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SAMPLE
TWO AGE GROUPS
18-24;
25-35.
SAMPLE SIZE
10
SAMPLING METHOD
Non-probability
Convenience
Purposive
SELECTION CRITERIATwo Genres
Entertainment
(Music, Movie)fans
Competition
(Sports, Games)fans
List of
Participants
Alias Gender Age Job Fan of…
E1 Female 21 Student The Voice
E2 Female 22 Student
English &
Korean dramas
E3 Male 24 Student Movies & Music
E4 Male 29
Journalist /
Student
Charlie Rose
David Letterman
Oprah
E5 Male 27 Actuary Twitch TV
E6 Male 29
Civil
Engineer
Video Games
E7 Male 27 Teacher Video Games
E8 Male 27
Accountant/
Student US TV shows
E9 Female 24 Student Tennis
E10 Female 23 Student Korean drama
RESEARCH
DESIGN
PURPOSE OF THE RESEARCH
TYPE OF THE RESEARCH
METHODOLOGY
EXPLANATORY
QUALITATIVE
RESEARCH
IN-DEPTH
INTERVIEW IMPORTANT
POINTS
• Pre-planning purposive
participants selection
• Consistency among
groups
• Skills and attitude of
interviewers
• All the questions
were pre-tested
DATA ANALYSIS
AN
INDUCTIVE
APPROACHTranscribing
Recognizing specific
issues that occurred often
Organizing associated concepts and
sentences into categories or themes
Similar opinions Unique viewpoints
LIMITATIONS
1
2
SAMPLING METHOD
Sampling method of non-
probability and purposive.
SAMPLE
Two age groups representing a
limited age range only.
IMPLICATIONS
& FUTURE
RESEARCH
1
2
3
Academic Implication.
Practical Implication.
• How fan experience can be
improved.
• Convergent fandom media:
mobile apps for fans.
Future Research.
Look into one specific type of fans.
How motivation factors
contribute to second screen
usage as a fan.

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Method

  • 1. SAMPLE TWO AGE GROUPS 18-24; 25-35. SAMPLE SIZE 10 SAMPLING METHOD Non-probability Convenience Purposive SELECTION CRITERIATwo Genres Entertainment (Music, Movie)fans Competition (Sports, Games)fans
  • 2. List of Participants Alias Gender Age Job Fan of… E1 Female 21 Student The Voice E2 Female 22 Student English & Korean dramas E3 Male 24 Student Movies & Music E4 Male 29 Journalist / Student Charlie Rose David Letterman Oprah E5 Male 27 Actuary Twitch TV E6 Male 29 Civil Engineer Video Games E7 Male 27 Teacher Video Games E8 Male 27 Accountant/ Student US TV shows E9 Female 24 Student Tennis E10 Female 23 Student Korean drama
  • 3. RESEARCH DESIGN PURPOSE OF THE RESEARCH TYPE OF THE RESEARCH METHODOLOGY EXPLANATORY QUALITATIVE RESEARCH IN-DEPTH INTERVIEW IMPORTANT POINTS • Pre-planning purposive participants selection • Consistency among groups • Skills and attitude of interviewers • All the questions were pre-tested
  • 4. DATA ANALYSIS AN INDUCTIVE APPROACHTranscribing Recognizing specific issues that occurred often Organizing associated concepts and sentences into categories or themes Similar opinions Unique viewpoints
  • 5. LIMITATIONS 1 2 SAMPLING METHOD Sampling method of non- probability and purposive. SAMPLE Two age groups representing a limited age range only.
  • 6. IMPLICATIONS & FUTURE RESEARCH 1 2 3 Academic Implication. Practical Implication. • How fan experience can be improved. • Convergent fandom media: mobile apps for fans. Future Research. Look into one specific type of fans. How motivation factors contribute to second screen usage as a fan.