The Olympics Second Screen application allows users to watch, share and control highlight programmes in a collocated group. We discuss our findings through recommendations to designers and HCI practitioners. Our results suggest the importance of supporting parallel viewing between collocated viewers, and sharing and queuing of programming between devices. Additionally, results highlight the significance of the television in a viewing ecology, and user awareness of control and interaction. <s> BIB002
The second screen use case is a by-product of our connected, mobile digital world. Our enthusiasm to interact with the digital while watching television is an increasingly prevalent behaviour that is transforming modern media. We are passive in the television experience as it requires little for us to engage with the content, and demands little from us. Compared to reading, for example, it requires little cognitive effort. To read we must investigate line by line, interpret the semantic information, conceptualise its meaning, and attach this to a mental audio-visual narrative. With television, there are often lulls in attention, and therefore we often freely interact with our mobile devices-searching related information, or engaging with information to keep ourselves stimulated. This is not to say that the notion of multi-tasking while watching TV is a modern concept-it most certainly is not. Before digital ubiquity, we filled the gaps in attention with other side activities. Previous to this use case attention was divided in other ways, as noted by Schmitt et al. BIB001 , who monitored 50 individuals over 10 days with cameras. They found that television viewing was accompanied by eating, reading, or social interaction 46% of the time. Before the digital age, many of us sought to support television through additional content. One could argue that pull-outs in magazines or annuals oriented around TV programmes were an early case of companion content to enrich the experience. Further, television and radio audiences have been connecting with broadcasters since the 1970s through letters, phone-ins, and even real-time interactive games such as The Golden Shot. BIB002 This increasing desire for two-way interaction between audience and broadcasters has manifested in the digital and is closer than ever to being realised.