Academic literature on the topic 'User Generated Content (UGC)'

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Dissertations / Theses on the topic "User Generated Content (UGC)"

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Kim, Jin. "User-generated content (UGC) revolution?: critique of the promise of YouTube." Diss., University of Iowa, 2010. https://ir.uiowa.edu/etd/529.

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This dissertation concerns the relationship between the liberating potential of an individuals' use of new media and the various institutional constraints on that. While I aim to explore the emancipatory potential of YouTube, I seek not to lose sight of the cultural, historical and political forces that limit individual use of it. This dissertation examines YouTube from agent, institution and text perspectives, the triangle of media studies. Each perspective illustrates tensions and conflicts between the personal and the public, amateurism and professionalism, narrowcasting and broadcasting, and User-Generated Content (UGC) and Professionally-Generated Content (PGC). Technological development promises the expansion of the human being, the empowerment of individuals and widening opportunities of communication through personalized media. Amateur users take advantage of the convenience and accessibility in YouTube, and consequently they have a chance to deeply engage in the media content production-distribution-consumption-feedback system. With its encouragement of amateur video production, this new medium seems to have the capability to change the nature of media users, from passive audiences to active creators. However, the myth of the active user is inseparable from celebrity culture. Self-expression on the web is often imbued with the fascination with fame, but is not the same as user empowerment. Amateurism in UGC came to be compromised when the line between UGC and PGC started to blur. From a techno futuristic perspective, YouTube seems to make the audience into interactive users, but that interactivity is close to active consumption in the realm of disposable celebrity. The development of mass media always involves a tension between mass communication and interpersonal communication. Historically, YouTube is positioned within the development of personalized media. YouTube is an evolutionary medium under the influence of traditional broadcasting, rather than a revolutionary medium discontinuous from media history. What contemporary people think new about YouTube are likely the consequences of technological evolution rather than those of media revolution. Exploring YouTube, I do not deny the convenience and accessibility of UGC media, but I do not want to lose sight of the legacy of amateurism, individualism and user participation.
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Nilsson, Tobias, and Elias Tilander. "User Experience Mål för UGC-Tjänster : En studie om användarens upplevelse av användargenererat innehåll." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4645.

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<p>Uppkomsten av dagens Web 2.0 har skapat möjligheter till större interaktivitet hos användarna. Denna utveckling har även följts av en möjlighet att skapa användargenererat innehåll, ett fenomen som benämns User Generated Content (UGC). En av de viktigaste aspekterna inom UGC är att det måste uppnå en god användbarhet, men likväl måste tjänsterna också erbjuda en rik subjektiv upplevelse. Denna subjektiva upplevelse benämns som User Experience och är ett uttryck för den upplevelse och tillfredställelse en användare känner då den ställs inför ett interaktivt gränssnitt. Syftet med uppsatsen var att identifiera User Experience av UGC-tjänster. Uppsatsen karaktäriseras av en kvalitativ ansats och grundar sig i en explorativ undersökning med loggböcker och intervjuer, där nio respondenters upplevelser ligger till grund för uppsatsens resultat. Uppsatsen bidrar med en modell över User Experience mål för UGC-tjänster. Modellen bidrar till en ökad förståelse för vad som utgör en god User Experience av en UGC-tjänst och kan på så vis vara vägledande för de som designar dessa typer av tjänster.</p>
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Lindgren, Natalie. "USER GENERATED CONTENT IN THE DESTINATION IMAGE PRESENTATION : THE DESTINATION VIENNA." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86151.

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UGC has become an important part of traveling both for the companies and for the travellers themselves. The topic is currently at its forefront of research, which makes the area of study even more relevant. Followed by the development of social media in the corporate world and especially its major part in the everyday life of Generation Y. The competition has become tougher among the destinations since social media, a positive online image has, therefore, become essential on these platforms due to the new ways of obtaining information in a previsiting setting. Instagram is an attractive platform for generation Y and the main channel for tourist to publish their visual word-of-mouth experience after a travel. The concept has its own name called, UGC which together with the consumers perceptions of it has been studied in this thesis. The purpose of the study was to see a comparison between the differences of perceived -usefulness, - credibility and -authenticity based on DMOC and UGC. Moreover, how the participants respond concerning the intention to visit Vienna based on an illustrated destination image of UGC or DMOC. The conceptual S-O-R-model was implemented to illustrate how the input of destination image, became a process of perceptions and outcome of intentions belongs together like a common thread. A quantitative study approach was applied with the strategy of Experimental vignette methodology (EVM), to formulate and illustrated the experiment also, to obtain empirical data which later was analyzed and defined the result. Additionally, the study found that there is no significant difference between USG and DMOC in perceived -usefulness, -credibility, and visiting intention. However, findings of perceived authenticity of the destination image demonstrated that UGC communicates a more positive destination image compared to the DMOC regarding perceived authenticity. Moreover, the practical contributions of this study suggest in accordance with previous studies DMO to cooperate with the users and in that way combine UGC with DMOC in the destination presentation.
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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 Instagram. Further, this research additionally aims to proceed with the knowledge of UGC and partly investigate how companies can use the appeared motivational factors when designing and formulating contests.  Method: For this qualitative study, 15 interviews were conducted, using a phenomenological interview approach.  Conclusion: The main conclusion from the analysis was that several motivational factors were discovered that had not earlier been presented in previous research, the most significant one being the social aspects. Furthermore, the size of the prize and the non-motivational factors proved to be of importance for the users. Secondly, factors relating to entertainment, aesthetics and the desire to win were proved to be of high importance as well. Lastly, several managerial applications have also been discovered that could help businesses when forming contests on Instagram.
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Hallgren, Joseph, Kristján Sigurbjörnsson, and Jr Twan Black. "The Relationship Between Brand Related UGC and CBBE : An Internet Meme Experiment." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76001.

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Background: The modern day era of the Internet gave birth to the growing phenomenon of Internet memes (IM), a type of online user generated content (UGC) (Gangadharbatla, 2008). Now marketers have begun researching the relationship between UGC and consumer based brand equity (CBBE) (Christodoulides et.al, 2012; Rachna and Khajuria, 2017). The problem discussion presents the issue of the diminishing control of brand equity due to the rise of UGC and lack of research on how to manage its influence (Morrison et al., 2013). Leading to the purpose of this thesis, which is to determine the impact Internet memes have on consumer based brand equity. Literature: The review presents two leading contributors to the field, Aaker’s (1991) framework on the different dimensions of CBBE and Keller’s (1993) definition of the concept. In addition recent studies on UGC and brand equity provided the basis for hypothesis development. Method: This thesis assumed a deductive research approach, developing the hypothesis from current literature in the field. A quantitative study, that utilized an explanatory research approach, because it best suited the experimental design. As for the data collection method, surveys were considered (Saunders et al., 2016), which the authors designed as a self-completion questionnaire and pre-tested (Bryman and Bell, 2015). Convenience sampling was chosen to select participants (Hernon, 2004). Construct and content validity was used along with homogeneity and stability to control reliability and measure the quality of research instruments (Bryman and Bell, 2015). SPSS version 25 was used to conduct all statistical analyses. Results: Four hypotheses were developed, to measure the effect of the independent variable IM on each of the four CBBE dimensions. To summarize, three of the hypothesis (H1, H3 and H4) were rejected as the difference in the means are not significant enough and can be explained by chance. The effect on brand association (H2) was however found to be significant therefore H2 was accepted.
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Martín, Fuentes Eva. "Tourism Surveying from Social Media: The Validity of User-Generated Content (UGC) for the Characterization of Lodging Rankings." Doctoral thesis, Universitat de Lleida, 2018. http://hdl.handle.net/10803/650336.

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L'objectiu d'aquesta investigació consisteix en determinar si el contingut generat pels usuaris en llocs webs relacionats amb la indústria de l'allotjament valida els sistemes de classificació de qualsevol establiment i plataforma d'allotjament per crear un sistema internacional de classificació d'hotels que pugui servir també per categoritzar qualsevol tipus d'allotjament. Aquesta memòria presenta el treball dut a terme a través de la descàrrega i l'anàlisi de prop de quaranta milions de ressenyes sobre hotels de tot el món descarregades des de TripAdvisor i Booking.com. D’una banda, s’analitza les valoracions dels usuaris sobre establiments d'allotjament per comparar les seves puntuacions i determinar que la posició que ocupen els hotels en el rànquing està molt relacionada entre TripAdvisor i Booking.com. De l'altra, la investigació consisteix en l'anàlisi dels sistemes de classificació d'hotels, demostrant que hi ha una relació entre les valoracions dels usuaris i les categories d'hotels a tot el món, de tal manera que les categories es poden predir a partir del contingut generat pels usuaris a internet, entre d'altres paràmetres. Finalment, a través de tècniques d'aprenentatge automàtic, es crea un model per classificar els establiments d'allotjament siguin tradicionals o plataformes d'allotjament col·laboratiu, com ara Airbnb, per a què convergeixin els diferents sistemes de classificació de tot el món.<br>El objetivo de esta investigación consiste en determinar si el contenido generado por los usuarios en webs relacionadas con la industria del alojamiento valida los sistemas de clasificación de cualquierestablecimiento y plataforma de alojamiento para crear un sistema internacional de clasificación de hoteles que pueda servir también para categorizar cualquier tipo de alojamiento. Esta memoria presenta el trabajo llevado a cabo a través de la descarga y el análisis de cerca de cuarenta millones de reseñas sobre hoteles de todo el mundo descargadas desde TripAdvisor y Booking.com. Por un lado, esta investigación se centra en analizar la información brindada por los usuarios con sus valoraciones sobre establecimientos de alojamiento para comparar sus puntuaciones y determinar que la posición que ocupan los hoteles en el ranking está muy relacionada entre TripAdvisor y Booking.com. Por el otro, la investigación consiste en el análisis de los sistemas de clasificación de hoteles, demostrando que existe una relación entre las valoraciones de los usuarios y las categorías de hoteles en todo el mundo, de tal manera que las categorías se pueden predecir a partir del contenido generado por los usuarios en internet, entre otros parámetros. Finalmente, a través de técnicas de aprendizaje automático, esta tesis crea un modelo que permite clasificar los establecimientos de alojamiento ya sean tradicionales o plataformas de alojamiento colaborativo, como Airbnb, para que converjan los diferentes sistemas de clasificación de todo el mundo.<br>The aim of this research is to determine whether online User-Generated Content (UGC) about the lodging industry validates the ranking system of any accommodation property or platform in order to create an international hotel classification system that may also serve to categorize any type of accommodation. This thesis presents the work carried out following the collection and analysis of nearly 40 million reviews of hotels worldwide downloaded from TripAdvisor and Booking.com. On the one hand, this research focuses on the analysis of information provided by users, and specifically their reviews of accommodation properties, to compare their scores and to determine whether the position of a hotel in both ranking systems is closely related. On the other hand, the research consists of the analysis of hotel classification systems. It demonstrates that although international classification systems are not unified, there is a relationship between users’ ratings and hotel categories worldwide. Consequently, categories can be predicted from UGC on the Internet, among other parameters. Finally, through machine learning, this thesis creates a model that allows accommodation properties, whether on traditional or collaborative hosting platforms (e.g., Airbnb), to be classified in such a way that different classification systems worldwide are consistent.
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Bolin, Olsson Hannes, and Vries Simon de. "The usage of consumer generated advertising and its effect on receivers’ attitudes. : A study based on Doritos “crash the super bowl”-contest." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-43894.

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This study explores how consumer’s attitudes towards consumer-generated advertising (CGA) have changed over time. The study measures consumer attitude changes of the winning contributions from Doritos Crash the Super bowl between the years 2007-2014 on YouTube. The study conducted in total 995 comments that was analysed with Leximancer Software, a research tool for making content analysis to determining the presence of words or concepts in collections of textual documents. Findings didn’t show a distinct change of consumer’s attitudes towards CGA over time. The study gave extended knowledge about consumers attitudes towards CGA and what factors that contribute to positive attitudes towards CGA. Were three main factors was notice, first, the fact that they managed to do an ad on a very low budget seemed to impress other consumers. Second, consumers had a tendency to defend CGA when the ad was criticized. Third, the fact that a company did not make the ad was impressive for many of the viewers.
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Yelijiang, Arefujiang. "Judging A Photograph : Analyzing destination choice based on user-generated content on social media." Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-65802.

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In this thesis, authors’ main goal is to test two hypotheses to compare if the tourists are more likely to make their destination choice based on user generated photographs on social media, as well as, tourists’ sustainable destination choice based on photographs with sustainable green content. The quantitative research method was used to conduct the survey with experimental design. It was aimed to compare the tourist’ trust in different photo types, the consumers’ trust was expected to be measured by three dimensions: first impression, intention, and persuasiveness, recommended by previous studies. However, the findings revealed that the tourists are not more likely to trust user generated content on social media to make their destination choice.
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Lundmark, Joakim, and Lindberg Eric Sandström. "The effects of intrinsic motivation, extrinsic motivation and toolkits onuser participation in User-generated content for video games: : A quantitative study of product development in online communities." Thesis, Umeå universitet, Företagsekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105705.

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In this thesis we will discuss the subject of user participation in the development process of products, specifically video games, through a concept called User-generated content. Product development demands speed and flexibility in the development process and it has been suggested that managers should revise the process of product development to become more flexible and integrate the consumer in increasingly more steps of the process. Video games will often be modified after its release. In fact, it has been estimated that between 95% and 100% of the files in most software will be modified after its initial release. User participation, referring to behaviors and activities performed in a system development process, is a definite feature for websites that consider their content user-generated. Customers who participate in online video game UGC are actively changing games, modifying existing content and creating new content related to all aspects of the game bit by bit, while also contributing this content to others, usually over the internet through some sort of video game content sharing site.User participation is determined by a user’s ability to participate and his motivation to do so, the latter of which is the focus of this thesis. Two major branches of study can be distinguished from motivational theory; intrinsic motivation and extrinsic motivation. The main purpose of this thesis is to examine the effects of motivational factors of intrinsic motivation, extrinsic motivation and toolkits that motivate customers to participate in UGC for video games. We examine what effects intrinsic motivational factors enjoyment, altruism and continuance commitment, as well as extrinsic motivational factors rewards, future rewards, personal need and reputation have on user participation. The toolkits approach to product development is a common user-oriented product development methods in the video game industry, which allows users to modify and create content for games. We will also study what effects the usefulness and ease of use of these toolkits have on user participation. Conducting a quantitative study, we presented a questionnaire to members of four online video game UGC communities; Steam Workshop, GameBanana, ModDB and MODSonline, in order to assess users’ attitudes of aforementioned concepts in relation to their user participation.We have not found any relevant research that examines both motivational factors’ and toolkits’ effects on user participation in video game UGC. With recent turbulent developments in the video game industry regarding monetary compensation for UGC, we decided to put great weight on this area in this thesis, both through our review of previous literature and regarding the results of our study.Our multiple regression analysis showed that toolkit ease of use, intrinsic motivational factors enjoyment and altruism, as well as extrinsic motivational factor reputation have significant positive effects on user participation, while toolkit usefulness showed a significant negative effect on user participation. We also find trends suggesting the positive effect of continuance commitment on user participation, and, finally, a trend suggesting the negative effect of rewards on user participation.
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Salehi, Esfahani Saba. "Investigating Information Adoption Tendencies of Restaurants' User-Generated Content Utilizing a Hypothesized Information Adoption Model." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1433248021.

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