Examines interactivity effects on enjoyment in Danmu-enabled esports interfaces, suggesting design improvements.
This study examines how system-based interactivity (perceptual and control affordances) and social-based interactivity (expressive and symbolic cues) associated with user experience in Danmu-enabled esports interfaces. Drawing on the Theory of Interactive Media Effects (TIME), interactivity is modeled as a dual-faceted formative construct, and its relationships with enjoyment are examined with social presence as a mediator. Beyond applying TIME, the study adopts a context-sensitive modeling perspective by representing dual-route interactivity at the measurement level in synchronous environments, reflecting how action- and cue-based processing may occur concurrently in real-time HCI contexts. Data from 322 viewers of the 2023 League of Legends Mid-Season Invitational show that both interactivity types are positively associated with social presence and enjoyment, with social presence partially mediating both relationships. These findings provide empirical evidence consistent with TIME in visually complex, synchronous interfaces and offer implications for the design of real-time digital media.
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