Host: Japan Society for Fuzzy Theory and Intelligent Info rmatics (SOFT)
Name : 41th Fuzzy System Symposium
Number : 41
Location : [in Japanese]
Date : September 03, 2025 - September 05, 2025
With the recent spread of streaming technologies, the number of people watching sports through streaming services has been increasing. It is important to understand how streaming viewers feel satisfied in the sports streaming context comparing to the stadium. While satisfaction models for in-person sports spectating have been well studied, there is limited research on models applicable to sports streaming. This study examined some experiments to see the validity of the “Game Satisfaction” scale, proposed by Yoshida et al. (2010), in the sports streaming context. In the experiments, participants individually watched sports game videos they were personally interested in. After watching them, the participants completed 17-item questionnaires measuring four elements. Answers were collected using a Likert-type scale. The results indicate that the model effectively explains Game Satisfaction in the sports streaming context(R2 = 0.695). Furthermore, Player Performance and Game Atmosphere emerged as significant predictors of Game Satisfaction. Based on these findings, future work will focus on constructing a refined satisfaction model that extends Yoshida et al.’s framework by integrating elements specific to the sports streaming context.