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Journal articles on the topic 'Use and Gratification Theory'

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1

Hussain, Ashfaq, Ghulam Shabir, and Taimoor-Ul-Hassan. "Cognitive needs and use of social media: a comparative study of gratifications sought and gratification obtained." Information Discovery and Delivery 48, no. 2 (2020): 79–90. http://dx.doi.org/10.1108/idd-11-2019-0081.

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Purpose The purpose of this study is to compare the gratification sought and gratification obtained for cognitive needs from social media among information professionals in the limelight of uses and gratification theory. Cognitive needs are related to knowledge, acquiring information, comprehension etc., and gratification sought and gratification obtained are two distinct components of the uses and gratification theory. Design/methodology/approach For this quantitative research study, a self-administered survey questionnaire was used to collect data from the participants of the study. Sample o
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Wibowo, Arif Ardy. "Publication trends related to Uses and Gratification Theory on social media." International Journal of Communication and Society 4, no. 2 (2022): 258–66. http://dx.doi.org/10.31763/ijcs.v4i2.789.

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This analysis aims to analyze publication trends related to the Uses and Gratification Theory and social media in Scopus Journal Articles from 2019-2021. The Uses and Gratification Theory analyzes the genuine social and psychological needs that generate expectations for social media use. Nearly 50 years after, the Uses and Gratification Theory in today’s research is often used in social media. According to the result, most Uses and Gratification Theory articles came from the USA, followed by China, the United Kingdom, Malaysia, and India. Meanwhile, the top five most used keywords are social m
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Wang, Changlin, Thompson S. H. Teo, Yogesh Dwivedi, and Marijn Janssen. "Mobile services use and citizen satisfaction in government: integrating social benefits and uses and gratifications theory." Information Technology & People 34, no. 4 (2021): 1313–37. http://dx.doi.org/10.1108/itp-02-2020-0097.

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PurposeCitizen satisfaction with the government is a longstanding and continuous concern in public administration. However, past research did not investigate the effect on satisfaction with the government in the context of mobile government (m-government). The purpose of this paper is to evaluate how the social benefits of citizens using m-government affect their satisfaction with the government.Design/methodology/approachGrounded in the uses and gratifications theory (UGT), the authors suggest that the satisfaction in m-government should be constructed in terms of the satisfaction with m-gove
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Li, Qian, Xunhua Guo, Xue Bai, and Wei Xu. "Investigating microblogging addiction tendency through the lens of uses and gratifications theory." Internet Research 28, no. 5 (2018): 1228–52. http://dx.doi.org/10.1108/intr-03-2017-0092.

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Purpose Considering the popularity and addictive attributes of microblogging, the purpose of this paper is to explore the key drivers of the microblogging addiction tendency, and to investigate the causal relationship between microblogging usage and addiction tendency through the lens of the uses and gratifications (U&G) theory. Design/methodology/approach By extending the U&G theory to accommodate the negative consequences of gratification, a research model that explains the relationships among microblogging use, gratification and addiction tendency was developed and empirically exami
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Gogan, Ives, Ziqiong Zhang, and Elizabeth Matemba. "Impacts of Gratifications on Consumers’ Emotions and Continuance Use Intention: An Empirical Study of Weibo in China." Sustainability 10, no. 9 (2018): 3162. http://dx.doi.org/10.3390/su10093162.

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Recently, several studies on information systems have applied the Uses and Gratifications theory to investigate individual use of social media, and have reported the role of different gratifications in predicting users’ behaviors. However, no attention was given to the influence of these gratifications on users’ emotional states (satisfaction and emotional commitment). To address this research gap, the current study integrates the Uses and Gratifications theory and the Stimulus-Organism-Response theory to provide a theoretical background for the impacts of gratification on consumers’ emotional
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Humaizi, Humaizi, Sakhyan Asmara, Rany Listiawati Sis, and Muhammad Yusuf. "The Use of Online Marketplace Website in Indonesia: A Study of Consumers’ Motives and Gratification." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 07 (2020): 133. http://dx.doi.org/10.3991/ijim.v14i07.11385.

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The rapid development of technology eases people to do many things such as shopping, paying bill, transferring money, and so on. This study is intended to discover consumers’ motives and gratifications in using online marketplace website through uses and gratification theory (UGT). This study employed quantitative method. The population in this study is the undergraduate students’ of business and economy faculty of Universitas Sumatera Utara who have ever made a purchase at tokopedia.com and bukalapak.com. Accidental and purposive samplings were utilized to determine the samples totaling to 66
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Redzuwan, Radzliyana, Nadiah Diyana Tan Abdullah, Khor Poy Hua, Azlan Abdul Aziz, and Lim Khong Chiu. "Motivational Factors on the Propensity to Use Sports Events Tourism Websites: The Utilization of UGT." Jurnal Intelek 17, no. 2 (2022): 187–97. http://dx.doi.org/10.24191/ji.v17i2.18205.

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Even though extensive Internet research has been conducted around the world, there is still a lack of knowledge about motivational factors and their moderating effects on the inclination to utilize sports event tourism websites. Two theories are being utilized in this study – (i) the Sport Website Acceptance Model (SWAM) and (ii) the Uses and Gratifications Theory (UGT). Customer-perceived values which are derived from the SWAM consist of four components including accessibility, flexibility, interactivity, and reliability, while motivation factors include informativeness gratification and ente
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Hadi, A. Sigit Pramono. "Pengaruh Manfaat Dasar, Fisik & Tambahan Pada Perilaku Pembelian Tabloid Soccer." InterKomunika 1, no. 1 (2016): 74. http://dx.doi.org/10.33376/ik.v1i1.7.

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The fierce competition in sport magazine industry cause the creativity of strategic marketing to manipulate on how to keep the loyality of their audience and exist in media industry. This research aims to give descriptions and explanation of correlation between variables : Basic Gratifications (X1) Physical Gratifications (X2). More others Gratifications (X3) and Duplication Purchasing Behaviour Soccer magazine (Y). by using regression statistic analysis, the results shows that hypothesis on this research is rejected. This means that there is no correlations between interdependent varibles wit
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Alhassan, Muftawu Dzang, Emmanuel Awuni Kolog, and Richard Boateng. "Effect of gratification on user attitude and continuance use of mobile payment services: a developing country context." Journal of Systems and Information Technology 22, no. 4 (2020): 353–80. http://dx.doi.org/10.1108/jsit-01-2020-0010.

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Purpose This study aims to investigate the gratifications driving the attitude and continuance use of mobile payment services in developing country context, such as Ghana. Also, the moderating effect of income and education on gratifications and attitude of users is explored. Design/methodology/approach Data was collected from conveniently sampled 361 users of mobile payment services in Ghana. A questionnaire, which mainly contains five-point Likert scale questions, was used to collect the data. The study adopted the Uses and Gratification (U&G) theory, where income and education were used
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Jang, Seongsoo, and Yi Liu. "Continuance use intention with mobile augmented reality games." Information Technology & People 33, no. 1 (2019): 37–55. http://dx.doi.org/10.1108/itp-05-2018-0221.

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Purpose As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relat
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Dr., Uma Bhushan. "Review of Literature on the Media Uses and Gratifications Derived By Students of Higher Education in India." Indian Journal of Mass Communication and Journalism (IJMCJ) 2, no. 1 (2022): 1–5. https://doi.org/10.54105/ijmcj.A1020.092122.

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<strong>Abstract:</strong> This study is a brief review of the literature on the media uses and gratification among students of higher education in India. With the proliferation of social media and the pandemic-induced lockdown of the past two years, it is important to understand &ndash; how students use social media, seek and gain gratification from it, because with the proliferation of large number of social media networking sites and the magnitude of traffic that it generates, brands today put a significant weightage on promotions via these channels as the engagement metrics of these partic
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Hwang, Ha Sung, and Jaehee Cho. "Why Instagram? Intention to Continue Using Instagram Among Korean College Students." Social Behavior and Personality: an international journal 46, no. 8 (2018): 1305–15. http://dx.doi.org/10.2224/sbp.6961.

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We drew on 2 theoretical frameworks—the technology acceptance model (TAM) and uses and gratifications theory (UGT)—to examine the underlying factors that affect the intention to continue using the global social networking site, Instagram. We proposed 2 perceptual factors from the TAM related to use (perceived ease of use and perceived usefulness) and gratification factors from UGT (social interaction, entertainment, information, and self-expression) as key determinants of the intention to continue using Instagram. Participants were 371 college students in South Korea, who completed an online s
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Mutiara, Praventyasari, and Kinkin Yuliaty Subarsa Putri. "Uses and Gratification Theory in TikTok as Social Media Marketing Platform: Seen from Market Player View." Journal of Digital Marketing and Communication 3, no. 1 (2023): 1–11. http://dx.doi.org/10.53623/jdmc.v3i1.164.

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This study aimed to understand the relationship between social media users and content using the use and gratification theories. It is also written to apprehend one of many communication theories, which includes mass communication theory and uses and gratification theory. This theory studies the reasons why people use social media platforms to create brand awareness and why they choose a particular platform to promote their brand awareness. The research methodology used in this study was descriptive qualitative. The author took samples from TikTok users who use social media to create brand awa
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Sabharwal, Dhruv. "Users and Gratification Theory Approach to Understand Why People Use Digital Media Mainly During Lockdown." International Journal of Social Media and Online Communities 16, no. 1 (2024): 1–9. http://dx.doi.org/10.4018/ijsmoc.336477.

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This article seeks to find the uses and gratification that consumers receive by using digital media during the lockdown when there is a situation of Covid. This article tries to provide a more comprehensive understanding of why consumers use digital media. Exploratory research was conducted. In-depth interviews were conducted with over 30 individuals who use social media or digital media during the lockdown. This study identified eight implications of uses and gratifications for using digital media. They are social interaction, seeking information, time-pass, entertainment, relaxation, express
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Zamzuri, Norol Hamiza, Erne Suzila Kassim, Melissa Shahrom, and Norshima Humaidi. "ENTERTAINMENT GRATIFICATION, INFORMATIVE GRATIFICATION, WEB IRRITATION AND SELF-EFFICACY AS MOTIVATIONAL FACTORS TO ONLINE SHOPPING INTENTION." Management and Accounting Review (MAR) 17, no. 3 (2018): 95. http://dx.doi.org/10.24191/mar.v17i3.796.

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The Internet technology and pervasive computing has provided consumers with privileges to shop online. In addition, the Industry 4.0 agenda has placed the business web and the social web as the ecosystem domains, which explains why online shopping is a norm today. While many studies have been conducted to investigate the determinants of consumers’ intention to use online shopping, mixed results are always found, especially when the business take unique approaches for their digital presence. Besides, even though self-efficacy has been studied extensively in information system research, technolo
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Hämäläinen, Antti, Markus Salo, and Henri Pirkkalainen. "Surfing, scrolling and stressing: Technostress in browsing digital content feeds on smartphones from the gratifications and dimensions of use perspective." Human Technology 20, no. 3 (2024): 640–75. https://doi.org/10.14254/1795-6889.2024.20-3.11.

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In this study, we investigate how the nature of activities users perform to interact with information delivered via smartphones (i.e., dimensions of smartphone use), along with gratifications sought and obtained, contribute to technostress in the context of digital content feeds. By applying qualitative research methods and analyzing data gathered through 30 semi-structured interviews, we identify five dimensions of smartphone use: instant, repeated, continuous, personalized, and versatile. Introducing the concept of smartphone use loop, we reveal the dynamic relationships between these dimens
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Bhushan, Dr Uma. "Review of Literature on the Media Uses and Gratifications Derived By Students of Higher Education in India." Indian Journal of Mass Communication and Journalism 2, no. 1 (2022): 1–5. http://dx.doi.org/10.54105/ijmcj.a1020.092122.

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This study is a brief review of the literature on the media uses and gratification among students of higher education in India. With the proliferation of social media and the pandemic-induced lockdown of the past two years, it is important to understand – how students use social media, seek and gain gratification from it, because with the proliferation of large number of social media networking sites and the magnitude of traffic that it generates, brands today put a significant weightage on promotions via these channels as the engagement metrics of these particular sites are new currencies of
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Klenk, Saskia, Doreen Reifegerste, and Rebecca Renatus. "Gender differences in gratifications from fitness app use and implications for health interventions." Mobile Media & Communication 5, no. 2 (2017): 178–93. http://dx.doi.org/10.1177/2050157917691557.

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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 e
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Dan, He, and Shahrul Nazmi Sannusi. "Motives of Sharing Fake News and Effects on Mental Health of Social Media Users: A Meta-analysis." Jurnal Komunikasi: Malaysian Journal of Communication 40, no. 2 (2024): 188–204. http://dx.doi.org/10.17576/jkmjc-2024-4002-11.

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After the outbreak of COVID-19, the world faced various economic, health, and social challenges alongside terror from fake news and posts on social media. There has been a significant impact from the spread and sharing of fake news on the mental health of social media users. Henceforth, this study examined this issue within the context of uses and gratification theory. In doing so, the study performed a meta-analysis using cross-sectional studies regarding social media usage and the association between use and gratification among social media users. Fifteen articles from 2010 to 2020 were retr
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D. Sheetz, Steven, Andrea Kavanaugh, Hamida Skandrani, and Edward A. Fox. "Uses and Gratifications of Political Information: Student Perceptions of Information from the 2014 Tunisian Elections." INTERNATIONAL JOURNAL OF MANAGEMENT SCIENCE AND BUSINESS ADMINISTRATION 7, no. 4 (2021): 36–44. http://dx.doi.org/10.18775/ijmsba.1849-5664-5419.2014.74.1005.

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People use diverse sources of information to obtain political information. We apply uses and gratifications theory (UGT) to illustrate how the use of different political information sources influences perceptions of information satisfaction related to the Tunisian elections of 2014. An online survey of 175 university students in Tunisia, with a 58% response rate. We use partial least squares structural equation modelling to test our research model of hypotheses relating content, process, and social gratifications to information satisfaction. We find that content, process, and social gratificat
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Shehzadi, Iram, Abdul Rehman Madni, and Ali Hassan. "COMPARATIVE ANALYSIS OF SOCIAL MEDIA USERS’ CONSUMPTION PATTERS AMONG MALE AND FEMALE." Pakistan Journal of Social Research 05, no. 01 (2023): 642–52. http://dx.doi.org/10.52567/pjsr.v5i01.1388.

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The increased use of social media has become an international phenomenon. New technology set new trends with the advent of social media and shifted the focus from traditional media to social media. Technology is changing our lives in various ways each decade. One of the major revolutions that are transforming our society and social connections is the use of social media. There was huge increase in social media users in 2021-2022 .This study examines the social media users consumption patterns using the microscope of the Uses and Gratification theory. Data was collected from 350 male and female
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Liu, Pingping. "Academics’ Behavior on STM-Journal WeChat Public Account Platform: A Uses and Gratifications Perspective." Journal of Scholarly Publishing 56, no. 1 (2025): 34–59. https://doi.org/10.3138/jsp-2023-0052.

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To explore the motives, uses, and gratifications of academics on the STM-journal WeChat public account (STM-journal WPA) platform, the authors conducted a survey by applying the uses and gratifications theory. The results showed that the primary motive of academics is to stay informed of the updates or progress in their field, and they derive the most satisfaction from the information-gathering capabilities of STM-journal WPAs. The uses of STM-journal WPAs varied with individual factors: both use frequency and duration per session were negatively correlated with academic ranks; female academic
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Ng, Alex Hou Hong, Walton Wider, Ree Chan Ho, Chee Hoo Wong, and Kwang Sing Ngui. "Enhancing customer behavior and gratitude towards the use of social commerce in Malaysia." Asian Development Policy Review 12, no. 2 (2024): 70–81. http://dx.doi.org/10.55493/5008.v12i2.4977.

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This study aims to examine the extent to which customers feel grateful towards social commerce, focusing on the satisfaction they derive from it. It also explores how social commerce has the potential to significantly change the way people shop online, particularly in a dynamic and interactive network setting. A conceptual framework was created to identify the specific gratifications that customers seek in social commerce, using the uses and gratification theory. The study utilized structured equation modeling to analyze data obtained from 262 social commerce customers in Malaysia via a questi
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Yang, Liu, and Zhongxuan Lin. "The Impact of “Social Networking +” Technology on the Social Inclusion of People With Mobility Impairments in China." Social Media + Society 8, no. 1 (2022): 205630512210770. http://dx.doi.org/10.1177/20563051221077016.

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This study examined whether “social networking +” technology can facilitate the social inclusion of people with mobility impairments. Based on the modality, agency, interactivity, and navigability (MAIN) model of uses and gratifications theory, we conducted a survey on WeChat use among people with mobility impairments in China. We identified 16 gratification factors and tested their associations with social participation, service access, and societal relationships. The linear regression results indicated that instrumental gratifications can more significantly enhance the social participation a
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Santos Corrada, Maria, Jose A. Flecha, and Evelyn Lopez. "The gratifications in the experience of the use of social media and its impact on the purchase and repurchase of products and services." European Business Review 32, no. 2 (2020): 297–315. http://dx.doi.org/10.1108/ebr-12-2017-0236.

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Purpose The purpose of this paper is to examine the use of social media and its impact on information search, communication with a company, and purchase and re-purchases of products and services. Using use and gratification theory as a starting point, it also examines the impact of satisfaction of use of social media in the process of purchasing and re-purchasing products and services. Design/methodology/approach An online survey was conducted with 444 participants, and the data were analyzed using the partial least squares structural equation modeling technique to observe the effects between
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Wei, Dannuo, Lik-Sam Chan, Nan Du, Xiujing Hu, and Yu-Te Huang. "Gratification and its associations with problematic internet use: A systematic review and meta-analysis using Use and Gratification theory." Addictive Behaviors 155 (August 2024): 108044. http://dx.doi.org/10.1016/j.addbeh.2024.108044.

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Huang, Chiao-Ling, Shu Ching Yang, and An-Sing Chen. "Motivations and Gratification in an Online Game: Relationships Among Players' Self-Esteem, Self-Concept, and Interpersonal Relationships." Social Behavior and Personality: an international journal 43, no. 2 (2015): 193–203. http://dx.doi.org/10.2224/sbp.2015.43.2.193.

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We applied uses and gratifications (U &amp; G) theory to investigate how and why people satisfy their needs through playing games online. In this study, conducted with a group of young people aged from 11 to 18 years, we examined the relationships among the psychological traits of self-esteem and self-concept, their interpersonal relationships, and playing a Facebook game called Happy Farm. The results support the assumption in U &amp; G theory that if a specific medium fulfills the expected gratifications initially sought, then individuals will have greater motivation to continue to use the m
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Hossain, Md Alamgir. "Effects of uses and gratifications on social media use." PSU Research Review 3, no. 1 (2019): 16–28. http://dx.doi.org/10.1108/prr-07-2018-0023.

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Purpose Billions of people around the world are experiencing new ways of interacting with people using the social networking sites (SNS). With the heavy traffic and technological capabilities, SNS offers remarkable gratifications to its users, but there is a lack of knowledge about how gratifications play a role in usage intention and whether there are other factors that influence this relationship. Therefore, this study aims to fulfill these research gaps. Design/methodology/approach To explore these issues in depth, this study conceptualizes a comprehensive framework based on the theory of u
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Joorabchi, Toktam Namayandeh, and Mehran Samadi. "The Relationship between Gratification of Internet Usage and Negative Behavior among Youth in Malaysia." Journal of Society and Media 6, no. 2 (2023): 392–421. http://dx.doi.org/10.26740/jsm.v6n2.p392-421.

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Youth are significant consumers of internet technologies. Sometimes, adolescents are directly involved in problematic internet usage, such as online gambling and pornography. They are indirectly exposed to some negative behavior, such as alcohol usage, drug usage, internet addiction, and social isolation. This study aims to identify the relationship between six factors of negative behavior and gratification in using the internet among 440 Malaysian youth by collecting data via survey. The theory applied is the uses and gratification theory (U&amp;G). The results revealed no meaningful relation
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Raji, Ridwan Adetunji, Olawale Abdulgaffar Arikewuyo, Adeyemo Saheed Oladimeji Adeyemi, and Muhammad Ramzan Pahore. "Unveiling Social Gratifications Sought and Obtained from Social Media Utilization." Jurnal The Messenger 12, no. 2 (2020): 168. http://dx.doi.org/10.26623/themessenger.v12i2.1818.

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&lt;p class="Default"&gt;&lt;em&gt;Going by the proposition of the Uses and Gratifications Theory (UGT), people are motivated to use media by various psychological factors and for obtaining different forms of gratifications. However, as social media continue to play an essential role in shaping the sociability and bridging social connectivity and interactions among its users, therefore, this study seeks to incorporate social influence and social interactions as the social gratification sought in social media utilization, as well as both bonding and bridging social capital as social gratificati
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Ju, Boryung, and J. Brenton Stewart. "Empowering Users with ChatGPT and Similar Large Language Models (LLMs): Everyday Information Needs, Uses, and Gratification." Proceedings of the Association for Information Science and Technology 61, no. 1 (2024): 172–82. http://dx.doi.org/10.1002/pra2.1018.

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ABSTRACTDisruptive technologies such as ChatGPT and similar Large Language Models (LLMs) have transformed mundane everyday tasks of information users since their debut in late 2022. In this study, we leverage uses and gratifications theory to test a distinct set of motivations that drive users' satisfaction and continued use intentions of ChatGPT and similar large language models. Data were collected using a national online survey of 323 adults residing in the United States. We conducted data analysis using Partial Least Squares (PLS‐SEM) to investigate both direct and indirect impact of facto
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Che Ilias, Irma Syarlina, Suzaimah Ramli, Muslihah Wook, and Nor Asiakin Hasbullah. "Factors Influencing Users’ Satisfaction Towards Image Use in Social Media: A PLS-SEM Analysis." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 15 (2022): 172–86. http://dx.doi.org/10.3991/ijim.v16i15.32555.

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Images for social media are an essential component of any blog or social media post. As we now live in the age of the 'camera in everyone's pocket', a new dynamic era of image creation and content has emerged. However, people use media due to specific motives or gratifications that lead to their satisfaction of social media use. This research study utilized uses and gratification theory (UGT), a sociology theory related to the motives of people using the media. The UGT factors include enjoyment, entertainment, social influence, social interaction, and information sharing. There were 441 data t
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Phan, Ah-Kiaw, and Sharmila Sethu. "Work-related Mobile Instant Messaging Use After Work Hours During Covid-19 Pandemic." SHS Web of Conferences 124 (2021): 04006. http://dx.doi.org/10.1051/shsconf/202112404006.

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The Covid-19 pandemic has a far-reaching impact on workplace practices with billions of employees worldwide have to alter work patterns. Most employees fully embraced digital technologies, including mobile instant messaging (MIM) apps, to fulfil their work obligations under new normal. However, the work-related MIM use does not translate into good practice. Its use has extended beyond the contracted schedule, worsening work-life balance, job satisfaction and job performance among employees. Despite the gradual easing of lockdown measures, work-related MIM use after work hours will likely conti
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Baek, Heon, and Ha Jin Hwang. "Measuring Gratification of Social Media Use in Kazakhstan Using Niche Theory." International Journal of Multimedia and Ubiquitous Engineering 9, no. 12 (2014): 453–62. http://dx.doi.org/10.14257/ijmue.2014.9.12.39.

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Jiang, Li Crystal, Mengru Sun, and Guanxiong Huang. "Uncovering the Heterogeneity in Fitness App Use: A Latent Class Analysis of Chinese Users." International Journal of Environmental Research and Public Health 19, no. 17 (2022): 10679. http://dx.doi.org/10.3390/ijerph191710679.

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This study examines fitness app use patterns and their correlates among Chinese users from the perspectives of uses and gratification theory and self-determination theory. Our sample comprised 632 users of WeRun, the fitness plugin of WeChat, the largest Chinese mobile social networking app; participants completed an online survey and provided self-tracked physical activity data, which were subjected to latent class analysis. Based on the four-class latent class model (which yielded the best model fit and the most interpretable results), 30.5%, 27.5%, 24.7%, and 17.3% of the users were categor
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Umuerri, Alex Eloho. "Utilisation of Uses and Gratifications Theory and Newspapers by Citizens for Political Information Purposes." Current Issues of Mass Communication, no. 24 (2018): 22–32. http://dx.doi.org/10.17721/2312-5160.2018.24.22-32.

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One of the theories in mass communication studies, namely the media uses and gratifications theory has always attracted the attention of scholars in researches. This article explored the effectiveness of the utilisation of the uses and gratification theory in newspapers by citizens for the political information purposes. The study employed the survey research method to explore two Nigerian newspapers, namely Urhobo Voice, and Urhobo Vanguard; the research questions posed from the theoretical premise of the uses and gratifications theory. The result indicated that the newspapers were not the le
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Anum, Isma, and Amna Zulfiqar. "<b>Beyond Audience Empowerment: Revisiting Uses and Gratifications Theory in Evolving Media Landscapes</b>." Journal of Political Stability Archive 3, no. 1 (2025): 1118–32. https://doi.org/10.63468/jpsa.3.1.66.

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Uses and gratification theory is based on the concept of “gratifying the needs through the use of media”, and theory has an “audience-centric” approach. In 1969, Blumler and McQuail initiated the work of understanding the motivational factors behind watching political programs by people during the United Kingdom elections of 1964. Afterwards, the work was carried by Blumler along with his colleagues for future work on Uses and Gratifications theory. The study examines all the possible dimensions of U&amp;G theory as well as the areas where it is applicable. For this purpose, different articles
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Koo, Chulmo, Youhee Joun, Heejeong Han, and Namho Chung. "A structural model for destination travel intention as a media exposure." International Journal of Contemporary Hospitality Management 28, no. 7 (2016): 1338–60. http://dx.doi.org/10.1108/ijchm-07-2014-0354.

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Purpose This study aims to investigate the effects of a prospective traveler’s perception of media exposure on their intention to visit a destination (i.e. South Korea). Cultural exposure to a particular country through media affects people’s preference for that foreign country, and may ultimately be a function of the behavior for consuming that country’s cultural products – e.g. traveling to that country. Media exposure has been recognized as a major underlying reason for the desire to visit a destination. Design/methodology/approach This study examines the impacts of potential travelers’ med
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Yugo Dwi Prasetio and Tina Kartika. "The Influence of the News Message Content of the Bandar Lampung City Government in Lidik.id Media on Information Satisfaction of the People of Way Halim District." International Journal of Technology and Education Research 1, no. 02 (2023): 111–29. https://doi.org/10.63922/ijeter.v1i02.371.

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According to the Association of Indonesian Internet Service Providers (APJII), internet users in Indonesia are increasing and are quite high. In 2018, the results of a survey conducted by APJII found 171.1 million people or 73.7% increasing to 196.71 million people from internet use in Indonesia in a population of 266.91 million Indonesian population in 2019. (APJII, 2019). This research is to find out what are the contents of news messages from the City Government of Bandar Lampung and to find out how much the effectiveness of the use of dik.id media is in fulfilling the information needs of
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Usman, Farooq. "Prevalence of the Uses and Gratifications Theory amongst the university student consumers of tobacco products in Pakistan." Journal of Humanities, Social and Management Sciences (JHSMS) 3, no. 1 (2022): 84–99. http://dx.doi.org/10.47264/idea.jhsms/3.1.7.

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The Uses and Gratification Theory over the years has been found to be the central theory of Communication which aptly describes what exactly people want to do when given the option to use the media. It has been seen that the development of the social media has bestowed a brand-new lease of life expectancy to this old-fashioned and obsolete theory. The reason why this study is being attempted is to explore the existing functions of the Theory of Uses and Gratification among university students who use tobacco. This research has employed Surveys and focus group discussions to elicit information
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Haqqu, Rizca. "Uji Uses and Gratifications dalam Intensitas Menonton Program Talk Show Melalui Televisi." CoverAge: Journal of Strategic Communication 10, no. 2 (2020): 11–18. http://dx.doi.org/10.35814/coverage.v10i2.1378.

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A survey of media consumption in several cities throughout Indonesia shows that television use still dominates. The results of a survey conducted by the Indonesian Broadcasting Commission explained that television programs considered to have quality with a high standard value of 3.04 were talk show programs. The purpose of this study is to examine the use of media and its underlying relationships based on the standpoint of the uses and gratification theory. This research uses theories of uses and gratification. The theory of uses and gratification considers that mass media do not have the powe
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Lin, Tung-Cheng, David Fang, Siang-Ying Hsueh, and Ming-Cheng Lai. "Drivers of participation in Facebook long-term care groups: Applying the use and gratification theory, social identification theory, and the modulating role of group diversity." Health Informatics Journal 26, no. 1 (2019): 513–27. http://dx.doi.org/10.1177/1460458219839618.

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Facebook long-term care groups have been established by long-term care workers, and few studies have explored the related drivers of participation from the perspective of caregivers. This study applied a mixed-methods approach; the qualitative component conducted a pilot study to explore the drivers of participation in Facebook long-term care groups and found that the use and gratification theory provides a valid approach for explaining these drivers. Subsequently, the quantitative component, based on the use and gratification theory, proposed a conceptual model to examine the effect of these
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Wu, Ronghui, Lin Gao, Hyemin Lee, Junping Xu, and Younghwan Pan. "A Study of the Key Factors Influencing Young Users’ Continued Use of the Digital Twin-Enhanced Metaverse Museum." Electronics 13, no. 12 (2024): 2303. http://dx.doi.org/10.3390/electronics13122303.

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This research investigates the key factors influencing young users’ continuous use of digital twin-enhanced metaverse museums. Attracting young users to use the metaverse museum for a more extended period consistently contributes to increasing the frequency of visits and content usage and promoting its sustainable development and innovation. However, there is a lack of research on the key factors influencing young users’ continuous use of digital twin-enhanced metaverse museums, which makes the theoretical basis for the in-depth design of user motivation for metaverse museums insufficient. Thi
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Herna. "TIKTOK SOCIAL MEDIA USAGE MOTIVES: USES AND GRATIFICATION THEORY ANALYSIS." Moestopo International Review on Social, Humanities, and Sciences 2, no. 2 (2022): 160–68. http://dx.doi.org/10.32509/mirshus.v2i2.38.

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The purpose of the study was to find out the motives for using TikTok social media to get gratification. Users choose a medium to meet the needs and get satisfaction. This study describes the usefulness and satisfaction of using TikTok social media using the Uses and Gratification Theory. The study used a qualitative approach with data collection methods with in-depth interviews directly with five informants. The results of the study explain that the first motive for using TikTok media is to get entertainment. The Tiktok application is in fact trending and is seen by users as a new application
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Wang, Dongxu, Y. Ahmad, and Syed Zulkarnain Syed Idrus. "Title of the Manuscript the phenomenon of Ma Baoguo under the Use and Gratification Theory." Communication, Society and Media 7, no. 2 (2024): p53. http://dx.doi.org/10.22158/csm.v7n2p53.

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The multi-form self-media technology has expanded the speed of media culture and the sharing of social information resources. The development of science and technology promotes the diversification of media communication, the rapid development of information and the deep integration of society has provided a new resource development. The phenomenon of Ma Baoguo is a society culture which uses martial arts as a symbol from the perspective of Use and Gratification theory. Under the network platform as the medium and, using pseudo-shaped traditional cultural concepts as the form of expression, the
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Shiddiq, Salman, and Muhammad Taufik. "Pengaruh Gratifikasi Instan Aplikasi TikTok terhadap Perilaku Belajar Siswa." Idarah Tarbawiyah: Journal of Management in Islamic Education 5, no. 3 (2024): 299–306. http://dx.doi.org/10.32832/itjmie.v5i3.16625.

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This article discusses the influence of instant gratification generated from using the TikTok app on students' learning behavior. The background of this article is the increasing use of TikTok among teenagers in Indonesia, especially in the age range of 18-24 years. This study uses the Uses and Gratification theory to explain why students are interested and addicted to using TikTok, as well as how TikTok usage behavior can affect students' learning behavior. Using the library research method, the researcher explains the influence of TikTok on learning behavior from various reading sources. The
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Chen, Xinhui. "The Influencing Factors of Knowledge Platform UGC Model on Users' Purchase Intention." Advances in Economics, Management and Political Sciences 196, no. 1 (2025): 140–51. https://doi.org/10.54254/2754-1169/2025.bj24914.

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In recent years, the UGC model has become an emerging trend and knowledge payment platforms have attracted the attention of many scholars. Knowledge payment has been a hot topic in academia recently, but there is a gap in the discussion about the UGC model. Based on SOR model and dual process theory, this study selects eight variables perceived ease of use, personalized recommendation, community influence, content gratification, psychological ownership, source credibility, knowledge requirement and purchase intention to formulate hypotheses and construct a model. After empirical analysis of th
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P, John Britto. "Uses Gratification Theory and Village Cooking YouTube Channel- A Discourse." International Journal of Multidisciplinary Research and Analysis 04, no. 09 (2021): 1318–26. https://doi.org/10.47191/ijmra/v4-i9-18.

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Viewers of youtube channel, choose the content freely to satisfy their needs. They like a video or dislike a video based on their likes and dislikes, thus empowering audience over media to give their feedback. More than this audience can give their comments over the content of the video. This paves for active participation of audience as Uses Gratification Theory (UGT) postulates. The audience also has the power to share the video to other platforms to show how their physical, psychological and social needs were satisfied and so others could get satisfied. Village Cooking YouTube channel has b
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Bhatti, Muhammad Ahsan, Rania Khalid, and Aqsa Khalid. "MOTIVATIONS BEHIND BINGE-WATCHING AMONG YOUTH AND THE GRATIFICATIONS ACHIEVED." Pakistan Journal of Social Research 04, no. 03 (2022): 642–51. http://dx.doi.org/10.52567/pjsr.v4i03.753.

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Binge-watching is a new concept which saw its rise from 2013 onwards, it became one of the significant ways especially for youth to spend free time. It has become one of the popular ways especially for youth to spend free time. Present study attempts to explore the motivations behind binge-watching among youth and the gratification achieve by that. Uses and Gratification Theory, is used to provide theoretical framework. The current theory explains that people use media to satisfy their desires. Bing watching has many effects, the main argument refers to swift gratification and desires related
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Mohammed Ali, Hussein Saadi, Megat Al-Imran Yasin, and Syed Agil Syekh Alsagoff. "Determining Satisfaction of Social Media Use Among Iraqi Audiences Toward Religious Issues." Jurnal Komunikasi: Malaysian Journal of Communication 39, no. 3 (2023): 351–67. http://dx.doi.org/10.17576/jkmjc-2023-3903-18.

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This research aims to determine the level of satisfaction on social media use among Iraqi audiences in fulfilling their need for information on religious issues and Islamic topics. This research highlights the role of new media in spreading religious awareness among the public as electronic media is no longer used to just monitor an event and communicate information; rather, it has the power to influence the behaviour of users - hence becoming the pressure and control factors as well triggering event thus creating motivation to prepare an individual in regards of their faith at the same time.
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