You are presented with multiple paper abstracts, alongside the associated literature review and chapter titles. Given the provided information, you are going to do a literature review. Please generate a coherent literature review that synthesizes the content, draws connections between different works, highlights major findings, and identifies any gaps in the existing research.

Literature Review Title: Cross-device media: a review of second screening and multi-device television 
Chapter Title:  Deployments 
1. Abstract of Cited Paper (BIB001):  In this paper, we describe the development and field trial of a second screen iTV experience called FanFeeds. FanFeeds is a second screen application that allows authoring and consumption of time synchronized secondary content around TV shows. FanFeeds are created by one's social circle as a companion experience to TV shows. For the purpose of concept evaluation, we ran a four-week field trial in 12 households consisting of 4 social groups of 3 friends. A total of 23 unique episodes of 12 different shows were watched while using our prototype. Overall feedback to our concept was mixed. Participants found some good motivations to use the system but they also found a number of concerns related to the nature of the shows they watched and the social dynamics with their friends. Participants revealed that our prototype allowed them to better connect with their TV shows and have an enriched social life around live as well as time-shifted TV content. Participants also described some concerns like distraction from TV show. We explore this contradiction in the paper, along with other valuable lessons we learned. We also report on the motivations that made participants create posts for one another and the different ways in which they used the information from the second screen. 
2. Abstract of Cited Paper (BIB002):  The growing success of tablets and smartphones has shifted the focus of the interactive TV industry to the introduction of second screen applications. One example is second screen companion apps that offer extra information about a television program, often synchronized with what happens on screen. In this paper, we investigate a second screen companion app, from the perspective of the viewers and producers of such apps. Based on observations and interviews with viewers and producers, and actual usage data of a companion app from Google Analytics, we present several insights and recommendations for how to design companion apps related to ease of use, timing, social interaction, attention and added value.

Literature Review:
Deployments have been a popular method by which to explore the dual-screen use case. From developing companion systems and then deploying them, researchers have been able to gain deep insight into the use case. Basapur et al. BIB001 , for instance, conducted a three-week trial of a companion system in 11 households. Their application provided time-relevant and semantically related information for a series of 10 popular shows over the study period. Their research showed that participants responded positively and that the prototype allowed the participants to better connect with their TV programmes. However, some participants noted that the 'pacing' of the auxiliary information required customisation by the user. Further, Basapur et al.'s proceeding work BIB002 explored a 12-week deployment of their companion application 'FANFEEDS'. For this, they developed a system that allowed for the authoring and consumption of time-synchronised, related content. In general, they found again that such applications enhanced the connection users reported with the programme; however, the participants also noted concerns around the inherent distraction a second screen experience creates from the television programme. A large-scale deployment was conducted by the BBC in which they trailed a companion application for the programme Autumnwatch. This was a synchronised web app that the BBC ran in browsers, allowing people to view a second screen in their own home. Overall, 400 people took part in this deployment, for which there was a synchronised, live, aspect, and a post-programme interactive menu to explore further. The application was received positively, with 92% of participants reporting enjoying the experience. In addition, there was a split between those who enjoyed using the application during the broadcast and those who enjoyed using it afterwards. As with all systems, deployments are useful for gathering information about companion applications in a natural environment. However, it is evident that such analysis restricts researchers to basic usage data and post-event reflections from users. As Geerts et al. BIB003 discuss in their findings from discussions with viewers and producers, it is clear that the next step for studying companion applications through a deployment is to reduce barriers to entry such as downloads, installations, and registrations. Finally, while data collected from mass and smaller deployments are invaluable, they can be contrasted and combined with information from systematic lab studies (previously discussed), which can gain deeper and more quantifiable insight.