Abstract
This study focused on whether predicting the game outcome prior to watching the actual game results in more positive evaluations of game consumption from sports fans through heightened perceived curiosity and flow. This study employed a 4 (prediction type: no prediction vs. simple prediction vs. prediction and compete against AI vs. prediction and compete against other fans) × 2 (game outcome: winning vs. losing) between-subjects design. The results suggest that fans who make predictions about the outcome before watching highlight videos experience greater feelings of curiosity and flow, and more positive evaluations of game consumptions in comparison to those who do not make any predictions prior to watching the game. Our findings not only contribute to fan behavior and human-computer interaction literature by examining the role of prediction and curiosity but also offer meaningful practical implications for developing effective fan engagement interfaces by incorporating the elements of prediction and competition.
Disclosure statement
No potential conflict of interest was reported by the author(s).
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Notes on contributors
Wonseok Jang
Wonseok Jang is an associate professor in the College of Sport Science at the Sungkyunkwan University.
Gong Zhuo
Gong Zhou is a graduate student in the College of Sport Science at the Sungkyunkwan University.
Hyunwoong Pyun
Hyunwoong Pyun is an assistant professor in the College of Sport Science at the Sungkyunkwan University.
Gyemin Lee
Gyemin Lee is a professor in the Department of Electronic and IT Media Engineering at the Seoul National University of Science and Technology.