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:  Second screening 
1. Abstract of Cited Paper (BIB001):  In this paper we report on a study conducted in 2007 and 2008 looking at the media use habits of 27 families in the Greater London area. The project builds on previous ethnographic work studying media use within a similar group in 2006. The study investigated attitudes towards different types of media and the role Television (TV) currently plays and could play within the home environment. Following a participatory design methodology, we rapidly prototyped an experimental home media device and asked participants and use and respond to it. We explored the issues such as interactional simplicity and sharing media using a TV using the experimental device as a focal point for discussion and the generation of new ideas. 
2. Abstract of Cited Paper (BIB002):  This study investigates how tablet users incorporate multiple media in their television viewing experience. Three patterns are found: (a) only focusing on television, (b) confounding television viewing with other screen media (e.g. laptop, tablet) and (c) confounding television viewing with various media, including print and screen media. Furthermore, we question how the incorporation of screen media in this experience affects the practice of engaging in digital commentary on television content. Also, we inquire the uptake and interest in so-called 'second screen applications'. These applications allow extensions of the primary screen experience on secondary screens (e.g. tablet). The results, based on a sample of 260 tablet users, indicate that there is only a modest uptake and interest in using secondary screens to digitally share opinions. However, the use of second screen interaction with television content is not discarded: although there is still little awareness and experience, we notice a moderate interest in these apps. 
3. Abstract of Cited Paper (BIB003):  Today's (home) media environment is becoming increasingly saturated. Smartphones, tablets and laptops enter our living room and possibly alter our television viewing experience. In this paper, we want to grasp how 'screen technologies' are interrelated on a textual (content) and a material level (technological object), from a user perspective. By means of domestic in-depth interviews with owners of multiple screen technologies, we interpret the integration of multiple secondary screens in the everyday television viewing behavior. In most cases, the use of second screens is not related to television content. Nonetheless, we also found evidence of changing dynamics concerning public and private spaces, as people extend television text on their second screens into online social spaces or more generally, the Internet. These interactive structures provide individuals with opportunities as well as threats. In conclusion, we identify directions for future research on the consumption and reception of television. 
4. Abstract of Cited Paper (BIB004):  In this paper, we propose the notion of screen ecologies and argue for its importance in the study of contemporary digital game play. We draw on findings from a range of studies to highlight the interplay between screen ecologies, game design, and registers of engagement. We discuss how game play is increasingly mediated by multiple screen configurations, and in turn, how the design of different games are suited to or appropriated within these different screen ecologies. From this analysis we propose a number of modalities of game-engagement that we argue will assist further HCI research into game design and player experience research. 
5. Abstract of Cited Paper (BIB005):  New technologies have made the mobile phone to a multifunctional ally who accompanies many people in their everyday life. Smartphones and tablet PCs have also established new game settings. In this paper, we investigate a new trend utilizing smart devices as second screens that are added to gaming situations. We give a definition of Second Screen Gaming, and illuminate a special subcategory we call Smart Gaming. Further, we argue that there is a need for comprehensive design guidelines to integrate the second screen as a core part of the game design. Additionally, we have identified several challenges while designing such games and point out the opportunities for game designers in following this new trend. At the end of this work, three game prototypes are introduced as case studies, which demonstrate different aspects of Second Screen Gaming and thereby illustrate how innovative, engaging and highly social games can be created. 
6. Abstract of Cited Paper (BIB006):  In recent years, mobile devices have become a part of our daily lives--much like television sets had over the second half of the 20th century. Increasingly, people are using mobile devices while watching television. We set out to understand this behavior on a minute-by-minute quantified level as well as users' motivations and purposes of device use while watching television. We conducted a novel mixed-methods study inside seven households with fourteen instrumented phone and tablet devices, capturing all app launches and app use durations, correlated with the moment in the television program when they occurred. Surprisingly, we found little difference between the volume of device use during programs and commercials. Our two main findings are that 1) participants often joined family members in the TV room to physically be together; when they lack interest in the program, they spend the majority of the show on a secondary device and watch TV only during key moments. 2) Virtually none of participants' app and web use during TV consumption was directly related to the running show. With our study, we set the stage for larger-scale investigations into the details of mobile interactions while watching television. Our novel method will aid future work of the community as a means of fully understanding multi-device use alongside television consumption.

Literature Review:
Though there are many other cases where second screens complement another leisure activity (e.g. in the world of video games BIB005 BIB006 ), TV is the primary focus of the HCI community, and many ethnographic studies document just how nuanced and far-reaching this use case is. This research has most commonly taken the form of in situ studies of second screeners in their homes. Before the smartphone, in work such as that by Bernhaupt et al. BIB001 it was noted that users regularly interact with mobile devices as a foreground or background activity while watching television. Further, Tsekleves et al. BIB002 saw, in a study with 27 families, a strong desirability for the integration of secondary devices and services into interactive television services that are specialised to specific online activities such as social networks and email. The proliferation of internet-equipped, interactive devices into our living room has, to some extent, filled the lulls in attention and our need to interact with content providers. A 2014 report from OFCOM  , the UK's communications regulator, suggests that second screen interactions are skyrocketing universally across all demographics. There is vast usage of personal devices in the living room, and a rich set of literature around the HCI for TV community is trying to catch up with these trends and better understand this use case. Work by Vanattenhoven and Geerts  further explores how people use a second screen in front of the television in the home. They worked with 12 households to record media usage and communication behaviour while watching TV or video. In general, they found that the majority of the reported second screen uses were not related to the broadcast because viewers lost interest in the programme-a pattern also noted more recently by Holz et al. BIB007 in their study which looked at app interactions when time synced to programmes in 7 households. Vanattenhoven and Geerts propose, to remedy such issues, that we may be able to use second screen applications to seize such moments to regain viewers' attention by providing additional social media, programme-related material, or further recommendations  . Courtois et al. BIB003 note a divergence of use in second screeners: those who focus exclusively on the television and those who combine television with other media (e.g. laptop, tablet, or print media). They noted, in 2012, that while second screening is rife for tangential browsing, the potential of second screen apps is heavily underutilised, findings also reported more recently by Holz et al. BIB007 . D'heer et al. BIB004 looked at how we consume media on second screens in an everyday context through in-depth interviews with owners of multiple screen technologies. Further, Holz et al. BIB007 set out to understand this behaviour on a minute-by-minute level to gather a more thorough impression of users' motivations for device use while watching TV. By studying the usage of seven families, they were able to infer that the majority of second screen activities are unrelated to the programme at hand-only switching focus to the television at key moments. Over the literature on second screening, two prominent viewing patterns become apparent: second screen browsing which is incidental-i.e. they would be doing it regardless of the television's presence; and that which is a direct consequence of their television viewing, for example, someone searching for an actor they see in a programmefrequently termed complementary second screening. We now discuss the latter, focusing on applications created with the sole intention of extending the experience of second screeners with a vision to understand their availability, adoption, and variety and to discuss the empirical studies conducted towards improving cross-device interactions and experiences. 4 Dual-screen television applications