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1

Zizka, Laura. "Communication Channels: The Effects of Frequency, Duration, and Function on Gratification Obtained." ScholarWorks, 2014. https://scholarworks.waldenu.edu/dissertations/83.

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The way people choose to communicate can affect current and future relationships between sender and receiver. Business professionals communicate internally and externally using a variety of communication channels, such as e-mail, letters, phone, or face-to-face and must choose the best channel for the message they are trying to convey. The purpose of this quantitative study was to examine how business professionals choose between the available channels, the premise being that users choose communication channels due to the gratification obtained (GO). Guided by gratifications theory, which prop
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Swillo, Natalia, and Michelle Andersson. "Motives for Instagram use connected to the Big Five personalities." Thesis, Örebro universitet, Institutionen för juridik, psykologi och socialt arbete, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-76041.

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This study investigates if different personality types are connected to different motives for Instagram use. 187 participants with 150 females and 44 men were part of this study and they were recruited through a Facebook group. The findings were that there was no gender differences in the use of Instagram and that the most frequent motive for Instagram use was “Surveillance/knowledge about others”. People who scored high on the neurotic personality trait tended to use Instagram with “surveillance” as their motive, while extraverted people tend to use Instagram with “documentation” as their mot
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Wang, Jingyi. "Analysis of Young Chinese Users of Sina Weibo Based on Uses and Gratifications Theory." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-40864.

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Among the web 2.0 applications, a micro-blog (Weibo in Chinese), resembling the combination of a Twitter-like Internet service has gained substantial popularity in China. Sina Weibo is the market leader with approximately 50% of the market share. Around 80% of the users on Sina Weibo are young people. Hence, it is necessary to analyze young Chinese users of Sina Weibo and examine whether Sina Weibo fulfills the needs of young people and whether Sina Weibo meets their expectations. The study used the theory of uses and gratifications and the theory of expectancy-value as theoretical foundations
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Shelline, Don G. "The Gratification Niches of Traditional and Digital Radio." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/5848.

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We live in an age where science fiction is quickly becoming science fact. Dick Tracy's 2-way wrist TVs are Apple Watches. Automated smart homes are plentiful. Cars are now able to drive themselves. And in those cars, riders no longer need to depend on a deejay to choose their music for them; these listeners build their own radio stations, on the spot, out of any music and conversation they want to hear, all at the touch of a button that is fully connected to Wi-Fi, the internet, and unlimited cell data plans.This research will examine digital radio's impact upon traditional radio in the curren
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Wang, Mian. "Applying Uses and Gratifications Theory to Investigate Social Media User’s Motivations for Mastodon." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1623167544405036.

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Moradi, Armin. "Onlinespel en upplevelse : en kvalitativ undersökning av ungdomars attityder om onlinespel." Thesis, Uppsala universitet, Medier och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-124533.

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AbstractTitle: Onlinegaming – A qualitative study of young people's attitudes about online gaming(Onlinespel – En Kvalitativ undersökning av Ungdomars attityder om onlinespel)Number of pages: 34 (35 including enclosures)Author: Armin MoradiTutor: Else NygrenCourse: Media and Communication Studies CPeriod: Autumn 2009University: Division of Media and Communication, Department of Information Science,Uppsala UniversityPurpose/Aim: The purpose of my thesis is that from a social perspective to examine and discussyoung people aged 16-18 vision of online gaming. Why online games are so popular and to
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Scherer, Carrie Lynn. "Uses & gratifications in college students' media use : a test of media complementarity theory /." Dayton, Ohio : University of Dayton, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1271699466.

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Thesis (M.A. in Communication) -- University of Dayton.<br>Title from PDF t.p. (viewed 06/22/10). Advisor: James D. Robinson. Includes bibliographical references (p. 48-53). Available online via the OhioLINK ETD Center.
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Scherer, Carrie L. "Uses and gratifications in college students' media use: A test of media complementarity theory." University of Dayton / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1271699466.

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9

Leekyung, Kim. "Facebook Use among Students in Sweden : - Based on uses and gratifications theory and Stephenson’s the play theory of mass communication." Thesis, Högskolan i Halmstad, Medie- och kommunikationsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15452.

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Munns, Christopher. "Why Use Facebook? A Uses & Gratifications Study of Generation X in the UK." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22261.

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This paper explores the use of the social networking site, Facebook, by the GenerationX cohort (those born 1966-1980 inclusive) currently living in the United Kingdom(identified as a somewhat under-studied group to date). Utilising a ‘Uses &Gratifications Theory’ and ‘(Media) Dependency Theory’ approach and the quantitativeempirical data collection method of an extensive online ‘self-fill’ questionnaire, a totalof 233 individuals from this cohort voluntarily provided the sought-after information,with data collected during early September 2018. An expanded version of Denis McQuail, Jay G. Bluml
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Griffin, Raven Nichole. "A Disney Romance for the Ages: Idealistic Beliefs of Romantic Relationships Held By Youth." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/48895.

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The Disney Princess Brand includes 11 Disney Princess films from Snow White and the Seven Dwarfs (1937) to Brave (2012). The goal of this campaign is for audiences to be entertained by the narratives while encouraging identification with the princesses in the films (Do Rozario, 2004; Orenstein, 2006). Scholars have suggested possible media effects of representations and messages depicted related to gender roles (England, Descartes, and Collier-Meek, 2011) and romantic relationships (Segrin and Nabi, 2002). No studies to date have examined the potential correlation between media effects of all
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Tinmaz, Hasan. "Utilization Of Social Networking Websites In Education: A Case Of Facebook." Phd thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613139/index.pdf.

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The aim of this study is to seek fundamental uses and gratifications of a social networking website, Facebook as a case, and the possible advantages and the challenges of utilization of Facebook for instructional activities. The research study encompassed four main steps<br>the analysis of uses &amp<br>gratifications of Facebook, the analysis of Facebook utilization possibilities for instruction, the interviewing for two preceding steps, and the realization and analysis of a course on Facebook. In the study both qualitative and quantitative data were gathered through questionnaires, interviews
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Nyland, Robert Scott. "The Gratification Niches of Internet Social Networking, E-mail, and Face-to-face Communication." Diss., CLICK HERE for online access, 2007. http://contentdm.lib.byu.edu/ETD/image/etd2151.pdf.

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Fredriksson, Alice, Linnea Hallgren, and Malin Vall. "What motivates you? : Exploring the underlying motivational factors for participation in UGC contests on Instagram." Thesis, Jönköping University, IHH, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-52716.

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Background: Throughout recent years, the amounts of competitions on Instagram have increased and is now a popular marketing tool for companies to use. The strong competition in digital marketing has led to the need for brands to effectively utilize this marketing strategy. However, what motivates users to participate is a subject that lacks previous research. Hence, the question of what motivates the users to participate remains. Purpose: The purpose of this study is, therefore, to explore the motivational factors for women in the ages between 16-25, which leads to participation in contests on
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Linnander, Mathilda, and Sofia Tollbo. "Snappa, snacka, synas : En kvalitativ studie av tonåringars identitetsskapande i sociala medier." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, HLK, Medie- och kommunikationsvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35040.

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Lewin, Mirjam. ""Sociala medier har blivit som en person" : En kvalitativ intervjustudie om socialt kommunikativa ungdomars användning av sociala medier vid umgänge med vänner." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, HLK, Medie- och kommunikationsvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-38861.

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I den här studien undersöks hur användningen av sociala medier ser ut, när socialt kommunikativa gymnasieungdomar med stor social tillhörighet, umgås. Studien ämnar ta reda på hur användningen ser ut, av vilka anledningar socialt kommunikativa ungdomar med social tillhörighet använder sociala medier och hur umgängesklimatet påverkas när sociala medier används under fysiskt pågående umgänge.  Idén till studien grundar sig i en observation av ungdomar med ovan presenterade egenskaper, som under tiden de umgås med sina vänner frekvent använder sociala medier. En kvalitativ intervjustudie genomför
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Mathieu, Jean-Paul, Victor Videgren, and Auf Der Stroth Alexander Jost. "Users motivational drives to engage with athletes on social media." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-75969.

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Title: Users motivational drives to engage with athletes on social media Authors: Victor Videgren, Alexander Jost Auf Der Stroth, Jean-Paul Mathieu Supervisor: Viktor Magnusson Examiner: Åsa Devine Background: With social media becoming a more and more prominent tool of communication within sports marketing, athletes stand to gain much by implementing it in their branding and marketing efforts. However, existing literature on the matter inclined that further research in which the perspective of the user was taken, thus advancing the understanding of user engagement motivation toward these athl
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Ahlse, Johannes, Felix Nilsson, and Nina Sandström. "It's time to TikTok : Exploring Generation Z's motivations to participate in #Challenges." Thesis, Internationella Handelshögskolan, Jönköping University, IHH, Företagsekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48708.

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Background: With the emergence of new social platforms, nascent strategies of Viral Marketing utilizing User-generated Content has developed. TikTok is a new social media based on User-generated videos, where content is mainly expressed in the form of #challenges. Given its nascent nature, marketers lack clear directives of how to capitalize on #challenges by engaging the user base, in their pursuit of reaching virality. As the underlying motivations behind the participation of #challenges are unknown, further research is required. Purpose: The purpose of this study is therefore to explore wha
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Hosseini, Seyedsiavash, and Victor Karmestål. "Streaming Services and Media Consumption." Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185155.

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With the rapid pace of technological development, the way we consume media has changed drastically. Not too long ago, the very idea of never watching TV in the sense of broadcasted TV channels was absurd. Nowadays more and more people spend most if not all their media consumption time on streaming services like Netflix and Viaplay. We conducted a study on the reasons behind this change in media consumption, to find out why more and more people choose to spend their days watching Netflix instead of TV6 like they used to. We chose to perform our study through the lens of two different consumer b
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Ghorui, Soumita. "‘News use’- Informative or Entertaining? : An empirical study of collage students’ motives for using news." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-23336.

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Collage students’ news consumption has been a very popular research topic in media in pastfew years. But students’ involvement in news dissemination remained unnoticed andunexplored, especially in relation to democratic engagement. This study provides an overviewin this respect along with news consumption. The research reports the outcome of a surveyconducted among 124 Swedish college students, aged between 18 and 24, in spring 2012. Thestudy investigates college students’ news consumption and news dissemination of in terms ofmotives. The analysis suggests that motivations behind collage stude
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Sköld, Emelie, and Lovisa Gunnerek. "Fångad i en ocean av streamingtjänster- hur väljer du? : En kvalitativ intervjustudie om användarmotiv och innehållet på streamingtjänster." Thesis, Linnéuniversitetet, Institutionen för medier och journalistik (MJ), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-85592.

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Streamed media is becoming more and more a part of our daily lives and companies like Netflix is competing with linear television for consumers. It is hard to deny that there is a shift in the media industry and streamed media is progressing, within the last three years the number of subscribers has almost been doubled. With this in mind it is both interesting and necessary to study motives and content in users to gain a better understanding of this yet very little explored phenomenon that is streamed media. This report contains a qualitative study of motives behind the use of streamed media a
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Souza, Henri de Paiva. "A influência da motivação para fazer downloads de ebooks na reputação percecionada da marca e na decisão de compra do consumidor." Master's thesis, Instituto Superior de Economia e Gestão, 2020. http://hdl.handle.net/10400.5/20900.

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Mestrado em Marketing<br>Com a evolução do mercado de ebooks e do marketing, muitas empresas começaram a utilizar uma estratégia de inbound marketing baseada na gratificação de ebooks em troca do contato de potenciais clientes. Nesse contexto, a presente investigação se baseou na teoria dos usos e gratificações para compreender se a motivação para fazer downloads de ebooks influencia a reputação percecionada da marca e a decisão de compra do consumidor. Para isso, foi feita uma pesquisa quantitativa com uma amostra não probabilística por conveniência, tendo sido obtidas 612 respostas válidas
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Skibbe, Linda Isabelle. "#SharingIsCaring : An Exploratory Study of Content of Tweets, Situation of Tweeting and Motivations to Use Twitter while Watching Television Series." Thesis, Stockholms universitet, Institutionen för mediestudier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-90972.

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The internet and social media have had a significant impact on recipients’ media consumption. As the converging media environment recipients face today offers not only more media products but also new practices of using certain media products, this study focuses on how the social micro-blogging service Twitter impacts the watching of television series. The presented study aims at explaining a new form of media reception by employing a multi-method approach. A content analysis case study of tweets about the US-American series “Homeland” and the German series “Tatort” will give insight into the
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Naree, Thea. "“It was about topics that related to Asian Americans”." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21073.

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Following the development of Asian American representation in the United States media in the 21st century, this thesis aims to explore the alternative narratives provided by the AsianBossGirl podcast which started in 2017 to fill the gap in the mainstream media. Intersectional framework has been operationalized to conduct an in-depth reading of their narratives, and complemented by the theory of uses and gratification to investigate the impacts that they have on their audiences. The results demonstrate that their narratives of Asian American experience deviate from both cultural and stereotypi
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Klenk, Saskia, Doreen Reifegerste, and Rebecca Renatus. "Gender differences in gratifications from fitness app use and implications for health interventions." Sage, 2017. https://tud.qucosa.de/id/qucosa%3A35525.

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Previous research has shown gender differences in the motivations to be physically active, in mobile phone gratifications, and social media usage, but so far these areas have not been studied together. Based on the uses and gratification approach and self-determination theory, we aimed to identify gender-specific gratifications and determinants of fitness app usage in combination with fitness-related Facebook groups. Results of an online survey (N = 171) and of a mobile experience sampling method (N = 31) revealed that the app Runtastic was primarily used for achieving goals and to improve enj
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Hindemo, Frida, and Camilla Griffel. "Att dela på Facebook : Vad har sociala funktioner för relation till delningsbeteende på sociala medier?" Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29559.

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This paper aims to examine what kind of relation social actions have to the sharing behavior on social media. The technology is developing rapidly and contributes to an information-rich society, which has many positive aspects. In contrast, a lot of shared information is old, biased, incorrect, or come from extreme sources, because people do not take the time to investigate the origin of the information. These negative aspects and the sharing behavior it leads to are examined in this paper to find out if they are related to the simplicity of sharing. The procedure for investigating this has be
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Andersson, Caroline, and Felicia Andersson. "Är man inte som alla andra hamnar man lätt utanför : En kvalitativ studie om hur unga personer med psykisk ohälsa använder sig av Facebook." Thesis, Högskolan i Halmstad, Akademin för hälsa och välfärd, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-34531.

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Syfte och frågeställningar: Syftet med studien är att undersöka hur unga personer som lever med psykisk ohälsa uppfattar sin användning av Facebook och hur de resonerar kring betydelsen av Facebook i deras vardag. Vi vill även belysa hur de uppfattar att de påverkas av samhällets krav kring ideal, normer och känslan av tillhörighet genom Facebook. ● Hur beskriver unga människor som lever med psykisk ohälsa sin användning av Facebook? ● På vilka sätt uppfattar unga människor att Facebook kan utgöra ett verktyg för tillhörighet och delaktighet för personer som lever med psykisk ohälsa? ● På vilk
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Shareef, Amina N. "Aligning Technology with Humanity." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1626896521835759.

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Hu, Haidan. "Can Journalists Have a Work-Life Balance? A Study of the Relationship between Journalists' Personal Blogs and Their Professional Work." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1343317252.

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Meyer, Gretchen A. "Enriching uses and gratifications theory a case study of NFL news /." Click here for download, 2009. http://proquest.umi.com/pqdweb?did=1729940471&sid=1&Fmt=2&clientId=3260&RQT=309&VName=PQD.

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Smith, Nathan J. "Does Video Game Content Matter? An Examination of Two Competing Ideas." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6026.

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The current paper addresses the associations between video game content (i.e., physically aggressive, relationally aggressive, and prosocial) and physical aggression, relational aggression, and prosocial behavior in two distinct developmental periods. The purpose of the paper is to test whether playing video games with a particular type of content influences behaviors over time, or whether individuals who have higher levels of physical aggression, relational aggression, or prosocial behavior prefer to play games with similar content. Two theories will be simultaneously examined and tested in o
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Tundrea, Darius. "Artificial Intelligence is Getting Personal : A study on the Usage Motivations and Privacy Concerns of Intelligent Personal Assistants’ Users." Thesis, Uppsala universitet, Medier och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-334967.

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The present study is aiming to evaluate the Intelligent Personal Assistants usage motivations, addressing at the same time various privacy issues and concerns related to this emergent technology. To fulfil the purpose of the study I have applied two different research methods. Initially, a web survey conducted gathered 18 respondents answering 24 questions related to the presented topic. Subsequently, was organised a focus group by gathering seven respondents who shared their opinions on the subject of research. Two research questions were developed based on two hypotheses. First research ques
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Samabaly, Holiday Eller. "Mommy Blogs: Uses and Gratifications from a Niche Blogosphere Group." University of Akron / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=akron1353289358.

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Hickey, Samantha K. "Finding Fulfillment in Facebook Photo Sharing: A Uses and Gratifications Approach." Youngstown State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1578325497837113.

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Cloete, Andrea. "Exploring the uses and gratifications of Facebook : a psychological study." Diss., University of Pretoria, 2010. http://hdl.handle.net/2263/27560.

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Social networking sites such as Twitter, Facebook and My Space have experience rapid worldwide growth. It is crucial that this global phenomenon be investigated within the South African context. Social networking is a relatively new trend in South Africa and there is a paucity of academic literature on the topic. This quantitative study investigated one of the most popular social networking websites to date, namely Facebook. Facebook is a social networking website which was launched in early 2004. The primary research question focused on determining the usage patterns of South African Facebook
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Guappone, Claire E. "Audience Gratifications and Broadcast Television Networks: A Study of Media Fragmentation." Miami University Honors Theses / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=muhonors1164658360.

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Rodeheffer, Marielle D. "A study of cult television, Buffy the vampire slayer, and the uses and gratifications theory." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1379437.

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This study builds on the Uses and Gratifications body of knowledge as applies to motivations surrounding television use, specifically the cult television program Buffy the Vampire Slayer. Through the distribution of online survey it was found that respondents who read and/or wrote fanfiction were more likely to engage in the variable of parasocail relationships. One hypothesis was disregarded due to the invalidity of the variable. Through two research questions it was found that the variable of affinity was indicative of a viewer's involvement with the show. The second research question found
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Strukel, David Michael. "Teen Pregnancy and Media Engagement: A Uses and Gratifications Study." Bowling Green State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1449249202.

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Tam, Weng Tong. "WeChat in work environment in Macao, a use and gratification study." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3952599.

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Sarfati, Elin. "They Do Know and They Do Care : Young People's News Habits and How They Changed During the Covid-19 Pandemic in Sweden." Thesis, Stockholms universitet, JMK, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-183194.

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This thesis set out to examine news habits among Swedish 15-20 year olds during the spring of 2020 but then the Covid-19 pandemic hit. Following the events and its possible implications on news consumption, the focus shifted towards also looking at how young people’s news habits might change during the pandemic. This study was primarily aimed at better understanding the relationship between young people and news by implementing theories relating to their motivations and how they connect to society. The method used to examine this was online surveys. Additionally, by building on research from t
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Almuwil, Ahlam A. "Factors influencing e-inclusion in the UK : a study based on uses and gratifications theory and decomposed theory of planned behaviour." Thesis, Brunel University, 2014. http://bura.brunel.ac.uk/handle/2438/13889.

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The parallel between e-government and e-Inclusion research are critically important. It helps to understand how policies, society, organizations, and information technologies come together and it also helps to understand how the e-Inclusion factors impact e-government use and vice versa. This study attempts to explore the theoretical and practical intersections of e-Inclusion and e-adoption (Particularly e-government) and to show how they complement and possibly enrich the potential of e-Inclusion research. The rationale for this approach is that combining research on e-Inclusion and e-governm
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Lindström, Martin, and Arman Chowdhury. "Varför ser vi på spelstreams? : En kvalitativ intervjustudie av motivationen bakom att se på spelstreams." Thesis, Uppsala universitet, Informationssystem, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-314995.

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Varför sitter människor i flera timmar och tittar på när någon annan spelar ett dator/tv-spel? Idag har spelstreaming vuxit sig stort och flera miljoner väljer att titta på spelandet. I vår undersökning kommer vi att svara på vad som motiverar vissa människor att titta på spelstreams genom en kvalitativ intervjustudie. Från den data som vi samlar in från intervjuer tar vi ut de motivationsfaktorer som nämns och delar in dem i fem behovskategorier: cognitive, affective, personal integrative, social integrative samt tension release. Genom vår studie så blev det klart att samma person kan titta p
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Luo, Ying. "Motivation, emotion, attitude, & gratification in the use of online video media." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/260.

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Online video media share a great part of similar attributes with traditional mass media. They also bear some fresh features of Web 2.0, such as integration, interactivity, both synchrony and asynchrony, which break the traditional pattern of media viewing and using. They allow for new forms of user activities and offer the user a participatory experience/role so as to facilitate the evolution and dynamic reintegration of the networked society as well as the whole social environment. Online video media have therefore been drawing lots of attention from both the industry and academic field since
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Curry, Tracy. "The application of the uses and gratifications theory comparing television and newspaper coverage during product tampering cases." Virtual Press, 1998. http://liblink.bsu.edu/uhtbin/catkey/1100448.

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Periods of crisis communication are uncertain, at best, for any organization dealing with a product tampering. This study examined how the public would use the media to gain information about the product tampering, if there would be a difference between newspaper and television usage, and what gratifications the public would seek from the media.The hypothesis stated that there would be no significant difference in media use during product tampering cases between newspapers and television. Three hundred eighty-eight households, the number needed for statistical reliability, were surveyed by tel
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Cha, Sung Taik. "How U.S. Audiences View Korean Films: A Case Study of Oldboy." [Tampa, Fla] : University of South Florida, 2006. http://purl.fcla.edu/usf/dc/et/SFE0001502.

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Sung, ShunHsi, and 宋順僖. "Use Facebook Check-in Function to Explore User Interactivity and Gratification Based on Expectancy Theory." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/15384354443530874401.

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碩士<br>亞洲大學<br>經營管理學系碩士在職專班<br>101<br>Check-in service on facebook allows users to leave their tracks on facebook via GPS tagging in a smart phone . It is a newly developing function to change people’s traditional life styles.Users click a”check-in” button and share their current locations to their friends that would link their friendship closely. Based on expectancy theory , this research is analyzed by description statistic analysis, factor analysis, and regression analysis to explain the relation among some variable and understand the satisfaction that check- ins on facebook brings for u
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TSAI, ZONG-SHIUAN, and 蔡宗軒. "Investigating influence of Travel App Continuous Use—From the Perspective of the Use and Gratification Theory." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/sq5zr2.

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碩士<br>國立高雄科技大學<br>行銷與流通管理系<br>107<br>The travel Apps encoded with a variety of functions nowadays have become indispensable because they not only improve the technologies adoption in the travel industry, but also increase the user experience. Their various functions to promote dynamic user experience enable the users’ needs, satisfaction and commitment. In line with the Use and Gratifications Theory (UGT), this study investigates the use of the travel Apps to get insights into the relationship between users’ motivation and gratification, and also if the moderating effects of users’ cognitiv
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Chen, Siou-Ting, and 陳秀婷. "Effect of Social Relationships on Online Group-Buying Continuance: A Use and Gratification Theory Perspective." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/45335642059042451864.

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碩士<br>正修科技大學<br>資訊管理研究所<br>100<br>The popularity of the Internet booms lots of on-line businesses, and the on-line group buying is no exception.However, with the advance of the time; the Internet has been changeable until now. According to the emerging on-line group buying, GoodLife statistics survey shows the total amount of Taiwanese on-line group buying market has declined in October, 2011. That's mean that the group buying is not as popular as it used to be? And what’s that the caused by the reasons for the buy boom recession? I think that the issues are worthy of further exploration. Ther
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Ching-Ying, Yu, and 尤淨瑩. "Using Use and Gratification Theory and Social Capital Theory to Investigate the Interactive Behavior of Anime Online Social Community." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/70701448220422646541.

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碩士<br>國立臺北護理健康大學<br>資訊管理研究所<br>104<br>Social network could share knowledge, express their ideas and make friends in this platform. There are many people who love anime and use web platform to initiate many online communities and share information, to find enthusiasts, even developed face to face offline activities. Anime community not only can communicated with members, but also promote the exchange of knowledge. This study used use and gratification theory and social capital theory to investigate the interactive behavior of anime community and offline social interactions. Data was collected f
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Yu, Ying-Chih, and 余穎芝. "Instant Messenger Application Usage Behavior based on Uses and Gratification Theory." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/80962199937781479772.

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碩士<br>中原大學<br>資訊管理研究所<br>101<br>Instant messaging (IM) has become popular in late years, it can be used for communications with friends in various places globally, also for transmitting text messages, important document files or photos in life, yet further for chatting with audio or video tools. Along with wireless network developing to become more and more stabilized, users using mobile devices for online and communications become greatly increased, more and more people transfer chatting and communication tools into handsets, so the so-called IM App appeared, replacing communication software
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