Academic literature on the topic 'Uses and Gratification Theory'

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Journal articles on the topic "Uses 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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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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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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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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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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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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Suparmo, Ludwiq. "Uses and Gratifications Theory dalam Media Sosial WA (WhatsApp)." Communicology: Jurnal Ilmu Komunikasi 5, no. 2 (December 21, 2017): 27–37. http://dx.doi.org/10.21009/communicology.062.02.

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It has been known for decades that the conventional mass communications have been eroded and transformed due to the information technology into advanced means of communication. One of these has become viral as the social media through WA (whatsApp) application, which surely has brought a phenomenal effect on the uses and gratifications theory that was more applied on mass communications. The research based on a qualitative methodology exploring to several WA Groups has revealed the rank of uses and gratification in using the WA social media.
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Hwang, Ha Jin, Haeng Kon Kim, Monowar Mahmood, and Norazryana Mat Dawi. "Applying Niche Theory to Measure Uses and Gratifications of Social Media in Malaysia." International Journal of Software Innovation 10, no. 2 (April 2022): 1–11. http://dx.doi.org/10.4018/ijsi.289594.

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Niche theory provides a comprehensive framework to measure uses and gratifications of social media in terms of competitive superiority and overlapping capabilities. Despite various researches were conducted to measure how social media play roles of availability for tasks using media richness theory, there are not many researches, conducted on the differences in the gratification of social media reflecting unique characteristics of social media. This study is designed to investigate how well social media can represent the characteristics of communication, and how richness of media affects the communication on social media. It was observed that one type of social media does not completely replace another but rather becomes integrated in dealing with various communication needs. From the perspective of niche theory, the comparative utility of social media to fulfil users’ needs and provide them with gratification opportunities is essential to its survival and growth in this industry.
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Roux, Thérèse. "Gratifications and readership of women’s magazines in South Africa." Global Media and Communication 17, no. 2 (April 19, 2021): 189–212. http://dx.doi.org/10.1177/17427665211009935.

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The purpose of this article is to expand knowledge about the gratification obtained from women’s magazines using the Uses and Gratifications Theory and the Expectation Confirmation Theory. A mobile-administered survey instrument was used to collect data from 520 magazine readers in South Africa. Key findings indicate that women’s magazines – queens of the newsstands – remain effective mechanisms in delivering inspiration for how females explore ways to improve themselves and for their social-oriented gratifications. The perceived gratification for the inspirational self-oriented dimension was higher than for the social-oriented dimension. There is also a significant difference between the satisfaction levels of readership behaviour groups.
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D. Sheetz, Steven, Andrea Kavanaugh, Hamida Skandrani, and Edward A. Fox. "Uses and Gratifications of Political Information: Student Perceptions of Information from the 2014 Tunisian Elections." INTERNATIONAL JOURNAL OF MANAGEMENT SCIENCE AND BUSINESS ADMINISTRATION 7, no. 4 (2021): 36–44. http://dx.doi.org/10.18775/ijmsba.1849-5664-5419.2014.74.1005.

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People use diverse sources of information to obtain political information. We apply uses and gratifications theory (UGT) to illustrate how the use of different political information sources influences perceptions of information satisfaction related to the Tunisian elections of 2014. An online survey of 175 university students in Tunisia, with a 58% response rate. We use partial least squares structural equation modelling to test our research model of hypotheses relating content, process, and social gratifications to information satisfaction. We find that content, process, and social gratifications constructs combine to explain 41% of the variance in information satisfaction. Content gratification has the strongest influence (p=.505) followed by similar levels of influence of process (p=.163) and social (p=.140) gratifications. Social gratifications are partially mediated by process gratification. Limitations of our study include our online survey method and our sample of university students. However, our respondents experienced the uprising, the election campaigns, and voted in the elections, suggesting their perceptions are valid, if not generalisable to all of Tunisia. Practically our study suggests that individuals searching for political information should 1) determine how they’ll know information is accurate, 2) maximize the number of different activities for information-seeking rather than focusing on the frequency of a few activities, and 3) know that information sharing contributes to information satisfaction. The dominance of content gratifications, i.e., information reliability and accuracy, is important for information providers, such as, government and political leaders. Our study provides evidence that UGT is useful in the novel context of emerging political situations.
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Dissertations / Theses on the topic "Uses 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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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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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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Wang, Mian. "Applying Uses and Gratifications Theory to Investigate Social Media User’s Motivations for Mastodon." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1623167544405036.

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

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AbstractTitle: Onlinegaming – A qualitative study of young people's attitudes about online gaming(Onlinespel – En Kvalitativ undersökning av Ungdomars attityder om onlinespel)Number of pages: 34 (35 including enclosures)Author: Armin MoradiTutor: Else NygrenCourse: Media and Communication Studies CPeriod: Autumn 2009University: Division of Media and Communication, Department of Information Science,Uppsala UniversityPurpose/Aim: The purpose of my thesis is that from a social perspective to examine and discussyoung people aged 16-18 vision of online gaming. Why online games are so popular and to 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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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.
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Linnander, Mathilda, and Sofia Tollbo. "Snappa, snacka, synas : En kvalitativ studie av tonåringars identitetsskapande i sociala medier." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, HLK, Medie- och kommunikationsvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35040.

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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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Nyland, Robert Scott. "The Gratification Niches of Internet Social Networking, E-mail, and Face-to-face Communication." Diss., CLICK HERE for online access, 2007. http://contentdm.lib.byu.edu/ETD/image/etd2151.pdf.

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Books on the topic "Uses and Gratification Theory"

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Watson, Donald Stevenson. Price theory and its uses. 5th ed. Lanham, MD: University Press of America, 1993.

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Bryant, Christopher G. A. The uses of Giddens' structuration theory. Vienna: Austrian Institute for Advanced Studies. Department of Sociology, 1999.

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Theory and uses of acoustic emissions. Hauppauge, N.Y: Nova Science Publishers, 2011.

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Greaney, Michael. Contemporary Fiction and the Uses of Theory. London: Palgrave Macmillan UK, 2006. http://dx.doi.org/10.1057/9780230208070.

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Indian architectural theory: Contemporary uses of Vastu Vidya. Richmond, Surrey: Curzon, 1998.

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Indian architectural theory: Contemporary uses of vastu vidya. Delhi: Oxford University, 1999.

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Felperin, Howard. Beyond deconstruction: The uses and abuses of literary theory. Oxford: Clarendon, 1986.

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Felperin, Howard. Beyond deconstruction: The uses and abuses of literary theory. Oxford, England: Clarendon Press, 1986.

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Felperin, Howard. Beyond deconstruction: The uses and abuses of literary theory. Oxford: Clarendon Press, 1985.

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Uses of education: Readings in Enlightenment theory in England. Lewisburg: Bucknell University Press, 2009.

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Book chapters on the topic "Uses 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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DeFleur, Melvin L., and Margaret H. DeFleur. "Uses and Gratifications Theory." In Mass Communication Theories, 226–41. 2nd ed. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003083467-20.

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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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Habes, Mohammed, Mohd Hashem Salous, and Marcelle Issa Al Jwaniat. "Applying the Uses and Gratifications Theory to College Major Choice Using Social Networks Online Video." In The 8th International Conference on Advanced Machine Learning and Technologies and Applications (AMLTA2022), 388–400. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-03918-8_33.

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Hugger, Kai-Uwe. "Uses-and-Gratification-Approach und Nutzenansatz." In Handbuch Medienpädagogik, 173–78. Wiesbaden: VS Verlag für Sozialwissenschaften, 2008. http://dx.doi.org/10.1007/978-3-531-91158-8_22.

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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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Coppel, W. A. "Continued Fractions and Their Uses." In Number Theory, 179–222. New York, NY: Springer New York, 2009. http://dx.doi.org/10.1007/978-0-387-89486-7_4.

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Lemert, Charles. "Introduction—Social Theory: Its Uses and Pleasures." In Social Theory, 1–18. Sixth Edition. | Boulder : Westview Press, 2016. | Revised edition of Social theory, 2013.: Routledge, 2018. http://dx.doi.org/10.4324/9780429494635-1.

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Conference papers on the topic "Uses 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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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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Karunakaran, Rajarathi, and Selvabaskar S. "Drivers of Zoomers' OTT Consumption - Uses & Gratifications Theory Approach." In 2022 International Conference for Advancement in Technology (ICONAT). IEEE, 2022. http://dx.doi.org/10.1109/iconat53423.2022.9726064.

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Li, Siyu. "An Analysis of Audience’s Use of Weibo from the Perspective of Uses and Gratifications Theory." In 2021 International Conference on Social Development and Media Communication (SDMC 2021). Paris, France: Atlantis Press, 2022. http://dx.doi.org/10.2991/assehr.k.220105.235.

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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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Qiu, Jingjing. "How TikTok Satisfies the Public’s Psychological Needs—A Perspective From the Uses and Gratifications Theory." In 2021 International Conference on Social Development and Media Communication (SDMC 2021). Paris, France: Atlantis Press, 2022. http://dx.doi.org/10.2991/assehr.k.220105.199.

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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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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 "Uses and Gratification Theory"

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Lahti, Paul M., Andrew Ichimura, David Modarelli, and Mark Kearley. Non-Kekule Molecules - Theory, Practice and Uses. Fort Belvoir, VA: Defense Technical Information Center, June 1988. http://dx.doi.org/10.21236/ada199206.

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Larrick, Richard P., Richard E. Nisbett, and James N. Morgan. Who Uses the Cost-Benefit Rules of Choice? Implications for the Normative Status of Economic Theory. Fort Belvoir, VA: Defense Technical Information Center, December 1991. http://dx.doi.org/10.21236/ada246309.

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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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