Academic literature on the topic 'Users and Gratification Theory'

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Journal articles on the topic "Users and Gratification Theory"

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Roux, Thérèse. "Users’ Experience of Digital Wayfinding Screens: A Uses and Gratification Perspective from South Africa." Advances in Human-Computer Interaction 2020 (July 7, 2020): 1–11. http://dx.doi.org/10.1155/2020/7636150.

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Marketing and business communication researchers have neglected the wayfinding capabilities of digital out-of-home communication in the retailing landscape. The current study focuses on digital wayfinding screens in the South African shopping mall environment. The aim is understanding users’ experience of digital wayfinding screens, guided by the uses and gratification theory. Shoppers were interviewed about their views and actions while engaging in the wayfinding process in large upmarket shopping malls. The in-depth semistructured interviews were recorded and then the content was analysed. The findings provide a rich and comprehensive understanding of shoppers’ content gratifications and process gratifications when utilising this contemporary medium. The current study identifies four uses and gratifications for digital wayfinding screens: convenient process gratifications, interactive process gratifications, informational content gratification, and entertaining content gratifications. Understanding the gratification dimensions of digital wayfinding screens contributes to contemporary media research and forms the basis of valuable guidelines for practitioners in retail media and design.
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Liu, Yongmei, Fei Jiang, and Peiyang Lin. "Influence Mechanism of the Affordances of Chronic Disease Management Apps on Continuance Intention: Questionnaire Study." JMIR mHealth and uHealth 9, no. 5 (May 13, 2021): e21831. http://dx.doi.org/10.2196/21831.

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Background Mobile health apps are becoming increasingly popular, and they provide opportunities for effective health management. Existing chronic disease management (CDM) apps cannot meet users’ practical and urgent needs, and user adhesion is poor. Few studies, however, have investigated the factors that influence the continuance intention of CDM app users. Objective Starting from the affordances of CDM apps, this study aimed to analyze how such apps can influence continuance intention through the role of health empowerment. Methods Adopting a stimulus-organism-response framework, an antecedent model was established for continuance intention from the perspective of perceived affordances, uses and gratifications theory, and health empowerment. Perceived affordances were used as the “stimulus,” users’ gratifications and health empowerment were used as the “organism,” and continuance intention was used as the “response.” Data were collected online through a well-known questionnaire survey platform in China, and 323 valid questionnaires were obtained. The theoretical model was tested using structural equation modeling. Results Perceived connection affordances were found to have significant positive effects on social interactivity gratification (t717=6.201, P<.001) and informativeness gratification (t717=5.068, P<.001). Perceived utilitarian affordances had significant positive effects on informativeness gratification (t717=7.029, P<.001), technology gratification (t717=8.404, P<.001), and function gratification (t717=9.812, P<.001). Perceived hedonic affordances had significant positive effects on function gratification (t717=5.305, P<.001) and enjoyment gratification (t717=13.768, P<.001). Five gratifications (t717=2.767, P=.005; t717=4.632, P<.001; t717=7.608, P<.001; t717=2.496, P=.012; t717=5.088, P<.001) had significant positive effects on health empowerment. Social interactivity gratification, informativeness gratification, and function gratification had significant positive effects on continuance intention. Technology gratification and enjoyment gratification did not have a significant effect on continuance intention. Health empowerment had a significant positive effect on continuance intention. Health empowerment and gratifications play mediating roles in the influence of affordances on continuance intention. Conclusions Health empowerment and gratifications of users’ needs are effective ways to promote continuance intention. The gratifications of users’ needs can realize health empowerment and then inspire continuance intention. Affordances are key antecedents that affect gratifications of users’ needs, health empowerment, and continuance intention.
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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 (September 4, 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 states and continuance use intention. The study has proposed a theoretical model that was tested on data collected from 252 Sina Weibo users in China. The results revealed that social gratification is the most important factor influencing users’ satisfaction and emotional commitment. In addition, we report the roles that user satisfaction and emotional state provide in predicting users’ continuance intention. The theoretical and practical implications of the proposed theory are also discussed.
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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 (January 31, 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 of this study was 700 information professionals who are necessarily users of social media. Findings Finding of this study depicted that gratification obtained and gratification sought from social media for cognitive needs are different from each other, and information professionals need to revisit their social media use for cognitive needs. Research limitations/implications The present study is limited to gratification sought and gratification obtained for cognitive needs among information professionals. Practical implications This study has determined that information professionals need to revisit their social media use for cognitive needs, as the obtained gratifications are different from gratification sought from social media. Social implications Social media provides versatility of information in different forms and large numbers of information professionals are the users of social media around globe. Perceived use of social media for cognitive needs has been resulted into destructed gratifications. This study has brought the actual outcome of the use of social media to the audience so that they may rectify their social media use. Originality/value This study is a significant contribution for information professionals to review the gratifications sought and obtained from social media for cognitive needs. It has been established in this study that gratifications sought are significantly different from gratifications obtained from social media among information professionals.
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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 (October 2, 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 examined based on the data collected from 520 microblogging users in China. Findings The results showed that different types of microblogging use lead to different categories of gratification to different extents, while different categories of gratification play different roles in determining the level of addiction tendency. Specifically, the effect of content gratification on addiction is marginal, while social gratification has significant effects on all dimensions of addiction tendency. Originality/value The present study has both theoretical and practical implications. From a theoretical perspective, unlike many previous studies applied the U&G theory to explore the positive outcomes of media uses, this paper extends the U&G by including addiction tendency as a negative psychological outcome of U&G., resulting a research framework (use-gratification-addiction framework). Meanwhile, this paper contributes to the extending literature by examining the constructs of U&G at a granular level and investigated the causal relationship between “uses” and “gratifications.”
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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 (May 6, 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 respondents. The methods employed to collect the data were survey and questionnaire. Validity and reliability was tested by using SPSS 17.0 Program, and to test the significance level, t-test was employed. The results elucidate the users’ got gratified in information, entertainment, and social interaction motives. Meanwhile, in economic and convenience motives, the users’ gratification was not achieved. Then, there is no difference in the gratification level of Tokopedia.com and Bukalapak.com users. The discrepancy level between motives and users’ gratification in the information, comfortability, entertainment, social interaction, and economic dimension yields not significant score.
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Zhang, Keliang, Qingfei Min, Zhenhua Liu, and Zilong Liu. "Understanding microblog continuance usage intention: an integrated model." Aslib Journal of Information Management 68, no. 6 (November 21, 2016): 772–92. http://dx.doi.org/10.1108/ajim-03-2016-0025.

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Purpose The purpose of this paper is to explore the factors affecting users’ continuous microblog usage intention. In recent years, the number of microblog users has gradually declined. This research can reveal microblog users’ needs and provide the improvement direction of microblog services. Design/methodology/approach By integrating Wixom and Todd’s theoretical framework, the Uses and Gratifications Theory and the DeLone and McLean Information System Success Model, a conceptual model is proposed. In this model, gratification is defined as a kind of behavioral attitude, and satisfaction is viewed as an object-based attitude. The survey data were collected online and analyzed using the partial least squares method. Findings The results suggest that users’ continuance intention (behavioral intention) is jointly determined by users’ gratification (behavioral-based attitude) and their habitual microblog usage behavior. Likewise, gratification is positively affected by satisfaction (object-based attitude) which is a joint function of system quality and information quality (object-based beliefs). Originality/value In this research, Wixom and Todd’s principle is applied as the basic theoretical framework; gratification is viewed as a behavior attitude and user satisfaction is identified as an object-based attitude. This research model is a new lens for continuance usage research.
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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 (May 14, 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-government and the satisfaction with the government. The research model of citizen satisfaction in the context of m-government is tested through partial least squares (PLS) (SmartPLS 2.0) based on data collected from a survey study in China.FindingsThe results indicate that the three important social benefits, e.g. convenience, transparency and participation, are positively associated with process gratification, whereas only convenience is positively associated with content gratification. The results suggest that both process gratification and content gratification are positively associated with citizen satisfaction with the government. Furthermore, the research suggests that process and content gratification have a mediating role, whereas compatibility has a moderating role.Practical implicationsThis research provides insights to practitioners on how to facilitate citizen satisfaction by increasing citizens’ social benefits and improving process and content gratification.Originality/valueThis study contributes to the literature by offering a framework for analyzing the impact of citizens’ use of m-government on their satisfaction with the government. The work also contributes to UGT by categorizing user gratifications into process gratifications, content gratifications and citizen satisfaction with the government.
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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 (November 30, 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 as moderating factors. The data was analysed with SmartPLS for Structural Equation Modelling. Findings Among the other factors from the U&G theory, integrative, ease of use and usefulness gratifications were found to significantly influence attitude towards the use of mobile payment services in Ghana. In addition to this finding, user attitude significantly influences the continuance use intention of mobile payment services. Furthermore, the study revealed various effects of the moderating factors. These findings suggest that promoting mobile payment technology inclusiveness by creating a favourable environment would enhance the use of mobile payment services in Ghana. Research limitations/implications Given that this study was conducted in Ghana, a developing country, it is difficult to generalize the results to encompass the developed economies. In future, similar research should compare the developed and developing economies by considering culture as a moderating effect. Practical implications This study intends to provide information on the gratifications that drive the attitude and continuance use of mobile payment services in Ghana. The findings seek to augment mobile money service providers’ capabilities by providing them with an understanding of user gratification experience on mobile payment services. Additionally, the study will serve as a guide to policymakers in the government, telecommunication companies and mobile banking providers, to improve customer intimacy and gratification through their user behaviour. Originality/value Previous studies on user gratification have primarily focussed on the functional benefits derived from mobile payments and how they influence the service’s adoption. This study has contributed to literature by considering both the functional and non-functional benefits of mobile payment in developing country context. To the best of the authors’ knowledge, this study is the first to consider income and education as moderating variables to study the gratification levels of mobile payment users in Ghana and among few in Africa.
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Gao, Biao, and Lin Huang. "Toward a theory of smart media usage: The moderating role of smart media market development." Mathematical Biosciences and Engineering 18, no. 6 (2021): 7218–38. http://dx.doi.org/10.3934/mbe.2021357.

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<abstract> <p>Smart media usage is influenced by certain critical factors and can be further affected by the degree of diffusion in the market. However, existing research lacks sufficient understanding of the factors affecting smart media usage and their influential mechanisms. Taking AI-enabled smart TV in China as the research object, this study (1) develops a base model that includes users' three key gratifications (bi-directional communication, personalization, and co-creation); and (2) takes two sub-dimensions of market development (geographic segment and income segment) as moderators. Using data from 407 valid samples of current users, the partial least squares structural equation modeling analysis suggests that these three key smart gratifications can impact continuance intention with the moderating effect of market development. This study thus contributes to the literature by (1) clarifying the smart media gratification opportunities (smart media users' motivations or needs) for using smart media itself; (2) exploring the impact of the degree of market development on the uses and gratifications of the smart media itself; and (3) combining the uses and gratifications theory, and the diffusion of innovations theory, to complement each other in a model that provides a more complete picture of smart media usage.</p> </abstract>
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Dissertations / Theses on the topic "Users and Gratification Theory"

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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. This study summarized six gratifications items (including social interaction, social networking, information seeking, information sharing, entertainment and recognition) from previous studies, and used these gratifications items to analyze: (1) the relationships between demographics and gratifications obtained; (2) the relationships between Sina Weibo usage and gratifications obtained: (3) the correlations between gratifications sought and gratifications obtained. This study used quantitative method to obtain data from a questionnaire and all the data were input to SPSS (Statistical Package for Social Science) for analyzing. The questionnaire was conducted and was distributed in Sojump.com. The results showed that Sina Weibo meets their users’ needs from six gratifications dimensions.
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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 proposes that choice of a communication channel depends upon the GO, this study assessed 15 communication channels to gauge how well frequency, duration, and function predict GO. A cross-sectional survey was used to collect the research data from a random sample of currently employed alumni from an international hospitality school in Switzerland. Multiple linear regression was conducted to assess statistically significant relationships between the independent variables of frequency of use (how often), duration (how long), and functions (specific tasks) and the dependent variable: GO. The results confirmed that the regression model of frequency of use, duration, and function predict GO with a 52% variance. This study concluded with implications for positive social change for employees in higher education and the workplace and recommendations for further research on other channels or variables to improve the model for predicting GO.
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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 athletes on social media networks. This study adapted the Uses and Gratifications theory in which six motivational categories had been summarized, these being: Informational, Entertainment, Remunerative, Social, Communicative and Convenience. Purpose: The purpose of this study is to describe what motivates users to engage with athletes on social media. Methodology: This work has incorporated a qualitative approach sided with a descriptive purpose. The empirical findings were collected through semi- structured interviews. Furthermore, these findings are coded and analysed by taking inspiration from grounded theory. Analysis: The empirical data was discussed within six motivational categories and was used to describe existing theory. Through the process of analysis, patterns of motivational theories interrelating with each other emerged. These being, a common interest which led users to engage with athletes, honesty and transparency which is what users saw and appreciated in the athlete and finally, the building of relationship which was what created from the engagement with athletes on social media. Conclusion: Through the analysis of the motivational drives patterns were discovered regarding users’ motivations to engage with athletes. The three patterns discovered interrelate with each other and are interpreted to be the typical motivation of a user to engage with an athlete on social media. The motivational patterns are “common interests with athlete”, second being the “transparency of athletes” and third “building a relationship” Keywords: Athlete branding, Social media, Uses and Gratification theory, Motivation, Engagement, Marketing, Grounded theory
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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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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 current media environment. It will first take a look at the history of radio, specifically examining radio's reaction and adaptation when a new form of competitive media moved into the mass communication environment, and how radio fared in the face of that competition. The research will then look at uses and gratifications for both traditional and digital radio, which will be analyzed using media niche theory. From this, we will ascertain the niche breadth of each medium, as well as how much overlap exists between the two, and finally, which medium achieves niche superiority over the other in terms of gratifications observed.
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Nyholm, Hanna, and Amanda Åberg. "Design som engagerar : En analys av tjänstedesign och omnikanaler inom dagligvaurhandeln." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54383.

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Denna studie undersöker hur olika beröringspunkter påverkar kundengagemanget inom dagligvaruhandeln. Då trenden går mot att se till kundens helhetsupplevelse inom ett företags ekosystem snarare än det enskilda köpet blir kundengagemang och omnikanal två begrepp som kan ses som högst aktuella att studera när företag idag ska utforma sin beröringspunktarkitektur. Beröringspunkter är alla de kontaktpunkter, såväl fysiska som digitala, mellan ett varumärke och en kund. Dessa beröringspunkter verkar tillsammans och bidrar alla genom omnikanalsperspektivet till en sammansatt kundupplevelse. Skapandet av denna upplevelse kallas tjänstedesign och inbegriper att noggrannt orkestrera den beröringspunktsarkitektur i vilket kunden befinner sig under sin kundresa. Vidare undersöker denna studie ovannämnda process i ljuset av Process Virtualization Theory (PVT) vilken verkar som ett verktyg för att förstå i vilken utsträckning en beröringspunkt lämpar sig för digitalisering. Därtill appliceras Uses and Gratification Theory (UGT) för att förstå de bakomliggande faktorer som påverkar kundengagemang. Mot bakgrund av detta teoretiska ramverk utförs tretton stycken semistrukturerade intervjuer med card sorting för att undersöka vilka attityder och beteende som finns relaterade till de olika beröringspunkterna för ett specifikt företag inom den svenska dagligvaruhandeln. Resultatet visar att de viktigaste beröringspunkterna för kundengagemang är erbjudanden, rabatter och medlemskap samt den fysiska butiken. Den sistnämnda inbegriper butikens atmosfär, utbud och geografiska läge. Dessa beröringspunkter är den huvudsakliga anledningen till att en kund väljer att handla hos en viss butik. Det finns även andra faktorer som påverkar valet och olika faktorer spelar olika stor roll beroende på situation, dock antyder resultaten att de andra faktorerna oftast endast spelar en sekundär roll. Resultaten kan även till stor del förklaras av de två ovannämnda modellerna. För att öka sitt kundengagemang som företag inom dagligvaruhandeln förslås slutligen att det bör investeras i digitala lösningar som förstärker upplevelsen kring beröringspunkter i omnikanaler, i den usträckning PVT-modeller antyder att det skulle vara lämpligt. Dessa lösningar bör även inkorporera de motivationsfaktorer som UGT-modellen föreslår i de viktigaste beröringspunkterna. Ett användande av dessa lösningar som digitala verktyg skulle möjligtvis kunna leda till att den fysiska och digitala världen bättre kan mötas genom en omnikanal vilket slutligen bidrar till en mer sammansatt och positiv kundupplevelse genom hela kundresan.
This paper examines the importance of different touchpoints within a customer journey for increased customer engagement, focusing specifically on the grocery market. Because of the trend within the commerce industry to consider at customer’s overall experience as oppose to the individual purchase, customer engagement and omnichannel are therefore highly relevant approaches for a company to consider when forming their touchpoint architecture.  Touchpoints can be physical as well as digital points of contact between a brand and a customer. These touchpoints normally work in joint co-operation with each other, through omnichannels, for a complete customer experience. This complete experience is formed through the process of service design which includes a thoroughly designed touchpoint architecture in which the customer travels as part of her customer journey. Furthermore, this paper examines to which extent a process can be digitalised through applying the Process Virtualization Theory (PVT) model. In order to understand the customer engagement process and the reasons behind customer engagement the Uses and Gratification Theory (UGT) model is also applied. With this theoretic background in place thirteen semi-structured interviews with a card sorting exercise was conducted to examine the attitudes and behaviours related to, and associated with, a company’s touchpoints within the Swedish grocery market industry. The customer research presented in this paper shows that the most important touchpoints for customer engagement are store offers and discounts, a grocery store’s atmosphere and supply and finally store location. These touchpoints are the main reasons to why customers choose to engage with a grocery store brand as they are perceived as the most important reasons a specific brand is chosen. There are other reasons too, and often the choice of brand is also determined by convenience and time available. However, the study shows that these reasons are only secondary to the former reasons. These results are supported by the two models mentioned above. In order to increase customer engagement a brand should therefore put resources into digital solutions, to the extent possible according to the PVT model, to reinforce the motivational factors from the UGT-model in these touchpoints. This way the physical and digital world would meet through omnichannel as the solutions would assist customers in their customer journey to make their overall experience better.
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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 see ifthe stereotype is a reality among young people in their late teens ..I also have a secondary purpose where I want to explore the social function of online games have,and what or what needs it fills in young people's everyday lives.Material/Method: The main method used in this essay has been qualitative group interviewswith 17 high school students. The result from these interviews has then been analysed usingseveral theories, Uses and gratification theory, Socialinteraction theory, Interactivity theory andmedium theory.Main results: The compilation of collected my results have shown that young people makeextensive use of online gaming pastime and to socialize with each other both virtually andphysically. Online gambling has on young people an entirely different meaning than it does forolder generations.For young people online is as natural as watching TV is for the oldergenerations.There are gender differences in perception of online games but it is not at all in the same highdegree as can be expected, the differences were minimal. The participants in my interviews havealso made an association exercise in which I presented as the words of 15-20 seconds to describeother words. Most replied to the word "Homework" that it was "boring" and the word "computergames" was the most frequently used word "fun".Keywords: Uses and gratification theory, Socialinteraction theory, Interactivity theory , Mediumtheory, Online gaming,
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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 motive. People who score high on  openness mostly used Instagram with “creativity” as their motive, and people spend mostly 5 to 1 hour a day on the application. The conclusion is that different personality traits are connected to different motives for Instagram use but not all of the five in the Big Five. The ones that were connected to different motives were extraversion, openness and neuroticism. Conscientiousness and agreeableness had no connection to any of the motives.
Denna studie undersöker skillnader i personlighetstyper kopplat till olika motiv för Instagram-användning. 194 personer har deltagit i studien varav 150 stycken kvinnor och 44 män och de blev rekryterade via en Facebook-grupp. Inga könsskillnader i användandet av Instagram hittades och det främsta motivet för användning var "övervakning/kunskap om andra". Personer som har mycket av personlighetsdraget neuroticism tenderar att använda Instagram med "dokumentation" som deras motiv, och personer som har mycket av openness tenderar att ha "kreativitet" som deras motiv för Instagram-användning. Personer spenderar generellt 5 minuter till en timme om dagen i appen. Slutsatser som dras är att personer med olika personlighetstyper har olika motiv för användandet av Instagram men inte alla personlighetstyper i Femfaktorteorin. Personer som hade mycket av personlighetsdraget conscientiousness eller agreeableness hade ingen koppling till något av motiven.
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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 11 Disney Princess films and viewers' expectations regarding romantic relationships with a theoretical background in cultivation theory, social cognitive theory, wishful identification, and uses and gratification theory. The purpose of this thesis was to explore the relationship between potential media effects due to watching Disney Princess films and expectations of romantic relationships. An online cross-sectional survey was administered to female undergraduate students enrolled at Virginia Tech (N = 110). Bivariate correlation analyses were computed to measure the data. Results did not support hypotheses related to motivations for watching Disney Princess films, cultivated ideologies due to exposure of all films, and perceived similarity to princesses in relation to idealistic beliefs of romantic relationships. Wishful identification with the princesses was significantly correlated with participants' idealistic beliefs of romantic relationships. Possible implications are that participants in late adolescence (18 - 23 years of age) wish to be like the Disney princesses and to have similar romantic relationships that are represented in the films.
Master of Arts
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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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Books on the topic "Users and Gratification Theory"

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Wilson, Tony. Understanding media users: From theory to practice. Malden, MA: Blackwell, 2009.

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Sivia, D. S. Elementary scattering theory: For X-ray and neutron users. Oxford: Oxford University Press, 2011.

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IEEE Global Telecommunications Conference (1992 Orlando, Fla.). GLOBECOM '92: Communication for global users : conference record. [New York, N.Y.]: Institute of Electrical and Electronics Engineers, 1992.

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Stern, N. Computing concepts for end-users. Chichester: Wiley, 1992.

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Regoczei, Stephen. On 'Extracting knowledge from text': Modelling the architecture of language users. Toronto: Computer Systems Research Institute, University of Toronto, 1989.

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Moitra, Anutosh. HOMAR: A computer code for generating homotopic grids using algebraic relations : users' manual. Hampton, Va: Langley Research Center, 1989.

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Belegundu, Ashok D. An optimization program based on the method of feasible directions: Theory and users guide. Cleveland, Ohio: Lewis Research Center, 1994.

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Pogue, David. Macintosh methodologies in theory and practice: A technical guide for experienced users ; formerly Macs for dummies. 8th ed. Hoboken, NJ: Wiley Pub., 2004.

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G, Jiao Qun, and Bostick Sharon L. 1953-, eds. Library anxiety: Theory, research, and applications. Lanham, Md: Scarecrow Press, 2004.

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L, White William, and SpringerLink (Online service), eds. Addiction Recovery Management: Theory, Research and Practice. Totowa, NJ: Springer Science+Business Media, LLC, 2011.

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Book chapters on the topic "Users and Gratification Theory"

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Child, Jeffrey T., and Paul Haridakis. "Uses and Gratifications Theory." In Engaging Theories in Family Communication, 337–48. Second edition. | New York, NY : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315204321-30.

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Ilčev, Stojče Dimov. "Users Segment." In Global Mobile Satellite Communications Theory, 511–80. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39171-7_7.

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Qiao, XinXin, and YiHao Zhu. "A Review of Theory and Research Based on Uses and Gratifications in HCI." In Advances in Computer Science, Environment, Ecoinformatics, and Education, 232–36. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23345-6_44.

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Briones, Rowena L., and Melissa Janoske. "How American Students Perceive Social Networking Sites: An Application of Uses and Gratifications Theory." In Lecture Notes in Social Networks, 239–53. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-17716-8_15.

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Quan-Haase, Anabel, and Alyson L. Young. "The Uses and Gratifications (U&G) Approach as a Lens for Studying Social Media Practice." In The Handbook of Media and Mass Communication Theory, 269–86. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118591178.ch15.

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Neale, Joanne. "Experience into Theory and Practice." In Drug Users in Society, 204–20. London: Palgrave Macmillan UK, 2002. http://dx.doi.org/10.1057/9780230598676_13.

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Hines, Greg, and Kate Larson. "Efficiently Eliciting Preferences from a Group of Users." In Algorithmic Decision Theory, 96–107. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-24873-3_8.

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Falkowski, B. J., and J. Nietzschmann. "Can Perceptrons Identify Users of Body Lotion?" In Computational Intelligence. Theory and Applications, 550–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45493-4_55.

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Grissa, Karim. "What “Uses and Gratifications” Theory Can Tell Us About Using Professional Networking Sites (E.G. LinkedIn, Viadeo, Xing, SkilledAfricans, Plaxo…)." In Lecture Notes in Business Information Processing, 15–28. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-62737-3_2.

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Teso, Stefano, Andrea Passerini, and Paolo Viappiani. "Constructive Preference Elicitation for Multiple Users with Setwise Max-margin." In Algorithmic Decision Theory, 3–17. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67504-6_1.

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Conference papers on the topic "Users and Gratification Theory"

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Dux, James. "Social Live-Streaming : Twitch.TV and Uses and Gratification Theory Social Network Analysis." In 8th International Conference on Computer Science, Engineering and Applications. Academy & Industry Research Collaboration Center (AIRCC), 2018. http://dx.doi.org/10.5121/csit.2018.80305.

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Palamidovska-Sterjadovska, Nikolina, and Anita Ciunova-Shuleska. "INCENTIVES FOR SOCIAL MEDIA USERS’ ENGAGEMENT TO DIFFERENT BRAND-RELATED CONTENT TYPES." In Economic and Business Trends Shaping the Future. Ss Cyril and Methodius University, Faculty of Economics-Skopje, 2020. http://dx.doi.org/10.47063/ebtsf.2020.0038.

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The purpose of this study is to analyze social media users’ incentives for engagement with brand-related content on social media. Based on the uses and gratification theory, two types of incentives are analyzed as motivators of users’ brand engagement, i.e. communal and self-interest incentives. Users’ brand engagement is conceptualized and measured as intentions to contribute to brand-related content on social media in terms of intentions for commenting, sharing, and liking. Further, it is assumed that the effects of the two types of incentives (communal and self-interest) vary depending on the brand-related content type (commercial messages, personal opinions and lifestyle affairs). An online survey was conducted for obtaining quantitative data which were analyzed by applying structural equation modeling. The total number of effective responses is 415. The results indicate that only communal incentives motivate users to contribute to brand-related commercial messages, personal opinions and lifestyle affairs. The obtained results could be utilized by brand marketers in effectively designing brand-related content on social media.
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Khoa, Bui Thanh. "The Perceived Enjoyment of the Online Courses in Digital Transformation Age: The Uses - Gratification Theory Approach." In 2020 Sixth International Conference on e-Learning (econf). IEEE, 2020. http://dx.doi.org/10.1109/econf51404.2020.9385490.

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Mobarhan, Rokhsareh, and Azizah Abdul Rahman. "A conceptual model for e-Portfolio continuous use among students integrating Uses and Gratification theory and Information system continuance model." In 2014 IEEE Conference on e-Learning, e-Management and e-Services (IC3e). IEEE, 2014. http://dx.doi.org/10.1109/ic3e.2014.7081234.

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"Applying Uses and Gratifications Theory to Acceptance of ERP Systems." In International Conference on Business, Marketing and Information System Management. International Centre of Economics, Humanities and Management, 2015. http://dx.doi.org/10.15242/icehm.ed1115028.

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Hosseini, Zahra, and Sirkku Kotilainen. "THE ROLE OF COMMUNICATION AS THE DRIVE FOR IMMIGRATION: A CASE STUDY IN FINLAND." In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end083.

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Recently many studies have remarked migration issues. Thus, in countries such as Finland, having a governmental strategy for increasing the number of migrants, especially educated immigrants or encouraging international students to stay, is highly important. While Finland is recognized as the happiest country, it would be arguable why it is not included in the list of top destination countries for immigration. The literature shows communication is one of the most issues for immigrants and international students, particularly those from Asian countries. Therefore, this study aims to understand how technology-based communication such as the use of social media influences international students' decision to immigrate. Respectively, 23 Iranian tertiary-level students were interviewed as the case of the study. Uses and Gratification theory was employed to investigate the role of media usage among the participants. The findings showed that although there is high desire among the participants to immigrate to Finland, the difficulty and unpopularity of the Finnish language and culture of distance in Finland reduces the motivation to emigrate and made the participants feel being the outsider in the university and society. The use of communication media has facilitated university admissions and communication with family, friends, compatriots and other international students, but has not been able to connect them to Finnish society. While educated immigrants in every country are human resources, the results of this study draw our attention to explore different aspects of communication, identifying motivating factors and reducing frustration among international students for immigration. These results emphasize on the development of strategies and tools for harnessing the potential of media and technology to connect international students as future educated immigrants in the host community.
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Yu, Yiqing, and Qinghua Zhu. "How transformation expectation leads consumers to immediate gratification - A PLS-SEM approach." In 2nd International Symposium on Partial Least Squares Path Modeling - The Conference for PLS Users. University of Twente, 2015. http://dx.doi.org/10.3990/2.337.

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Muhammad, Fachri Mirza. "Instagram Effects as Social Media toward Adolescence and Young Adult Users: Uses and Gratification Approach." In International Conference of Communication Science Research (ICCSR 2018). Paris, France: Atlantis Press, 2018. http://dx.doi.org/10.2991/iccsr-18.2018.44.

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Liu, Shuang. "A Study on the Effect of Financial Media in qInternet +q Environment -- Based on qthe Uses and Gratification Theoryq." In 2017 International Conference on Sports, Arts, Education and Management Engineering (SAEME 2017). Paris, France: Atlantis Press, 2017. http://dx.doi.org/10.2991/saeme-17.2017.114.

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Sun, Yuan, Yanjun Liu, Zuopeng Zhang, Lixia Wu, Mengyi Zhu, and Feng Hu. "Employees' Problematic Behavior of Using Enterprise Social Media: Role of Visibility Affordance and Perspective of Uses and Gratifications Theory." In 2020 International Conference on E-Commerce and Internet Technology (ECIT). IEEE, 2020. http://dx.doi.org/10.1109/ecit50008.2020.00068.

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Reports on the topic "Users and Gratification Theory"

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Author, Not Given. Theory and users manual for VERDI: The calculation of energy dissipation in a steadily rolling tire. Office of Scientific and Technical Information (OSTI), September 1996. http://dx.doi.org/10.2172/10129789.

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Bobashev, Georgiy, John Holloway, Eric Solano, and Boris Gutkin. A Control Theory Model of Smoking. RTI Press, June 2017. http://dx.doi.org/10.3768/rtipress.2017.op.0040.1706.

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We present a heuristic control theory model that describes smoking under restricted and unrestricted access to cigarettes. The model is based on the allostasis theory and uses a formal representation of a multiscale opponent process. The model simulates smoking behavior of an individual and produces both short-term (“loading up” after not smoking for a while) and long-term smoking patterns (e.g., gradual transition from a few cigarettes to one pack a day). By introducing a formal representation of withdrawal- and craving-like processes, the model produces gradual increases over time in withdrawal- and craving-like signals associated with abstinence and shows that after 3 months of abstinence, craving disappears. The model was programmed as a computer application allowing users to select simulation scenarios. The application links images of brain regions that are activated during the binge/intoxication, withdrawal, or craving with corresponding simulated states. The model was calibrated to represent smoking patterns described in peer-reviewed literature; however, it is generic enough to be adapted to other drugs, including cocaine and opioids. Although the model does not mechanistically describe specific neurobiological processes, it can be useful in prevention and treatment practices as an illustration of drug-using behaviors and expected dynamics of withdrawal and craving during abstinence.
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McKenna, Patrick, and Mark Evans. Emergency Relief and complex service delivery: Towards better outcomes. Queensland University of Technology, June 2021. http://dx.doi.org/10.5204/rep.eprints.211133.

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Emergency Relief (ER) is a Department of Social Services (DSS) funded program, delivered by 197 community organisations (ER Providers) across Australia, to assist people facing a financial crisis with financial/material aid and referrals to other support programs. ER has been playing this important role in Australian communities since 1979. Without ER, more people living in Australia who experience a financial crisis might face further harm such as crippling debt or homelessness. The Emergency Relief National Coordination Group (NCG) was established in April 2020 at the start of the COVID-19 pandemic to advise the Minister for Families and Social Services on the implementation of ER. To inform its advice to the Minister, the NCG partnered with the Institute for Governance at the University of Canberra to conduct research to understand the issues and challenges faced by ER Providers and Service Users in local contexts across Australia. The research involved a desktop review of the existing literature on ER service provision, a large survey which all Commonwealth ER Providers were invited to participate in (and 122 responses were received), interviews with a purposive sample of 18 ER Providers, and the development of a program logic and theory of change for the Commonwealth ER program to assess progress. The surveys and interviews focussed on ER Provider perceptions of the strengths, weaknesses, future challenges, and areas of improvement for current ER provision. The trend of increasing case complexity, the effectiveness of ER service delivery models in achieving outcomes for Service Users, and the significance of volunteering in the sector were investigated. Separately, an evaluation of the performance of the NCG was conducted and a summary of the evaluation is provided as an appendix to this report. Several themes emerged from the review of the existing literature such as service delivery shortcomings in dealing with case complexity, the effectiveness of case management, and repeat requests for service. Interviews with ER workers and Service Users found that an uplift in workforce capability was required to deal with increasing case complexity, leading to recommendations for more training and service standards. Several service evaluations found that ER delivered with case management led to high Service User satisfaction, played an integral role in transforming the lives of people with complex needs, and lowered repeat requests for service. A large longitudinal quantitative study revealed that more time spent with participants substantially decreased the number of repeat requests for service; and, given that repeat requests for service can be an indicator of entrenched poverty, not accessing further services is likely to suggest improvement. The interviews identified the main strengths of ER to be the rapid response and flexible use of funds to stabilise crisis situations and connect people to other supports through strong local networks. Service Users trusted the system because of these strengths, and ER was often an access point to holistic support. There were three main weaknesses identified. First, funding contracts were too short and did not cover the full costs of the program—in particular, case management for complex cases. Second, many Service Users were dependent on ER which was inconsistent with the definition and intent of the program. Third, there was inconsistency in the level of service received by Service Users in different geographic locations. These weaknesses can be improved upon with a joined-up approach featuring co-design and collaborative governance, leading to the successful commissioning of social services. The survey confirmed that volunteers were significant for ER, making up 92% of all workers and 51% of all hours worked in respondent ER programs. Of the 122 respondents, volunteers amounted to 554 full-time equivalents, a contribution valued at $39.4 million. In total there were 8,316 volunteers working in the 122 respondent ER programs. The sector can support and upskill these volunteers (and employees in addition) by developing scalable training solutions such as online training modules, updating ER service standards, and engaging in collaborative learning arrangements where large and small ER Providers share resources. More engagement with peak bodies such as Volunteering Australia might also assist the sector to improve the focus on volunteer engagement. Integrated services achieve better outcomes for complex ER cases—97% of survey respondents either agreed or strongly agreed this was the case. The research identified the dimensions of service integration most relevant to ER Providers to be case management, referrals, the breadth of services offered internally, co-location with interrelated service providers, an established network of support, workforce capability, and Service User engagement. Providers can individually focus on increasing the level of service integration for their ER program to improve their ability to deal with complex cases, which are clearly on the rise. At the system level, a more joined-up approach can also improve service integration across Australia. The key dimensions of this finding are discussed next in more detail. Case management is key for achieving Service User outcomes for complex cases—89% of survey respondents either agreed or strongly agreed this was the case. Interviewees most frequently said they would provide more case management if they could change their service model. Case management allows for more time spent with the Service User, follow up with referral partners, and a higher level of expertise in service delivery to support complex cases. Of course, it is a costly model and not currently funded for all Service Users through ER. Where case management is not available as part of ER, it might be available through a related service that is part of a network of support. Where possible, ER Providers should facilitate access to case management for Service Users who would benefit. At a system level, ER models with a greater component of case management could be implemented as test cases. Referral systems are also key for achieving Service User outcomes, which is reflected in the ER Program Logic presented on page 31. The survey and interview data show that referrals within an integrated service (internal) or in a service hub (co-located) are most effective. Where this is not possible, warm referrals within a trusted network of support are more effective than cold referrals leading to higher take-up and beneficial Service User outcomes. However, cold referrals are most common, pointing to a weakness in ER referral systems. This is because ER Providers do not operate or co-locate with interrelated services in many cases, nor do they have the case management capacity to provide warm referrals in many other cases. For mental illness support, which interviewees identified as one of the most difficult issues to deal with, ER Providers offer an integrated service only 23% of the time, warm referrals 34% of the time, and cold referrals 43% of the time. A focus on referral systems at the individual ER Provider level, and system level through a joined-up approach, might lead to better outcomes for Service Users. The program logic and theory of change for ER have been documented with input from the research findings and included in Section 4.3 on page 31. These show that ER helps people facing a financial crisis to meet their immediate needs, avoid further harm, and access a path to recovery. The research demonstrates that ER is fundamental to supporting vulnerable people in Australia and should therefore continue to be funded by government.
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Phillips, Jake. Understanding the impact of inspection on probation. Sheffield Hallam University, 2021. http://dx.doi.org/10.7190/shu.hkcij.05.2021.

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This research sought to understand the impact of probation inspection on probation policy, practice and practitioners. This important but neglected area of study has significant ramifications because the Her Majesty’s Inspectorate of Probation has considerable power to influence policy through its inspection regime and research activities. The study utilised a mixed methodological approach comprising observations of inspections and interviews with people who work in probation, the Inspectorate and external stakeholders. In total, 77 people were interviewed or took part in focus groups. Probation practitioners, managers and leaders were interviewed in the weeks after an inspection to find out how they experienced the process of inspection. Staff at HMI Probation were interviewed to understand what inspection is for and how it works. External stakeholders representing people from the voluntary sector, politics and other non-departmental bodies were interviewed to find out how they used the work of inspection in their own roles. Finally, leaders within the National Probation Service and Her Majesty’s Prisons and Probation Service were interviewed to see how inspection impacts on policy more broadly. The data were analysed thematically with five key themes being identified. Overall, participants were positive about the way inspection is carried out in the field of probation. The main findings are: 1. Inspection places a burden on practitioners and organisations. Practitioners talked about the anxiety that a looming inspection created and how management teams created additional pressures which were hard to cope with on top of already high workloads. Staff responsible for managing the inspection and with leadership positions talked about the amount of time the process of inspection took up. Importantly, inspection was seen to take people away from their day jobs and meant other priorities were side-lined, even if temporarily. However, the case interviews that practitioners take part in were seen as incredibly valuable exercises which gave staff the opportunity to reflect on their practice and receive positive feedback and validation for their work. 2. Providers said that the findings and conclusions from inspections were often accurate and, to some extent, unsurprising. However, they sometimes find it difficult to implement recommendations due to reports failing to take context into account. Negative reports have a serious impact on staff morale, especially for CRCs and there was concern about the impact of negative findings on a provider’s reputation. 3. External stakeholders value the work of the Inspectorate. The Inspectorate is seen to generate highly valid and meaningful data which stakeholders can use in their own roles. This can include pushing for policy reform or holding government to account from different perspectives. In particular, thematic inspections were seen to be useful here. 4. The regulatory landscape in probation is complex with an array of actors working to hold providers to account. When compared to other forms of regulation such as audit or contract management the Inspectorate was perceived positively due to its methodological approach as well as the way it reflects the values of probation itself. 5. Overall, the inspectorate appears to garner considerable legitimacy from those it inspects. This should, in theory, support the way it can impact on policy and practice. There are some areas for development here though such as more engagement with service users. While recognising that the Inspectorate has made a concerted effort to do this in the last two years participants all felt that more needs to be done to increase that trust between the inspectorate and service users. Overall, the Inspectorate was seen to be independent and 3 impartial although this belief was less prevalent amongst people in CRCs who argued that the Inspectorate has been biased towards supporting its own arguments around reversing the now failed policy of Transforming Rehabilitation. There was some debate amongst participants about how the Inspectorate could, or should, enforce compliance with its recommendations although most people were happy with the primarily relational way of encouraging compliance with sanctions for non-compliance being considered relatively unnecessary. To conclude, the work of the Inspectorate has a significant impact on probation policy, practice and practitioners. The majority of participants were positive about the process of inspection and the Inspectorate more broadly, notwithstanding some of the issues raised in the findings. There are some developments which the Inspectorate could consider to reduce the burden inspection places on providers and practitioners and enhance its impact such as amending the frequency of inspection, improving the feedback given to practitioners and providing more localised feedback, and working to reduce or limit perceptions of bias amongst people in CRCs. The Inspectorate could also do more to capture the impact it has on providers and practitioners – both positive and negative - through existing procedures that are in place such as post-case interview surveys and tracking the implementation of recommendations.
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