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1

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.
Master of Arts
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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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Scherer, Carrie Lynn. "Uses & gratifications in college students' media use : a test of media complementarity theory /." Dayton, Ohio : University of Dayton, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1271699466.

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

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

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

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I den här studien undersöks hur användningen av sociala medier ser ut, när socialt kommunikativa gymnasieungdomar med stor social tillhörighet, umgås. Studien ämnar ta reda på hur användningen ser ut, av vilka anledningar socialt kommunikativa ungdomar med social tillhörighet använder sociala medier och hur umgängesklimatet påverkas när sociala medier används under fysiskt pågående umgänge.  Idén till studien grundar sig i en observation av ungdomar med ovan presenterade egenskaper, som under tiden de umgås med sina vänner frekvent använder sociala medier. En kvalitativ intervjustudie genomförs med utgångspunkt i den medie- och kommunikationsvetenskapliga teorin Uses and gratification theory samt Social identity theory, som är en välanvänd teori bland tidigare genomförd forskning inom sociala medier. Fem djupintervjuer genomförs således och vid avkodning av intervjumaterialet utkristalliseras tre huvudspår, utifrån frågeställningarna och fem underkategorier: ”Hur använder socialt kommunikativa ungdomar, med social tillhörighet, sociala medier när de umgås med sina vänner?”, ”Av vilka anledningar använder kommunikativa ungdomar med social trygghet sociala medier?” med tillhörande underkategorier, identitetsskapande, Fear of missing out, brist på underhållning, sociala medier som tillflykt samt vanebeteende och slutligen ”Hur påverkas umgängesklimatet när sociala medier används?” Resultatet visar, bland annat, att ungdomarna ofta väljer att använda sociala medier för att ta paus och hämta ny energi för att sedan orka vara sociala, i det pågående umgänget, igen.
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Munns, Christopher. "Why Use Facebook? A Uses & Gratifications Study of Generation X in the UK." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22261.

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This paper explores the use of the social networking site, Facebook, by the GenerationX cohort (those born 1966-1980 inclusive) currently living in the United Kingdom(identified as a somewhat under-studied group to date). Utilising a ‘Uses &Gratifications Theory’ and ‘(Media) Dependency Theory’ approach and the quantitativeempirical data collection method of an extensive online ‘self-fill’ questionnaire, a totalof 233 individuals from this cohort voluntarily provided the sought-after information,with data collected during early September 2018. An expanded version of Denis McQuail, Jay G. Blumler and J.R. Brown’s 1972 mediagratifications groups/descriptors is proposed and used for this paper’s analysis of results(see section 6.2.4) while a new single media term,‘online collaborative network’, isrecommended by the author as an alternative to current myriad of ‘social media’,‘social networking [site]’ and ‘collaborative media’ all used for the likes of Facebook(see section 9.2.2). Key project results suggest that the UK Generation X cohort spend an average of 75minutes per day using Facebook; that the most-utilised access method is via a mobilephone (89.7%); that the top two ‘uses’ of the social network are both passive ones(‘Scrolling through the homepage News Feed’ and ‘Spending time viewingPhotos/Videos uploaded by others’) and that the top three gratifications obtained fromFacebook use are ‘Contact with Friends’, ‘Contact with Family’ and (to) ‘Pass Time’. Additionally, results provide an interesting and potentially shocking overview ofexclusive dependency upon Facebook for the satisfaction of particular media needs,including the maintenance of contact with certain friends (87.6%) and certain familymembers (61.4%) and, worryingly, as an only source of news (15%).
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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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Leekyung, Kim. "Facebook Use among Students in Sweden : - Based on uses and gratifications theory and Stephenson’s the play theory of mass communication." Thesis, Högskolan i Halmstad, Medie- och kommunikationsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15452.

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Ahlse, Johannes, Felix Nilsson, and Nina Sandström. "It's time to TikTok : Exploring Generation Z's motivations to participate in #Challenges." Thesis, Internationella Handelshögskolan, Jönköping University, IHH, Företagsekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48708.

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Background: With the emergence of new social platforms, nascent strategies of Viral Marketing utilizing User-generated Content has developed. TikTok is a new social media based on User-generated videos, where content is mainly expressed in the form of #challenges. Given its nascent nature, marketers lack clear directives of how to capitalize on #challenges by engaging the user base, in their pursuit of reaching virality. As the underlying motivations behind the participation of #challenges are unknown, further research is required. Purpose: The purpose of this study is therefore to explore what motivates Gen Z users to participate in #challenges on TikTok and how companies can utilize these motivations to structure their own #challenges’ in marketing campaigns.   Method: This is an exploratory qualitative study inspired by grounded theory where sixteen semi-structured, in-depth interviews were held with participants classified as Gen Z. Qualitative content analysis was used to develop a revised model of Uses and Gratification Theory.   Conclusion: The results suggests that the Uses and Gratification theory could be used in explaining the underlying motivation for participating in #challenges on TikTok. By drawing connections between Uses and Gratification Theory and empirical data, a revised model was found to include the six traditional forms of motivations with structure as an added seventh prevalent motivation on TikTok. The results propose the motivators factors to participate in a challenge to be intertwined but suggest Entertainment to be a superseding motivator. Suggestions of elements that marketers could implement in their campaigns were thereafter derived.
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Souza, Henri de Paiva. "A influência da motivação para fazer downloads de ebooks na reputação percecionada da marca e na decisão de compra do consumidor." Master's thesis, Instituto Superior de Economia e Gestão, 2020. http://hdl.handle.net/10400.5/20900.

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Mestrado em Marketing
Com a evolução do mercado de ebooks e do marketing, muitas empresas começaram a utilizar uma estratégia de inbound marketing baseada na gratificação de ebooks em troca do contato de potenciais clientes. Nesse contexto, a presente investigação se baseou na teoria dos usos e gratificações para compreender se a motivação para fazer downloads de ebooks influencia a reputação percecionada da marca e a decisão de compra do consumidor. Para isso, foi feita uma pesquisa quantitativa com uma amostra não probabilística por conveniência, tendo sido obtidas 612 respostas válidas através da aplicação de um questionário online a maiores de 18 anos que fizeram o download de algum ebook, pelo menos, uma vez no último ano. Com a execução da pesquisa foi possível identificar 9 motivações para o download de ebooks e descobrir que essas motivações podem ser divididas em 2 grupos, o das motivações profissionais e o das motivações lúdicas. Além disso, foram encontrados resultados estatisticamente significativos indiciadores da influência positiva desses 2 grupos de motivações na reputação da marca e das motivações lúdicas na decisão de compra do consumidor. Adicionalmente, confirmou-se a influência positiva da reputação da marca na decisão de compra. Os resultados apurados podem ser relevantes para académicos que queiram estudar a teoria dos usos e gratificações em contextos digitais e, na perspetiva das organizações, ajudar a decidirem se devem optar por essa estratégia de inbound marketing.
With the evolution of the ebook market and marketing, many companies have started to use an inbound marketing strategy that consists on giving a free ebook as gratification in exchange for contact information of potential customers. In this context, this research was based on the uses and gratifications theory to understand whether the motivation to download free ebooks influences the perceived reputation that the customers have about the brand and influences their purchase decision. Quantitative research was performed, using a non-probabilistic and convenience sample. A total of 612 valid responses were obtained through the application of an online questionnaire to people over 18 years old, who had downloaded an ebook at least once in the last year. With the execution of this research, it was possible to identify 9 motivations for downloading ebooks and discover that these motivations can be divided into 2 groups, the professional motivations and the recreational motivations. In addition, statistically significant results were found in the positive influence of these 2 groups of motivation on the reputation of the brand and the recreational motivations in the consumer's purchase decision. Additionally, the positive influence of the reputation of the brand on the purchase decision was confirmed. With the results of this research, it is possible to assist academics who want to study the uses and gratifications theory in digital contexts and, from the perspective of organizations, help them decide if it is a good idea adopt this inbound marketing strategy.
info:eu-repo/semantics/publishedVersion
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Tinmaz, Hasan. "Utilization Of Social Networking Websites In Education: A Case Of Facebook." Phd thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613139/index.pdf.

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The aim of this study is to seek fundamental uses and gratifications of a social networking website, Facebook as a case, and the possible advantages and the challenges of utilization of Facebook for instructional activities. The research study encompassed four main steps
the analysis of uses &
gratifications of Facebook, the analysis of Facebook utilization possibilities for instruction, the interviewing for two preceding steps, and the realization and analysis of a course on Facebook. In the study both qualitative and quantitative data were gathered through questionnaires, interviews and open-ended questions. The qualitative data was analyzed according to qualitative data analysis techniques and quantitative data was analyzed using SPSS software. The results showed that Facebook which is perceived as a usable tool has a potential utilization for instructional activities. As quite new context, the participants seemed concerned about participating any learning activity on Facebook. Most of the participants in all steps of the study emphasized that Facebook should be a supplementary material for instructional activities. It is concluded that individual differences and alternative methods must be studied for better integration of Facebook into education.
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Samabaly, Holiday Eller. "Mommy Blogs: Uses and Gratifications from a Niche Blogosphere Group." University of Akron / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=akron1353289358.

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Hosseini, Seyedsiavash, and Victor Karmestål. "Streaming Services and Media Consumption." Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185155.

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With the rapid pace of technological development, the way we consume media has changed drastically. Not too long ago, the very idea of never watching TV in the sense of broadcasted TV channels was absurd. Nowadays more and more people spend most if not all their media consumption time on streaming services like Netflix and Viaplay. We conducted a study on the reasons behind this change in media consumption, to find out why more and more people choose to spend their days watching Netflix instead of TV6 like they used to. We chose to perform our study through the lens of two different consumer behavior models: The Technology Acceptance Model (TAM) and the Uses and Gratification Model (UGT). With the concepts of perceived usefulness and perceived ease of use from TAM, and information seeking, affinity and accessibility from UGT. A quantitative study was conducted with 72 respondents. Our choice of method was a questionnaire which we designed to gather data on the respondents’ thoughts towards streaming services and towards the different behavior models. The survey, which was web-based, was distributed on different Facebook groups to reach potential respondents. The data gathered was then analyzed using Cronbach’s alpha and linear regression. From the results, we could gather that perceived usefulness was the most important factor of TAM, and the largest explanation behind a consumer’s usage of streaming services. Information seeking, affinity and accessibility were the largest contributing factors in the UGT model, although our results showed that UGT was not as significant as TAM in usage of streaming services. We were able to conclude that streaming services are an innovation that offers usefulness to the respondents that broadcast TV cannot compete with. We also found that TV broadcasts have a potential niche audience which they can reach with the right priorities. There were some aspects of information seeking which our respondents felt streaming services lacked, meaning if broadcast TV capitalizes on this type of informative content that streaming services lack, they can hopefully maintain a significant enough audience.
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Hickey, Samantha K. "Finding Fulfillment in Facebook Photo Sharing: A Uses and Gratifications Approach." Youngstown State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1578325497837113.

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

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Social networking sites such as Twitter, Facebook and My Space have experience rapid worldwide growth. It is crucial that this global phenomenon be investigated within the South African context. Social networking is a relatively new trend in South Africa and there is a paucity of academic literature on the topic. This quantitative study investigated one of the most popular social networking websites to date, namely Facebook. Facebook is a social networking website which was launched in early 2004. The primary research question focused on determining the usage patterns of South African Facebook users. In specific, the study investigated the purposes for which the site was used, the self-reported substitution of Facebook usage for face-to-face interaction and the relationship between Facebook affinity and Facebook use. A survey research design was used to collect data via an electronic questionnaire posted on Facebook. The theoretical point of departure was post-positivist. Media theories applied to the phenomenon under investigation include the uses and gratifications theory and the theory of the niche. The findings suggest that Facebook is primarily used for its intended purpose of communication. The respondents reported the gratification of versatile (multipurpose) communication. Furthermore, only half of the sample reported privacy concerns regarding Facebook. There was no significant indication that Facebook is a substitute for face-to-face interaction. Half of the sample claimed that their interpersonal contact has increased as a result of Facebook use. In addition, in accordance with expectations, the more affiliated a person is to Facebook, the more they will use Facebook. The findings of this study conform to other studies concerning social networking and provide a South African view of the global phenomenon of social networking websites.
Dissertation (MA)--University of Pretoria, 2010.
Psychology
unrestricted
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Rodeheffer, Marielle D. "A study of cult television, Buffy the vampire slayer, and the uses and gratifications theory." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1379437.

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

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Almuwil, Ahlam A. "Factors influencing e-inclusion in the UK : a study based on uses and gratifications theory and decomposed theory of planned behaviour." Thesis, Brunel University, 2014. http://bura.brunel.ac.uk/handle/2438/13889.

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The parallel between e-government and e-Inclusion research are critically important. It helps to understand how policies, society, organizations, and information technologies come together and it also helps to understand how the e-Inclusion factors impact e-government use and vice versa. This study attempts to explore the theoretical and practical intersections of e-Inclusion and e-adoption (Particularly e-government) and to show how they complement and possibly enrich the potential of e-Inclusion research. The rationale for this approach is that combining research on e-Inclusion and e-government has the potential to better understand the factors influencing e-Inclusion since they both share a common theme of Inclusive e-government. The aim of this research is to examine the factors that influence e-Inclusion in the context of e-government in the UK, through combining the decomposed theory of planned behaviour with Use and Gratification Theory (U&G). These two theories are used to develop a conceptual model for studying the multi-facetted dimensions of e-Inclusion. The two theories are chosen because of their appropriateness for e-Inclusion research; the critical factors that influence e-inclusion can be covered by (DTPB) constructs while the individual’s gratifications that determine using specific Internet activities is covered by (U&G) To fulfil the research aim and objectives, a quantitative research method was employed. The research subjects were citizens who are Internet users. Their views were sought through a survey that included 510 self-administered and group-administrated questionnaires. The conceptualisations of e-Inclusion and e-government have important implications for both researchers and policymakers. For researchers, this study delineates the complex and recursive relationships between e-Inclusion and e-government contributing towards the exiting limited body of knowledge in the field. For practice, it offers directions to help create a more comprehensive strategy that takes into consideration the alignment of e-government initiatives and e-inclusion policies.
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Naree, Thea. "“It was about topics that related to Asian Americans”." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21073.

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Following the development of Asian American representation in the United States media in the 21st century, this thesis aims to explore the alternative narratives provided by the AsianBossGirl podcast which started in 2017 to fill the gap in the mainstream media. Intersectional framework has been operationalized to conduct an in-depth reading of their narratives, and complemented by the theory of uses and gratification to investigate the impacts that they have on their audiences. The results demonstrate that their narratives of Asian American experience deviate from both cultural and stereotypical traditions. They contest the norms through relatable, subversive and authentic content that resonate with their listeners. However, through the intersectional lens, this thesis is able to identify the danger of neglecting multidimensionality in the Asian American communities which encompass a diverse history of immigration in the United States.
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Lindström, Martin, and Arman Chowdhury. "Varför ser vi på spelstreams? : En kvalitativ intervjustudie av motivationen bakom att se på spelstreams." Thesis, Uppsala universitet, Informationssystem, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-314995.

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Varför sitter människor i flera timmar och tittar på när någon annan spelar ett dator/tv-spel? Idag har spelstreaming vuxit sig stort och flera miljoner väljer att titta på spelandet. I vår undersökning kommer vi att svara på vad som motiverar vissa människor att titta på spelstreams genom en kvalitativ intervjustudie. Från den data som vi samlar in från intervjuer tar vi ut de motivationsfaktorer som nämns och delar in dem i fem behovskategorier: cognitive, affective, personal integrative, social integrative samt tension release. Genom vår studie så blev det klart att samma person kan titta på spelstreams vid olika tillfällen, med olika motiv. De två absolutvanligaste motiven till att se på spelstreams var underhållning och att lära sig något.
Why do people sit for hours to watch someone else play a videogame? Today gamingstreaming has grown large and millions of people choose to watch others play games. In our study we will answer what motivates people to watch gamingstreams through a qualitative interview study. From the data that we collect through interviews we will extract the motivationsfactors mentioned and sort them by five need-categories: cognitive, affective, personal integrative, social integrative and tension release. Our study showed that the same person can watch gamingstreams with different motives at different times. The two most common motives for watching thestreams was entertainment and learning something new.
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Andersson, Caroline, and Felicia Andersson. "Är man inte som alla andra hamnar man lätt utanför : En kvalitativ studie om hur unga personer med psykisk ohälsa använder sig av Facebook." Thesis, Högskolan i Halmstad, Akademin för hälsa och välfärd, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-34531.

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Syfte och frågeställningar: Syftet med studien är att undersöka hur unga personer som lever med psykisk ohälsa uppfattar sin användning av Facebook och hur de resonerar kring betydelsen av Facebook i deras vardag. Vi vill även belysa hur de uppfattar att de påverkas av samhällets krav kring ideal, normer och känslan av tillhörighet genom Facebook. ● Hur beskriver unga människor som lever med psykisk ohälsa sin användning av Facebook? ● På vilka sätt uppfattar unga människor att Facebook kan utgöra ett verktyg för tillhörighet och delaktighet för personer som lever med psykisk ohälsa? ● På vilka sätt uppfattar unga människor att de normer och ideal som förmedlas via Facebook utgör ett hinder för tillhörighet och delaktighet för personer som lever med psykisk ohälsa? Metod och material: Studien utgår ifrån en kvalitativ metod där det empiriska materialet samlades in genom 6 semistrukturerade intervjuer med unga personer med psykisk ohälsa. Huvudresultat: Studiens resultat visar att Facebook känns som en trygghet där Facebookgrupper ökar tillhörighetskänslan och används för att få tips och hjälpa andra i svåra situationer. Kraven att behöva leva upp till samhällets ideal kan påverka känslan av utanförskap.
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Hindemo, Frida, and Camilla Griffel. "Att dela på Facebook : Vad har sociala funktioner för relation till delningsbeteende på sociala medier?" Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29559.

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This paper aims to examine what kind of relation social actions have to the sharing behavior on social media. The technology is developing rapidly and contributes to an information-rich society, which has many positive aspects. In contrast, a lot of shared information is old, biased, incorrect, or come from extreme sources, because people do not take the time to investigate the origin of the information. These negative aspects and the sharing behavior it leads to are examined in this paper to find out if they are related to the simplicity of sharing. The procedure for investigating this has been through two different methods. The first is a survey that was shared on Facebook, to get an understanding of what is primarily given and why. Based on the results from the survey interview questions were developed to be addressed to a number of Facebook users, to understand how they act on social media. Analysis of the results was carried out with the help of Uses and Gratification Theory as it focuses on how people consciously choose the media that satisfies their needs. The study concluded that people's past experiences create expected feelings, which then form the basis for the decision to perform an action, for example, to share information.
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Curry, Tracy. "The application of the uses and gratifications theory comparing television and newspaper coverage during product tampering cases." Virtual Press, 1998. http://liblink.bsu.edu/uhtbin/catkey/1100448.

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Periods of crisis communication are uncertain, at best, for any organization dealing with a product tampering. This study examined how the public would use the media to gain information about the product tampering, if there would be a difference between newspaper and television usage, and what gratifications the public would seek from the media.The hypothesis stated that there would be no significant difference in media use during product tampering cases between newspapers and television. Three hundred eighty-eight households, the number needed for statistical reliability, were surveyed by telephone in the Muncie, Indiana, area. Results of the data supported the hypothesis.
Department of Journalism
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Guappone, Claire E. "Audience Gratifications and Broadcast Television Networks: A Study of Media Fragmentation." Miami University Honors Theses / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=muhonors1164658360.

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Shareef, Amina N. "Aligning Technology with Humanity." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1626896521835759.

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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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Sköld, Emelie, and Lovisa Gunnerek. "Fångad i en ocean av streamingtjänster- hur väljer du? : En kvalitativ intervjustudie om användarmotiv och innehållet på streamingtjänster." Thesis, Linnéuniversitetet, Institutionen för medier och journalistik (MJ), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-85592.

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Streamed media is becoming more and more a part of our daily lives and companies like Netflix is competing with linear television for consumers. It is hard to deny that there is a shift in the media industry and streamed media is progressing, within the last three years the number of subscribers has almost been doubled. With this in mind it is both interesting and necessary to study motives and content in users to gain a better understanding of this yet very little explored phenomenon that is streamed media. This report contains a qualitative study of motives behind the use of streamed media and how the content affects our choice of streaming service. We interviewed seven young adults between the ages of 21-26 at the Linneaus University in Kalmar. The result suggests that the user’s motives and the content depend on economy and generation factors, such as social situation and personal interests.
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McClure, Samantha. "Brand Engagement in Relation to the Elements of Uses and Gratifications Theory through Participation in Virtual Brand Communities on Pinterest." Thesis, University of Louisiana at Lafayette, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10163337.

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Many advertising, marketing, and communication professionals look for ways to increase consumers’ engagements with their brands. In doing so many have begun to use social networking sites, such as Pinterest. Consumers can engage with brands through participation in these sites. Through this brand engagement, businesses can hope for positive customer satisfaction towards their specific brand, which can lead to the development of brand attachments. The purpose of this study was to show the association between brand engagement and the elements of uses and gratifications theory, specifically through the use of the virtual brand community of Pinterest. Statistical tests were conducted to determine the relationship between individual and multiple elements of the uses and gratifications theory and brand engagement.

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Cui, Xiyan. "Self-Disclosure Relies on Social Context: Examining the Similarity and Differences of Chinese Students in the U.S. and China when Disclosing Information on WeChat." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etd/2604.

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This research aims to fill a research gap by examining WeChat to explore whether changes of social context would exert any influence on the information disclosure of social networking site (SNS) users. Selective Exposure Theory and Uses and Gratification Theory were used as the theoretical foundation for this study. Four-hundred Chinese college students in China and the U.S. who have a WeChat App and have logged in to use it within the last 30 days from the day administered were asked to participate in a survey about their motivations and consequences when using WeChat. Results from MANOVA showed that the motivations and consequences of female participants’ self-disclosure were significantly higher than were male participants on WeChat. Moreover, the social context of Chinese students studying in the U.S. is perceived to be more individualized than the traditionally collective context that is perceived by Chinese students studying in China.
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Elliott, Lindsey. "What makes a non-professional video go viral: a case study of “I’m farming and I grow it”." Thesis, Kansas State University, 2013. http://hdl.handle.net/2097/15780.

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Master of Science
Department of Journalism and Mass Communications
Louise Benjamin
In 2013, creating a 57-second video can lead to more than $150,000 in profit for the creator and the creator can be anyone. This money-making opportunity comes from a recent popular trend known as a “viral video,” defined as a phenomenon of a video becoming highly popular through rapid, user-led distribution via the internet. However, research has not determined a clear model for creating a non-professional viral video. Interviews and YouTube analytics revealed how the video “I’m Farming and I Grow It,” a non-professional video created by three Kansas boys, was spread. Using the theories Uses and Gratifications and Two-Step Flow, this case study then analyzed the comments posted on the viral video and a content analysis of the comments identified the key factors mentioned by users, which contributed to the videos’ millions of views. The results conclude the key components for making a non-professional video go viral are “opinion leaders” spreading the message and video content that elicits positive feelings such as joy, humor, or praise. This study also provides a model to help a non-professional video go viral based on previous research and this case study.
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Skibbe, Linda Isabelle. "#SharingIsCaring : An Exploratory Study of Content of Tweets, Situation of Tweeting and Motivations to Use Twitter while Watching Television Series." Thesis, Stockholms universitet, Institutionen för mediestudier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-90972.

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The internet and social media have had a significant impact on recipients’ media consumption. As the converging media environment recipients face today offers not only more media products but also new practices of using certain media products, this study focuses on how the social micro-blogging service Twitter impacts the watching of television series. The presented study aims at explaining a new form of media reception by employing a multi-method approach. A content analysis case study of tweets about the US-American series “Homeland” and the German series “Tatort” will give insight into the Twitter content on two different series. Further, qualitative semi-standardized interviews and a survey will shed light on the situational aspects and motivational factors to use Twitter while watching television series. The uses and gratification theory is used as a backdrop to study the motivations to use Twitter while watching television series. The results of the content analysis on the two series indicate that there is a strong focus on the series itself within the tweets. Nevertheless, both series provide somewhat differing Twitter content. While tweets on “Tatort” are more critical and realistic towards the series, tweets about “Homeland” are more likely to be referential. The situation of tweeting while watching television series seems to be characterized by the usage of a second screen. The major motivational factors identified in this study are socializing at a distance and exchanging social information. All in all this study presents a fascinating new form of media reception and furthermore offers description and explanation of its application. Additionally it provides suggestions as to how to approach such a fast-changing, new media environment.
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Coble, Jessalyn Elizabeth. "Connecting communities: A case study of social media recruitment at three community colleges." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83781.

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In addition to recruitment pressures felt by all in higher education, community colleges have the unique challenge of communicating with students of all ages, interests, and academic levels, and doing so with limited staff and resources. Many recruiters have turned to social media as an important tool for reaching potential students. However, for community colleges with few staff, social media communication can be difficult and time-consuming. This study explores how community college administrators are using social media as a recruitment tool, and how this use aligns with students' needs and expectations. This two-part study employs uses and gratifications theory to guide qualitative interviews with the social media administrators at three Virginia community colleges and focus groups with current students at each of the colleges. This study takes a unique approach to theory by comparing the uses and gratifications of both the message creator and user. Social media administrators at the community colleges were found to use social media to gratify their awareness, recruitment, and reach/engagement needs. Students thinking about the recruitment process were found to expect community colleges' social media content to gratify their needs for socialization, discovery, and access. Administrators are meeting many of the students' reported social media recruitment needs but could use the data provided in this study to improve their social media efforts in a few emerging areas.
Master of Arts
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Clement, Ifabeau, and Emelie Östman. "Användares mediebehov och vikten av träningsinfluerade bilder på Instagram : En kvalitativ intervjustudie av vana Instagramanvändare på Actic." Thesis, Linnéuniversitetet, Institutionen för medier och journalistik (MJ), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-78471.

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A qualitative interview study aimed at investigating the role of training images for people and the needs of Instagram users. The study focuses on the Actic gym in Kalmar, which is a relatively unexplored area. The questions that the study asks are; What does Instagram mean for media users at Actic? What results of workout does skilled Instagram users experience on Actic? Is there any visible difference between the sexes that practice at Actic and their experience of exercise pictures at Instagram? Semi-structured interviews have been made with eight people age 18-24, as this is the age group that is most active on Instagram. The interviews were transcribed and resulted in a discussion that we lean against the Uses and Gratifications theory and the social comparison theory. The result shows a number of needs that users are considered to need to fill and the perception of training-influenced images that are both positive and negative. The needs are such as inspiration and motivation as well as the help that may be needed to go to the gym.
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Zhao, Meng. "Understand the misunderstanding a study incorporating uses and gratifications theory on why Chinese film audiences see America the way they do /." Lynchburg, Va. : Liberty University, 2008. http://digitalcommons.liberty.edu.

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Leach, Karen Dupree. "Aggression in Popular Children's Picture Books: A Content Analysis." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/4102.

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The purpose of this thesis is to assess children's exposure to aggression through popular children's picture books. Little research has been performed regarding aggression in such books. By analyzing 301 picture books, this study found that the average picture book contained 1.36 aggressive acts, and that aggressive acts were more likely to be included in picture books meant for older children. Verbal aggression was the most widely used type of aggression in children's picture books. There was no significant relationship between the type of character (human or nonhuman) and whether the character acted aggressively. Male characters were more likely to be shown aggressing towards other male characters; they were also more likely to be shown using physical aggression and violent ideation. Aggressive acts in children's picture books are more likely to be portrayed as unjustified, with no consequences, and no adult involvement to help resolve the situation. Children's picture books could be a useful tool for parents, teachers, and adults to teach children about aggression and appropriate solutions for resolving conflict.
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Ghorui, Soumita. "‘News use’- Informative or Entertaining? : An empirical study of collage students’ motives for using news." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-23336.

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Collage students’ news consumption has been a very popular research topic in media in pastfew years. But students’ involvement in news dissemination remained unnoticed andunexplored, especially in relation to democratic engagement. This study provides an overviewin this respect along with news consumption. The research reports the outcome of a surveyconducted among 124 Swedish college students, aged between 18 and 24, in spring 2012. Thestudy investigates college students’ news consumption and news dissemination of in terms ofmotives. The analysis suggests that motivations behind collage students’ news consumptionare independent of channels/media. Consumption motives appear to be similar betweentraditional and contemporary news media. Furthermore, news consumption and newsdissemination seem to be driven by completely different motives.
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Hu, Haidan. "Can Journalists Have a Work-Life Balance? A Study of the Relationship between Journalists' Personal Blogs and Their Professional Work." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1343317252.

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Vaughn, Robert Craig. "Aggression Predictors in Video Games: Is Catharsis to Blame?" UKnowledge, 2015. http://uknowledge.uky.edu/comm_etds/39.

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The majority of research tends to focus on the effects of violent video games, and as a result the motivations to play games are understudied. This study used the uses and gratifications theory as a framework for investigating game player’s motivation to play video games for the purpose of catharsis. This study also proposed that in-game variables, such as level of difficulty and content of the video game, all be investigated to see the effects they have on the achievement of catharsis or the development of aggression through other mediating variables such as enjoyment, control, and frustration with the game. It was found that difficulty of the game predicted frustration with the game and that those with more game playing experience reported greater feelings of catharsis, enjoyment, and feelings of control. None of the independent variables were found to attribute to feelings of aggression, including game content. Feelings of control within the game were found to be predicted by game type. Although there were relatively few main effects with the independent variables, correlations show trends in the data between variables that would support the achievement of catharsis through greater feelings of control, enjoyment, and decreased frustration.
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Sharma, Rekha. "A Uses and Gratifications Perspective of the Relationships among Consumption of Government-Conspiracy-Theory-Oriented Media Fare, Trust in Government, and Political Participation." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1498817676945074.

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Lindstens, Nicolina, and Kajsa Thorsén. "Är sociala medier verkligen sociala? -En kvantitativ studie om hur och varför Örebro universitets studenter nyttjar det sociala mediet Instagram." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-75149.

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Abstract:
In a society where media use is increasingly fragmented, social media expand people’s media practices and satisfy peoples’ needs in new ways. Instagram is currently the social media platform with the highest growth of users around the world. The purpose of this study is to examine what needs of information, entertainment, self-confirmation and social connections are being fulfilled by Instagram-use. By applying Uses and Gratifications theory, the study analyzes the motivations behind Instagram use and how needs are fulfilled through user practices. The study builds on a quantitative survey (n=252) examining the Instagram use of students at Örebro University. The analysis assesses factors such as time, user practices and motivations as well as questions regarding interactivity and response. The study finds that students primarily use Instagram to fulfill needs of entertainment and social connection. The importance of response (interactive communication) is more important to those who spend more time on the platform. The study also concludes that younger students and women use the platform more extensively compared to older students and men.
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50

Attalla, Jessica. "Examining the Impact of Canadian Political Satire Shows on Generation Y: A Qualitative Investigation of This Hour Has 22 Minutes." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/33185.

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In contemporary society, political satire shows are prominent programs that seem to resonate with the viewing public. This thesis seeks to observe the meanings that generation Y attach to the Canadian political satire show, This Hour Has 22 Minutes. Focusing on the Canadian context, this research examines how members of generation Y view political satire shows, specifically This Hour Has 22 Minutes and if this show caters to their attitudes, concerns and interests more so than traditional news media. The theoretical framework guiding this study is the uses and gratifications theory. This research implements a qualitative phenomenological research approach in the form of focus groups. This study concludes that this generation still maintains, however, that when looking to be informed, they connect more with traditional news media given that these programs provide them with all the facts and stories in a more reliable manner. This study contributes to the field of communication because it demonstrates the rationale and experiences of generation Y in relation to political news.
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