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.
Full textZizka, Laura. "Communication Channels: The Effects of Frequency, Duration, and Function on Gratification Obtained." ScholarWorks, 2014. https://scholarworks.waldenu.edu/dissertations/83.
Full textShelline, Don G. "The Gratification Niches of Traditional and Digital Radio." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/5848.
Full textSwillo, 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.
Full textDenna 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.
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.
Full textMoradi, 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.
Full textGriffin, 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.
Full textMaster of Arts
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.
Full textFredriksson, 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.
Full textNyland, 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.
Full textScherer, 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.
Full textTitle 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.
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.
Full textMeyer, 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.
Full textLewin, 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.
Full textMunns, 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.
Full textMathieu, 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.
Full textLeekyung, 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.
Full textAhlse, 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.
Full textSouza, 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.
Full textCom 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.
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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.
Full textthe 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.
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.
Full textHosseini, 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.
Full textHickey, 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.
Full textCloete, Andrea. "Exploring the uses and gratifications of Facebook : a psychological study." Diss., University of Pretoria, 2010. http://hdl.handle.net/2263/27560.
Full textDissertation (MA)--University of Pretoria, 2010.
Psychology
unrestricted
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.
Full textDepartment of Journalism
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.
Full textAlmuwil, 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.
Full textNaree, 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.
Full textLindström, 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.
Full textWhy 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.
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.
Full textHindemo, 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.
Full textCurry, 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.
Full textDepartment of Journalism
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.
Full textShareef, Amina N. "Aligning Technology with Humanity." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1626896521835759.
Full textNyholm, 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.
Full textThis 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.
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.
Full textMcClure, 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.
Full textMany 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.
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.
Full textElliott, 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.
Full textDepartment 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.
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.
Full textCoble, 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.
Full textMaster of Arts
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.
Full textZhao, 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.
Full textLeach, Karen Dupree. "Aggression in Popular Children's Picture Books: A Content Analysis." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/4102.
Full textGhorui, 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.
Full textHu, 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.
Full textVaughn, Robert Craig. "Aggression Predictors in Video Games: Is Catharsis to Blame?" UKnowledge, 2015. http://uknowledge.uky.edu/comm_etds/39.
Full textSharma, 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.
Full textLindstens, 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.
Full textAttalla, 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.
Full text