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1

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

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Marketing and business communication researchers have neglected the wayfinding capabilities of digital out-of-home communication in the retailing landscape. The current study focuses on digital wayfinding screens in the South African shopping mall environment. The aim is understanding users’ experience of digital wayfinding screens, guided by the uses and gratification theory. Shoppers were interviewed about their views and actions while engaging in the wayfinding process in large upmarket shopping malls. The in-depth semistructured interviews were recorded and then the content was analysed. The findings provide a rich and comprehensive understanding of shoppers’ content gratifications and process gratifications when utilising this contemporary medium. The current study identifies four uses and gratifications for digital wayfinding screens: convenient process gratifications, interactive process gratifications, informational content gratification, and entertaining content gratifications. Understanding the gratification dimensions of digital wayfinding screens contributes to contemporary media research and forms the basis of valuable guidelines for practitioners in retail media and design.
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Li, Qian, Xunhua Guo, Xue Bai, and Wei Xu. "Investigating microblogging addiction tendency through the lens of uses and gratifications theory." Internet Research 28, no. 5 (October 2, 2018): 1228–52. http://dx.doi.org/10.1108/intr-03-2017-0092.

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Purpose Considering the popularity and addictive attributes of microblogging, the purpose of this paper is to explore the key drivers of the microblogging addiction tendency, and to investigate the causal relationship between microblogging usage and addiction tendency through the lens of the uses and gratifications (U&G) theory. Design/methodology/approach By extending the U&G theory to accommodate the negative consequences of gratification, a research model that explains the relationships among microblogging use, gratification and addiction tendency was developed and empirically examined based on the data collected from 520 microblogging users in China. Findings The results showed that different types of microblogging use lead to different categories of gratification to different extents, while different categories of gratification play different roles in determining the level of addiction tendency. Specifically, the effect of content gratification on addiction is marginal, while social gratification has significant effects on all dimensions of addiction tendency. Originality/value The present study has both theoretical and practical implications. From a theoretical perspective, unlike many previous studies applied the U&G theory to explore the positive outcomes of media uses, this paper extends the U&G by including addiction tendency as a negative psychological outcome of U&G., resulting a research framework (use-gratification-addiction framework). Meanwhile, this paper contributes to the extending literature by examining the constructs of U&G at a granular level and investigated the causal relationship between “uses” and “gratifications.”
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Wang, Changlin, Thompson S. H. Teo, Yogesh Dwivedi, and Marijn Janssen. "Mobile services use and citizen satisfaction in government: integrating social benefits and uses and gratifications theory." Information Technology & People 34, no. 4 (May 14, 2021): 1313–37. http://dx.doi.org/10.1108/itp-02-2020-0097.

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PurposeCitizen satisfaction with the government is a longstanding and continuous concern in public administration. However, past research did not investigate the effect on satisfaction with the government in the context of mobile government (m-government). The purpose of this paper is to evaluate how the social benefits of citizens using m-government affect their satisfaction with the government.Design/methodology/approachGrounded in the uses and gratifications theory (UGT), the authors suggest that the satisfaction in m-government should be constructed in terms of the satisfaction with m-government and the satisfaction with the government. The research model of citizen satisfaction in the context of m-government is tested through partial least squares (PLS) (SmartPLS 2.0) based on data collected from a survey study in China.FindingsThe results indicate that the three important social benefits, e.g. convenience, transparency and participation, are positively associated with process gratification, whereas only convenience is positively associated with content gratification. The results suggest that both process gratification and content gratification are positively associated with citizen satisfaction with the government. Furthermore, the research suggests that process and content gratification have a mediating role, whereas compatibility has a moderating role.Practical implicationsThis research provides insights to practitioners on how to facilitate citizen satisfaction by increasing citizens’ social benefits and improving process and content gratification.Originality/valueThis study contributes to the literature by offering a framework for analyzing the impact of citizens’ use of m-government on their satisfaction with the government. The work also contributes to UGT by categorizing user gratifications into process gratifications, content gratifications and citizen satisfaction with the government.
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Hussain, Ashfaq, Ghulam Shabir, and Taimoor-Ul-Hassan. "Cognitive needs and use of social media: a comparative study of gratifications sought and gratification obtained." Information Discovery and Delivery 48, no. 2 (January 31, 2020): 79–90. http://dx.doi.org/10.1108/idd-11-2019-0081.

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Purpose The purpose of this study is to compare the gratification sought and gratification obtained for cognitive needs from social media among information professionals in the limelight of uses and gratification theory. Cognitive needs are related to knowledge, acquiring information, comprehension etc., and gratification sought and gratification obtained are two distinct components of the uses and gratification theory. Design/methodology/approach For this quantitative research study, a self-administered survey questionnaire was used to collect data from the participants of the study. Sample of this study was 700 information professionals who are necessarily users of social media. Findings Finding of this study depicted that gratification obtained and gratification sought from social media for cognitive needs are different from each other, and information professionals need to revisit their social media use for cognitive needs. Research limitations/implications The present study is limited to gratification sought and gratification obtained for cognitive needs among information professionals. Practical implications This study has determined that information professionals need to revisit their social media use for cognitive needs, as the obtained gratifications are different from gratification sought from social media. Social implications Social media provides versatility of information in different forms and large numbers of information professionals are the users of social media around globe. Perceived use of social media for cognitive needs has been resulted into destructed gratifications. This study has brought the actual outcome of the use of social media to the audience so that they may rectify their social media use. Originality/value This study is a significant contribution for information professionals to review the gratifications sought and obtained from social media for cognitive needs. It has been established in this study that gratifications sought are significantly different from gratifications obtained from social media among information professionals.
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Gogan, Ives, Ziqiong Zhang, and Elizabeth Matemba. "Impacts of Gratifications on Consumers’ Emotions and Continuance Use Intention: An Empirical Study of Weibo in China." Sustainability 10, no. 9 (September 4, 2018): 3162. http://dx.doi.org/10.3390/su10093162.

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Recently, several studies on information systems have applied the Uses and Gratifications theory to investigate individual use of social media, and have reported the role of different gratifications in predicting users’ behaviors. However, no attention was given to the influence of these gratifications on users’ emotional states (satisfaction and emotional commitment). To address this research gap, the current study integrates the Uses and Gratifications theory and the Stimulus-Organism-Response theory to provide a theoretical background for the impacts of gratification on consumers’ emotional states and continuance use intention. The study has proposed a theoretical model that was tested on data collected from 252 Sina Weibo users in China. The results revealed that social gratification is the most important factor influencing users’ satisfaction and emotional commitment. In addition, we report the roles that user satisfaction and emotional state provide in predicting users’ continuance intention. The theoretical and practical implications of the proposed theory are also discussed.
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Liu, Yongmei, Fei Jiang, and Peiyang Lin. "Influence Mechanism of the Affordances of Chronic Disease Management Apps on Continuance Intention: Questionnaire Study." JMIR mHealth and uHealth 9, no. 5 (May 13, 2021): e21831. http://dx.doi.org/10.2196/21831.

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Background Mobile health apps are becoming increasingly popular, and they provide opportunities for effective health management. Existing chronic disease management (CDM) apps cannot meet users’ practical and urgent needs, and user adhesion is poor. Few studies, however, have investigated the factors that influence the continuance intention of CDM app users. Objective Starting from the affordances of CDM apps, this study aimed to analyze how such apps can influence continuance intention through the role of health empowerment. Methods Adopting a stimulus-organism-response framework, an antecedent model was established for continuance intention from the perspective of perceived affordances, uses and gratifications theory, and health empowerment. Perceived affordances were used as the “stimulus,” users’ gratifications and health empowerment were used as the “organism,” and continuance intention was used as the “response.” Data were collected online through a well-known questionnaire survey platform in China, and 323 valid questionnaires were obtained. The theoretical model was tested using structural equation modeling. Results Perceived connection affordances were found to have significant positive effects on social interactivity gratification (t717=6.201, P<.001) and informativeness gratification (t717=5.068, P<.001). Perceived utilitarian affordances had significant positive effects on informativeness gratification (t717=7.029, P<.001), technology gratification (t717=8.404, P<.001), and function gratification (t717=9.812, P<.001). Perceived hedonic affordances had significant positive effects on function gratification (t717=5.305, P<.001) and enjoyment gratification (t717=13.768, P<.001). Five gratifications (t717=2.767, P=.005; t717=4.632, P<.001; t717=7.608, P<.001; t717=2.496, P=.012; t717=5.088, P<.001) had significant positive effects on health empowerment. Social interactivity gratification, informativeness gratification, and function gratification had significant positive effects on continuance intention. Technology gratification and enjoyment gratification did not have a significant effect on continuance intention. Health empowerment had a significant positive effect on continuance intention. Health empowerment and gratifications play mediating roles in the influence of affordances on continuance intention. Conclusions Health empowerment and gratifications of users’ needs are effective ways to promote continuance intention. The gratifications of users’ needs can realize health empowerment and then inspire continuance intention. Affordances are key antecedents that affect gratifications of users’ needs, health empowerment, and continuance intention.
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Suparmo, Ludwiq. "Uses and Gratifications Theory dalam Media Sosial WA (WhatsApp)." Communicology: Jurnal Ilmu Komunikasi 5, no. 2 (December 21, 2017): 27–37. http://dx.doi.org/10.21009/communicology.062.02.

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

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

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

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People use diverse sources of information to obtain political information. We apply uses and gratifications theory (UGT) to illustrate how the use of different political information sources influences perceptions of information satisfaction related to the Tunisian elections of 2014. An online survey of 175 university students in Tunisia, with a 58% response rate. We use partial least squares structural equation modelling to test our research model of hypotheses relating content, process, and social gratifications to information satisfaction. We find that content, process, and social gratifications constructs combine to explain 41% of the variance in information satisfaction. Content gratification has the strongest influence (p=.505) followed by similar levels of influence of process (p=.163) and social (p=.140) gratifications. Social gratifications are partially mediated by process gratification. Limitations of our study include our online survey method and our sample of university students. However, our respondents experienced the uprising, the election campaigns, and voted in the elections, suggesting their perceptions are valid, if not generalisable to all of Tunisia. Practically our study suggests that individuals searching for political information should 1) determine how they’ll know information is accurate, 2) maximize the number of different activities for information-seeking rather than focusing on the frequency of a few activities, and 3) know that information sharing contributes to information satisfaction. The dominance of content gratifications, i.e., information reliability and accuracy, is important for information providers, such as, government and political leaders. Our study provides evidence that UGT is useful in the novel context of emerging political situations.
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Alhassan, Muftawu Dzang, Emmanuel Awuni Kolog, and Richard Boateng. "Effect of gratification on user attitude and continuance use of mobile payment services: a developing country context." Journal of Systems and Information Technology 22, no. 4 (November 30, 2020): 353–80. http://dx.doi.org/10.1108/jsit-01-2020-0010.

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Purpose This study aims to investigate the gratifications driving the attitude and continuance use of mobile payment services in developing country context, such as Ghana. Also, the moderating effect of income and education on gratifications and attitude of users is explored. Design/methodology/approach Data was collected from conveniently sampled 361 users of mobile payment services in Ghana. A questionnaire, which mainly contains five-point Likert scale questions, was used to collect the data. The study adopted the Uses and Gratification (U&G) theory, where income and education were used as moderating factors. The data was analysed with SmartPLS for Structural Equation Modelling. Findings Among the other factors from the U&G theory, integrative, ease of use and usefulness gratifications were found to significantly influence attitude towards the use of mobile payment services in Ghana. In addition to this finding, user attitude significantly influences the continuance use intention of mobile payment services. Furthermore, the study revealed various effects of the moderating factors. These findings suggest that promoting mobile payment technology inclusiveness by creating a favourable environment would enhance the use of mobile payment services in Ghana. Research limitations/implications Given that this study was conducted in Ghana, a developing country, it is difficult to generalize the results to encompass the developed economies. In future, similar research should compare the developed and developing economies by considering culture as a moderating effect. Practical implications This study intends to provide information on the gratifications that drive the attitude and continuance use of mobile payment services in Ghana. The findings seek to augment mobile money service providers’ capabilities by providing them with an understanding of user gratification experience on mobile payment services. Additionally, the study will serve as a guide to policymakers in the government, telecommunication companies and mobile banking providers, to improve customer intimacy and gratification through their user behaviour. Originality/value Previous studies on user gratification have primarily focussed on the functional benefits derived from mobile payments and how they influence the service’s adoption. This study has contributed to literature by considering both the functional and non-functional benefits of mobile payment in developing country context. To the best of the authors’ knowledge, this study is the first to consider income and education as moderating variables to study the gratification levels of mobile payment users in Ghana and among few in Africa.
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Humaizi, Humaizi, Sakhyan Asmara, Rany Listiawati Sis, and Muhammad Yusuf. "The Use of Online Marketplace Website in Indonesia: A Study of Consumers’ Motives and Gratification." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 07 (May 6, 2020): 133. http://dx.doi.org/10.3991/ijim.v14i07.11385.

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The rapid development of technology eases people to do many things such as shopping, paying bill, transferring money, and so on. This study is intended to discover consumers’ motives and gratifications in using online marketplace website through uses and gratification theory (UGT). This study employed quantitative method. The population in this study is the undergraduate students’ of business and economy faculty of Universitas Sumatera Utara who have ever made a purchase at tokopedia.com and bukalapak.com. Accidental and purposive samplings were utilized to determine the samples totaling to 66 respondents. The methods employed to collect the data were survey and questionnaire. Validity and reliability was tested by using SPSS 17.0 Program, and to test the significance level, t-test was employed. The results elucidate the users’ got gratified in information, entertainment, and social interaction motives. Meanwhile, in economic and convenience motives, the users’ gratification was not achieved. Then, there is no difference in the gratification level of Tokopedia.com and Bukalapak.com users. The discrepancy level between motives and users’ gratification in the information, comfortability, entertainment, social interaction, and economic dimension yields not significant score.
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Umuerri, Alex Eloho. "Utilisation of Uses and Gratifications Theory and Newspapers by Citizens for Political Information Purposes." Current Issues of Mass Communication, no. 24 (2018): 22–32. http://dx.doi.org/10.17721/2312-5160.2018.24.22-32.

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One of the theories in mass communication studies, namely the media uses and gratifications theory has always attracted the attention of scholars in researches. This article explored the effectiveness of the utilisation of the uses and gratification theory in newspapers by citizens for the political information purposes. The study employed the survey research method to explore two Nigerian newspapers, namely Urhobo Voice, and Urhobo Vanguard; the research questions posed from the theoretical premise of the uses and gratifications theory. The result indicated that the newspapers were not the leading sources of political information for the residents; instead, radio played the leading role as attested to in this study. Secondly, voter education was found as the most helpful factor, as indicated by respondents. The study recommends establishment of daily newspapers as a way to bridge this gap of citizens not attesting to the use of the newspapers as their leading source of political information, and also to ensure that journalists provide adequate coverage on issues of election campaigns and government-related political matters for the enlightenment of citizens.
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Zhang, Keliang, Qingfei Min, Zhenhua Liu, and Zilong Liu. "Understanding microblog continuance usage intention: an integrated model." Aslib Journal of Information Management 68, no. 6 (November 21, 2016): 772–92. http://dx.doi.org/10.1108/ajim-03-2016-0025.

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Purpose The purpose of this paper is to explore the factors affecting users’ continuous microblog usage intention. In recent years, the number of microblog users has gradually declined. This research can reveal microblog users’ needs and provide the improvement direction of microblog services. Design/methodology/approach By integrating Wixom and Todd’s theoretical framework, the Uses and Gratifications Theory and the DeLone and McLean Information System Success Model, a conceptual model is proposed. In this model, gratification is defined as a kind of behavioral attitude, and satisfaction is viewed as an object-based attitude. The survey data were collected online and analyzed using the partial least squares method. Findings The results suggest that users’ continuance intention (behavioral intention) is jointly determined by users’ gratification (behavioral-based attitude) and their habitual microblog usage behavior. Likewise, gratification is positively affected by satisfaction (object-based attitude) which is a joint function of system quality and information quality (object-based beliefs). Originality/value In this research, Wixom and Todd’s principle is applied as the basic theoretical framework; gratification is viewed as a behavior attitude and user satisfaction is identified as an object-based attitude. This research model is a new lens for continuance usage research.
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Hwang, Ha Sung, and Jaehee Cho. "Why Instagram? Intention to Continue Using Instagram Among Korean College Students." Social Behavior and Personality: an international journal 46, no. 8 (August 11, 2018): 1305–15. http://dx.doi.org/10.2224/sbp.6961.

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We drew on 2 theoretical frameworks—the technology acceptance model (TAM) and uses and gratifications theory (UGT)—to examine the underlying factors that affect the intention to continue using the global social networking site, Instagram. We proposed 2 perceptual factors from the TAM related to use (perceived ease of use and perceived usefulness) and gratification factors from UGT (social interaction, entertainment, information, and self-expression) as key determinants of the intention to continue using Instagram. Participants were 371 college students in South Korea, who completed an online survey. Results showed that perceived ease of use and gratification of both social interaction and entertainment had a positive impact on users' intention to continue using Instagram. These findings advance theoretical and practical understanding of the increasing popularity of Instagram.
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Hossain, Md Alamgir. "Effects of uses and gratifications on social media use." PSU Research Review 3, no. 1 (April 8, 2019): 16–28. http://dx.doi.org/10.1108/prr-07-2018-0023.

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Purpose Billions of people around the world are experiencing new ways of interacting with people using the social networking sites (SNS). With the heavy traffic and technological capabilities, SNS offers remarkable gratifications to its users, but there is a lack of knowledge about how gratifications play a role in usage intention and whether there are other factors that influence this relationship. Therefore, this study aims to fulfill these research gaps. Design/methodology/approach To explore these issues in depth, this study conceptualizes a comprehensive framework based on the theory of uses and gratification (UGT), habit and the subjective norm. Structural equation model is used to analyze the survey data. Findings The results of the study reveal that UGT has a significant direct effect on usage intention. Furthermore, user habit and subjective norm play an important mediating role in the relationship between UGT and usage intention. Originality/value The proposed framework would extensively contribute to the SNS literature and managerial insights by integrating personal and social factors in determining the user acceptance of the media.
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Huang, Taozhen, Zheshi Bao, and Yan Li. "Why do players purchase in mobile social network games? An examination of customer engagement and of uses and gratifications theory." Program 51, no. 3 (September 5, 2017): 259–77. http://dx.doi.org/10.1108/prog-12-2016-0078.

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Purpose The purpose of this paper is to explore the purchase intention in mobile social network games (M-SNGs) through a new perspective and discuss how to effectively promote players’ payment. Design/methodology/approach The author proposed a research model by integrating customer engagement (CE) and uses and gratification theory (U&G). Three dimensions of CE and three types of U&G were analyzed, respectively to explore the direct and indirect effects on purchase intention in M-SNGs. Online questionnaires were adopted to collect data, and 354 valid samples were analyzed by structural equation modeling approach. Findings The findings show that hedonic gratification (entertainment) and social gratification (self-presentation) have significant indirect effects on players’ purchase intention in M-SNGs through the mediation effects of CE, whereas this mechanism is not fully applied to utilitarian gratification (flexibility). Besides, three dimensions of CE are not independent, because absorption can indirectly affect vigor through dedication. Research limitations/implications The findings suggest that hedonic gratification (entertainment) and social gratification (self-presentation) can trigger three dimensions of CE to stimulate purchase intentions in M-SNGs, and utilitarian gratification (flexibility) can also promote players’ payment through absorption which is one dimension of CE. Some other theoretical and practical implications are also provided. Originality/value This study is novel in exploring players’ purchase intentions in M-SNGs by integrating CE and U&G. Meanwhile, the author also intends to reveal the relationships among the three dimensions of CE which are related to in-game purchase intention.
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Haqqu, Rizca. "Uji Uses and Gratifications dalam Intensitas Menonton Program Talk Show Melalui Televisi." CoverAge: Journal of Strategic Communication 10, no. 2 (March 29, 2020): 11–18. http://dx.doi.org/10.35814/coverage.v10i2.1378.

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A survey of media consumption in several cities throughout Indonesia shows that television use still dominates. The results of a survey conducted by the Indonesian Broadcasting Commission explained that television programs considered to have quality with a high standard value of 3.04 were talk show programs. The purpose of this study is to examine the use of media and its underlying relationships based on the standpoint of the uses and gratification theory. This research uses theories of uses and gratification. The theory of uses and gratification considers that mass media do not have the power to influence the audience, but the audience using mass media is certainly based on different needs. An explanatory quantitative approach is used in this study to explain a social phenomenon that can be measured. Correlation test results in this study explained that the entertainment satisfaction obtained by respondents did not come from the intensity of the respondents when watching talk show s through television media, but the high level of entertainment satisfaction obtained by respondents came from the magnitude of the desired information motive.
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Hasny, Filza Alifah, Shavira Hanza Renadia, and Irwansyah Irwansyah. "Eksplorasi Konsep Diri para Pengguna TikTok dalam Memenuhi Social Needs pada Uses and Gratification Theory." JURNAL LENSA MUTIARA KOMUNIKASI 5, no. 2 (December 25, 2021): 114–27. http://dx.doi.org/10.51544/jlmk.v5i2.1671.

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This qualitative study focuses on self-exploration of TikTok users in finding and creating educational content with fellow social network users. Researchers see the role of human needs psychologically and socially, which raises certain expectations from using TikTok and leads to fulfillment of needs. Researchers also saw the comparison of Gratification Sought (GS) with Gratification Obtained (GO) as the fulfillment of the needs sought to achieve the satisfaction desired by individuals in using TikTok. Researchers found that there were internal and external factors in self-exploration that influenced the fulfillment of the needs of using TikTok.
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Wei, Pei-Shan, and Hsi-Peng Lu. "Why do people play mobile social games? An examination of network externalities and of uses and gratifications." Internet Research 24, no. 3 (May 27, 2014): 313–31. http://dx.doi.org/10.1108/intr-04-2013-0082.

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Purpose – The purpose of this paper is to identify the factors that influence people to play socially interactive games on mobile devices. Based on network externalities and theory of uses and gratifications (U&G), it seeks to provide direction for further academic research on this timely topic. Design/methodology/approach – Based on 237 valid responses collected from online questionnaires, structural equation modeling technology was employed to examine the research model. Findings – The results reveal that both network externalities and individual gratifications significantly influence the intention to play social games on mobile devices. Time flexibility, however, which is one of the mobile device features, appears to contribute relatively little to the intention to play mobile social games. Originality/value – This research successfully applies a combination of network externalities theory and U&G theory to investigate the antecedents of players’ intentions to play mobile social games. This study is able to provide a better understanding of how two dimensions – perceived number of users/peers and individual gratification – influence mobile game playing, an insight that has not been examined previously in the mobile apps literature.
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Gao, Biao, and Lin Huang. "Toward a theory of smart media usage: The moderating role of smart media market development." Mathematical Biosciences and Engineering 18, no. 6 (2021): 7218–38. http://dx.doi.org/10.3934/mbe.2021357.

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<abstract> <p>Smart media usage is influenced by certain critical factors and can be further affected by the degree of diffusion in the market. However, existing research lacks sufficient understanding of the factors affecting smart media usage and their influential mechanisms. Taking AI-enabled smart TV in China as the research object, this study (1) develops a base model that includes users' three key gratifications (bi-directional communication, personalization, and co-creation); and (2) takes two sub-dimensions of market development (geographic segment and income segment) as moderators. Using data from 407 valid samples of current users, the partial least squares structural equation modeling analysis suggests that these three key smart gratifications can impact continuance intention with the moderating effect of market development. This study thus contributes to the literature by (1) clarifying the smart media gratification opportunities (smart media users' motivations or needs) for using smart media itself; (2) exploring the impact of the degree of market development on the uses and gratifications of the smart media itself; and (3) combining the uses and gratifications theory, and the diffusion of innovations theory, to complement each other in a model that provides a more complete picture of smart media usage.</p> </abstract>
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Jang, Seongsoo, and Yi Liu. "Continuance use intention with mobile augmented reality games." Information Technology & People 33, no. 1 (May 2, 2019): 37–55. http://dx.doi.org/10.1108/itp-05-2018-0221.

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Purpose As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience. Findings Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go. Originality/value The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.
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Usman, Farooq. "Prevalence of the Uses and Gratifications Theory amongst the university student consumers of tobacco products in Pakistan." Journal of Humanities, Social and Management Sciences (JHSMS) 3, no. 1 (February 28, 2022): 84–99. http://dx.doi.org/10.47264/idea.jhsms/3.1.7.

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The Uses and Gratification Theory over the years has been found to be the central theory of Communication which aptly describes what exactly people want to do when given the option to use the media. It has been seen that the development of the social media has bestowed a brand-new lease of life expectancy to this old-fashioned and obsolete theory. The reason why this study is being attempted is to explore the existing functions of the Theory of Uses and Gratification among university students who use tobacco. This research has employed Surveys and focus group discussions to elicit information from 1,000 respondents from the two major provinces of Pakistan: Sindh and Punjab, over two (02) year period beginning in 2016. The present quantitative study, while adopting survey as method of research is an effort to examine the views of 1,000 randomly chosen respondents under the age of 25, preferably from educational institutions, including Sindh and Punjab medical colleges. The study confirms the radical upsurge in the present usage of the social media by the masses which has once again renewed a belief in the once considered antiquated Uses and Gratification Theory functions and have in the process provided a plethora of the media uses that in its original form that the traditional media never could.
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Raji, Ridwan Adetunji, Olawale Abdulgaffar Arikewuyo, Adeyemo Saheed Oladimeji Adeyemi, and Muhammad Ramzan Pahore. "Unveiling Social Gratifications Sought and Obtained from Social Media Utilization." Jurnal The Messenger 12, no. 2 (July 31, 2020): 168. http://dx.doi.org/10.26623/themessenger.v12i2.1818.

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<p class="Default"><em>Going by the proposition of the Uses and Gratifications Theory (UGT), people are motivated to use media by various psychological factors and for obtaining different forms of gratifications. However, as social media continue to play an essential role in shaping the sociability and bridging social connectivity and interactions among its users, therefore, this study seeks to incorporate social influence and social interactions as the social gratification sought in social media utilization, as well as both bonding and bridging social capital as social gratification obtained from social media utilization. An online survey was conducted among 400 users of Instagram </em><em>in Nigeria. </em><em>The data analyzed with PLS-SEM revealed that social influence and social interaction significantly motivate social media utilization. Also, social media utilization is significantly associated with bonding and bridging social capital. Impliedly, this study shows that social media is a social and networking tool which is stimulated by social factors and for achieving social purposes such as getting help, support and community engagements.</em></p>
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Athwal, Navdeep, Doga Istanbulluoglu, and Sophie Elizabeth McCormack. "The allure of luxury brands’ social media activities: a uses and gratifications perspective." Information Technology & People 32, no. 3 (June 3, 2019): 603–26. http://dx.doi.org/10.1108/itp-01-2018-0017.

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Purpose The purpose of this paper is to explore the social media marketing activities of luxury brands, guided by uses and gratifications theory (UGT). It examines the gratifications sought by millennials, a new core luxury consumer group, and the gratifications obtained when following and connecting with luxury brands. Design/methodology/approach Online data are gathered from Facebook, Instagram and Twitter accounts of five top luxury brands. In addition, 30 in-depth interviews with millennials, the new generation of luxury consumers, were conducted. Thematic analysis strategy was followed to analyze the data and present the findings. Findings Luxury brands remain distant and aloof, which helps them to maintain a sense of exclusivity. User activity, ranging from observations to commenting on and liking luxury brand content, leads to the gratification of two types of need: affective and cognitive. Two affective needs that are satisfied by luxury brands’ social media marketing activities are aesthetic appreciation and entertainment. Cognitive needs are satisfied through the functional use of social media as an information source. Originality/value Several studies have investigated social media from the perspective of UGT, but this study is the first to investigate the implications of luxury brands’ social media usage with the lenses of UGT.
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Klenk, Saskia, Doreen Reifegerste, and Rebecca Renatus. "Gender differences in gratifications from fitness app use and implications for health interventions." Mobile Media & Communication 5, no. 2 (March 1, 2017): 178–93. http://dx.doi.org/10.1177/2050157917691557.

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Previous research has shown gender differences in the motivations to be physically active, in mobile phone gratifications, and social media usage, but so far these areas have not been studied together. Based on the uses and gratification approach and self-determination theory, we aimed to identify gender-specific gratifications and determinants of fitness app usage in combination with fitness-related Facebook groups. Results of an online survey ( N = 171) and of a mobile experience sampling method ( N = 31) revealed that the app Runtastic was primarily used for achieving goals and to improve enjoyment for physical activity, with men and older participants sharing results with others in Facebook groups more often than women and younger participants. Conclusions regarding gender-specific targeting strategies and user-centered design and content of mHealth features are presented.
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Murwani, Endah, Rismi Juliadi, Agustinus Rusdianto Berto, and Rustono Farady. "Audience Motives and Satisfaction on Accessing Online Tours at 360° Virtual Destinasi Indonesia." Jurnal Penyuluhan 17, no. 2 (September 30, 2021): 289–99. http://dx.doi.org/10.25015/17202134602.

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The tourism sector is one of the industries affected by the COVID-19 pandemic. Therefore, the Indonesian Ministry of Tourism and Creative Economy is developing a virtual tour innovation through the "360° Virtual Destinasi Indonesia" program. This research utilizes the Uses and Gratification Theory, which aims to determine the gratification sought and obtained in accessing the "360° Virtual Destinasi Indonesia". Typologies of needs types used are cognitive, affective, personal, and social integration dimensions. This research is explanative research with a survey method. The data were measured by comparing the average Gratification Sought (GS) and Gratification Obtained (GO), and then collected through an online questionnaire to 200 respondents who have accessed the "360° Virtual Destinasi Indonesia" program, using non probability sampling. Data were analyzed using paired t samples test. The results showed that the "360° Virtual Destinasi Indonesia" program fulfills cognitive and personal integration needs. On the other hand, the program does not provide satisfaction on the affective and social integration dimensions. The contribution of this research is it develops the uses and gratification theory in virtual reality and evaluation materials for the Indonesian Ministry of Tourism and Creative Economy.
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Murwani, Endah, Rismi Juliadi, Agustinus Rusdianto Berto, and Rustono Farady. "Audience Motives and Satisfaction on Accessing Online Tours at 360° Virtual Destinasi Indonesia." Jurnal Penyuluhan 17, no. 2 (September 30, 2021): 289–99. http://dx.doi.org/10.25015/17202134602.

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The tourism sector is one of the industries affected by the COVID-19 pandemic. Therefore, the Indonesian Ministry of Tourism and Creative Economy is developing a virtual tour innovation through the "360° Virtual Destinasi Indonesia" program. This research utilizes the Uses and Gratification Theory, which aims to determine the gratification sought and obtained in accessing the "360° Virtual Destinasi Indonesia". Typologies of needs types used are cognitive, affective, personal, and social integration dimensions. This research is explanative research with a survey method. The data were measured by comparing the average Gratification Sought (GS) and Gratification Obtained (GO), and then collected through an online questionnaire to 200 respondents who have accessed the "360° Virtual Destinasi Indonesia" program, using non probability sampling. Data were analyzed using paired t samples test. The results showed that the "360° Virtual Destinasi Indonesia" program fulfills cognitive and personal integration needs. On the other hand, the program does not provide satisfaction on the affective and social integration dimensions. The contribution of this research is it develops the uses and gratification theory in virtual reality and evaluation materials for the Indonesian Ministry of Tourism and Creative Economy.
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Dessart, Laurence, and Cleopatra Veloutsou. "Augmenting brand community identification for inactive users: a uses and gratification perspective." Journal of Research in Interactive Marketing 15, no. 3 (June 19, 2021): 361–85. http://dx.doi.org/10.1108/jrim-11-2019-0191.

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Purpose In an era where companies shift a part of their marketing budget to support their social media presence, very little is known about the antecedents and effects of participant identification in a social media community. This paper aims to examine the antecedents of community identification in a Facebook company-managed brand community, for inactive members, using the uses and gratification theory. Brand community identification is also expected to lead to higher levels of brand loyalty for these members. Design/methodology/approach This research reports the results of a quantitative with survey data from 389 members of a variety of different official Facebook pages. Findings The results reveal that inactive members of Facebook pages can be influenced to act in a way that is beneficial for a company. Perceived human and information value of the brand Facebook page lead members to identify with a brand community and identification is a strong predictor of loyalty to the brand. Practical implications This paper provides suggestions to managers on the development of brand community value that can increase brand community identification and loyalty of apparently inactive brand community members. Originality/value By showing that brand community identification and loyalty exist for users with low activity levels, this research challenges the widely accepted idea that only highly active members are valuable in online brand communities. Specifically, it reveals the most important motivations for these members to identify with the community and be loyal to the brand.
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Yang, Liu, and Zhongxuan Lin. "The Impact of “Social Networking +” Technology on the Social Inclusion of People With Mobility Impairments in China." Social Media + Society 8, no. 1 (January 2022): 205630512210770. http://dx.doi.org/10.1177/20563051221077016.

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This study examined whether “social networking +” technology can facilitate the social inclusion of people with mobility impairments. Based on the modality, agency, interactivity, and navigability (MAIN) model of uses and gratifications theory, we conducted a survey on WeChat use among people with mobility impairments in China. We identified 16 gratification factors and tested their associations with social participation, service access, and societal relationships. The linear regression results indicated that instrumental gratifications can more significantly enhance the social participation and service access of people with mobility impairments, whereas non-instrumental gratifications have a greater impact on their social relationships. An analysis of social background and media use revealed that social networking has a greater impact on the social inclusion of people with mobility impairments from superior social backgrounds, especially in the social participation domain.
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Huang, Chiao-Ling, Shu Ching Yang, and An-Sing Chen. "Motivations and Gratification in an Online Game: Relationships Among Players' Self-Esteem, Self-Concept, and Interpersonal Relationships." Social Behavior and Personality: an international journal 43, no. 2 (March 21, 2015): 193–203. http://dx.doi.org/10.2224/sbp.2015.43.2.193.

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We applied uses and gratifications (U & G) theory to investigate how and why people satisfy their needs through playing games online. In this study, conducted with a group of young people aged from 11 to 18 years, we examined the relationships among the psychological traits of self-esteem and self-concept, their interpersonal relationships, and playing a Facebook game called Happy Farm. The results support the assumption in U & G theory that if a specific medium fulfills the expected gratifications initially sought, then individuals will have greater motivation to continue to use the medium. Male players had a significantly greater need for friendship than did females. We also found a positive association among use intensity, self-esteem, self-concept, and interpersonal relationships. Finally, the results showed that recreational motivation, recreational gratification, peer relationships, and caring are all strong predictors of adolescents' usage intensity.
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Samani, Mus Chairil, and Catohrinner Joyce Guri. "Revisiting Uses and Gratification Theory: A Study on Visitors to Annah Rais Homestay." Jurnal Komunikasi: Malaysian Journal of Communication 35, no. 1 (March 31, 2019): 206–21. http://dx.doi.org/10.17576/jkmjc-2019-3501-14.

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Liu, Xiaodan, Qingfei Min, and Shengnan Han. "Understanding users’ continuous content contribution behaviours on microblogs: an integrated perspective of uses and gratification theory and social influence theory." Behaviour & Information Technology 39, no. 5 (April 12, 2019): 525–43. http://dx.doi.org/10.1080/0144929x.2019.1603326.

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Islam, A. K. M. Najmul, Matti Mäntymäki, and Hajer Kefi. "Decomposing social networking site regret: a uses and gratifications approach." Information Technology & People 33, no. 1 (June 27, 2019): 83–105. http://dx.doi.org/10.1108/itp-04-2018-0184.

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Purpose Regret is an undesirable yet very common outcome of social networking site (SNS) use. To date, the literature has examined SNS regret at an aggregate level. The purpose of this paper is to decompose the dimensions and constituents of SNS regret into networking regret and brand page regret, to better understand it, and examine how the two facets of regret are created by SNS use intensity and gratification. The authors also decomposed SNS activities into networking activities and brand page activities and positioned them as predictors of networking regret and brand page regret, respectively. Design/methodology/approach The authors drew on uses and gratifications theory and positioned interpersonal connectivity and exhibitionism as the antecedents of networking activities as well as informational value and exhibitionism as the antecedents of brand page activities. The authors collected data from 246 Facebook users from France and analyzed the data using the partial least squares approach. Findings The results show that use intensity has a marginal effect on both brand page and networking regret. However, exhibitionism was found to reinforce the effect of use intensity on both brand page and networking regret. It also had a positive effect on both networking and brand page activities. The other two gratifications, interpersonal connectivity and informational value, had a positive effect on networking and brand page activities, respectively. Originality/value To date, empirical attempts at investigating decomposed SNS regret have been rare. The paper fills this theoretical and empirical gap and contributes to the literature on regret in an SNS use context.
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Nachrin, Tania. "Social Media Use by the Rohingya Refugees in Bangladesh: A Uses and Gratification Approach." International Journal of Social Science Studies 8, no. 1 (November 13, 2019): 1. http://dx.doi.org/10.11114/ijsss.v8i1.4551.

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The refugee crisis is one of the greatest problems in the world right now. Countries from both developed and developing parts of the world have faced this crisis for many years. Usually, refugees lost their home-relatives, income source and all meaningful aspects of life. Living in another country with the help of the foreign government and NGOs, the refugees spend a challenging time under many difficulties. This study concentrates on social media uses of the Rohingya refugees in Bangladesh under the light of uses and gratification theory. The purposive sampling technique used to collect the data. This study focuses on what are the main reasons for using social media, attitude toward social media, and lastingness on social media by the Rohingya refugees. Data has been collected from 37 Rohingya refugees ranging in age of 19 to 32 years, gendering both male and female. Results indicate that Facebook is the most preferred social media. The majority of them (37.8%) are using social media for one to two years, (43.2%) of them are most active on social media at 7-8 PM and spend four to five hours each day. 62.2% of the respondents have only one social media account. The majority (32.4%) of the Rohingya refugees are using social media for getting the latest news update, sharing an opinion (29.7%), communicating with family and friends (24.3%). 70.3% of respondents think social media is a positive thing, their favorite topics to see on social media are a personal story (51.4%), and political facts (32.4%). Finally, findings support that many paradigms of uses and gratifications theory are met by the Rohingya social media users.
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Ray, Arghya, Amandeep Dhir, Pradip Kumar Bala, and Puneet Kaur. "Why do people use food delivery apps (FDA)? A uses and gratification theory perspective." Journal of Retailing and Consumer Services 51 (November 2019): 221–30. http://dx.doi.org/10.1016/j.jretconser.2019.05.025.

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Hossain, Md, Minho Kim, and Nusrat Jahan. "Can “Liking” Behavior Lead to Usage Intention on Facebook? Uses and Gratification Theory Perspective." Sustainability 11, no. 4 (February 22, 2019): 1166. http://dx.doi.org/10.3390/su11041166.

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The “like” feature on Facebook has emerged as a commonly used paralinguistic tool for communicating, and its importance as an indication of positive feelings toward the posts of others is likely to increase. Comprehensive research is needed into why and how users are motivated toward ‘liking’ behavior, and whether this behavior generates an intention to continue using Facebook over time. This study combines the theory of uses and gratification and a subjective norm perspective to create an integrated model that predicts liking behavior and usage intentions on Facebook. The research model is tested with data collected from online users of Facebook and the proposed model is supported by a measurement and structural model analysis based on empirical data collected from 267 Facebook users. The findings indicate that the most salient motivations for users to liking behavior are enjoyment, information seeking, social interaction, and subjective norms, and that they subsequently reinforce their continuous intention toward the Facebook. The results also revealed that subjective norms contribute strongly to the projections of liking behavior and continuous usage intention. The proposed research model contributes to global marketing research and information-technology service management by integrating personal and social motivators to understand the acceptance of social networking technologies by users in Asia. In particular, the outcomes stand to enhance the current state of knowledge of social networking site developers, managers, and organizations to improve acceptance of their services or products, development of customer support, advertising, and/or product development. The present results lay the foundation for uses and gratification theory and subjective norms model that have important theoretical and practical implications and may guide future research efforts in this context.
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Vukojevic, Borislav. "Media in Republica Srpska: Audiences and content in context of uses and gratification theory." CM - casopis za upravljanje komuniciranjem 10, no. 34 (2015): 29–52. http://dx.doi.org/10.5937/comman10-9184.

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Robinson, Tom, Clark Callahan, Kristoffer Boyle, Erica Rivera, and Janice K. Cho. "I ♥ FB." International Journal of Virtual Communities and Social Networking 9, no. 2 (April 2017): 46–61. http://dx.doi.org/10.4018/ijvcsn.2017040103.

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Virtually seductive qualities of identity sharing, content gratification, and ample social atmosphere have made Facebook the most popular social network, boasting 890 million daily users (“Facebook Reports Fourth Quarter,” 2015; Joinson, 2008; Orchard et al., 2014, Reinecke et al., 2014). Online social network studies largely overlook the individual, limiting the understanding of what exactly drives people to use, abuse, even become dependent on sites like Facebook. Based on the theory of uses and gratifications, Q methodology subjectively observes what draws users to Facebook, focusing specifically on Facebook user characteristics. Past studies neglect the existence of three of the four factor groups discovered in this study, making these effectually new discoveries for academia (Alloway, Runac, Quershi, & Kemp, 2014; Cheung, Chieu & Lee, 2011; Sheldon, 2008, Tosun, 2012; Yang & Brown, 2013). These findings increase understanding of online usage, even addiction, and will help cater future social networks to specific users.
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Nabsiah Abdul Wahid, Zebedeus Henry Bakim, and Shaizatulaqma Kamalul Ariffin. "Motives Behind Active Facebook, Instagram and Other Social Media Users." global journal al thaqafah SI (February 28, 2022): 73–81. http://dx.doi.org/10.7187/gjatsi022022-8.

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Social media (SM) is ‘the’ place individuals use to socialize, connect and share up-to-date information with other parties. According to The Uses and Gratification theory (U>), individuals have needs to satisfy to feel gratified; they use SM to satisfy these personal needs to achieve self-gratification. Gratifications differ for individuals depending on their background and types of SM medium used. Question is, what are the motives behind SM user’s activeness behaviour in their medium of choice in Malaysia’s scenario? Seven common motives, namely, watching, impressing, acting, surveillance, documentation, coolness and creativity were hypothesized to have significant influences over SM users’ activeness behaviour. The study disseminated online surveys to targeted and willing active SM users in the research; it resulted in 397 useable data for analysis. Overall, the study managed to identify four motives, namely, watching, impressing, documentation and coolness as the drivers behind activeness behaviour of SM users in Malaysia. The study also identifies FB as the most popular SM, followed by IG. Further segmentation analysis on each FB-active (n=125), IG-active (n=100) and other SM-active (n=82) found that the main motive for FB users was to impress (impressing) others; for IG users, the main reason was to watch others (watching). As for other SM-active, three motives emerged, i.e. watching, surveillance and documentation. The findings imply the usefulness of U> in explaining individual’s motives for being active SM user as well as importance of motives behind activeness of SM user’s behaviour for different types of SMs.
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Kaur, Puneet, Amandeep Dhir, Sufen Chen, Areej Malibari, and Mohammad Almotairi. "Why do people purchase virtual goods? A uses and gratification (U&G) theory perspective." Telematics and Informatics 53 (October 2020): 101376. http://dx.doi.org/10.1016/j.tele.2020.101376.

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Moore, Joseph H. "Reading, Watching, and Tweeting About Sports: An Analysis of Sport-News Retention." International Journal of Sport Communication 11, no. 4 (December 1, 2018): 503–28. http://dx.doi.org/10.1123/ijsc.2018-0081.

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Much research has been conducted relating to uses-and-gratification theory and how audiences select their news medium and message. Research has examined how newspapers, television stations, and social media outlets such at Twitter present news. However, no research has examined from which medium the audience retains the most information. Through the lens of uses-and-gratification theory, this exploratory study used a 4 × 1 experimental design to fill this gap. A convenience sample of 285 students at a large Midwestern university was invited to participate. A total of 122 responded to the invitation (N = 122). While most reported getting the majority of their sports news via television, participants who were presented news in print scored significantly higher on a retention test than did their counterparts who consumed news via television or Twitter. Avid sports fans retained more information, and the presence of links and images in Twitter did have an impact on how much news was retained. Implications for further research are also discussed.
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Korhan, Orhan, and Metin Ersoy. "Usability and functionality factors of the social network site application users from the perspective of uses and gratification theory." Quality & Quantity 50, no. 4 (June 14, 2015): 1799–816. http://dx.doi.org/10.1007/s11135-015-0236-7.

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Byun, Hyo-Jeong, Jeong-Joon Kim, and Byeong-Cheol Lee. "Competitiveness Analysis of GDSs in South Korea by Using Niche Theory: Focusing on User Gratification." Sustainability 12, no. 20 (October 13, 2020): 8425. http://dx.doi.org/10.3390/su12208425.

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The purpose of this study is to analyze the competitive relationships among the four major Global Distribution Systems (GDSs), which are representative reservation systems in the tourism industry by using niche theory. To that end, niche theory, which presents the three core concepts of niche breadth, niche overlap, and niche superiority, was combined with gratification in the uses to apply the gratification niche analysis technique. Based on an extensive literature review, four factors (core functions, system functions, service functions, and additional functions) to measure user satisfaction levels by function with GDSs were extracted. Online/offline questionnaire surveys were conducted with travel agencies’ airline counter staffs who had experience using all four GDSs, and in total, 324 copies of the questionnaire were used in the analysis. The analysis results confirmed that Sabre had a competitive edge in general over the other three GDSs, while TOPAS (Amadeus) and Galileo had a comparative competitive edge in certain functions. This study suggested concrete implications that can help individual GDSs in terms of their development of functions or the establishment of marketing strategies by verifying user satisfaction by the function of individual GDSs.
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Filipovic, Jelena. "Theory of uses and gratifications: A Review." Marketing 43, no. 3 (2012): 219–28. http://dx.doi.org/10.5937/markt1203219f.

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Zong, Wen, Jing Yang, and Zheshi Bao. "Social network fatigue affecting continuance intention of social networking services." Data Technologies and Applications 53, no. 1 (February 4, 2019): 123–39. http://dx.doi.org/10.1108/dta-06-2018-0054.

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Purpose The purpose of this paper is to explore how social network fatigue affects continuance intention of social networking services (SNSs) from a more comprehensive perspective. Design/methodology/approach A research model was proposed by integrating uses and gratification theory (UGT), social network fatigue and continuance intention. The relationships between the three dimensions of UGT and continuance intention were examined, as well as the direct and moderating effects of social network fatigue. To collect data, an online survey was adopted, and 227 valid responses were analyzed by structural equation modeling. Findings The empirical findings demonstrate that utilitarian gratification (information seeking), social gratification (social interaction) and hedonic gratification (perceived enjoyment) are positively associated with SNS users’ continuance intention. Meanwhile, social network fatigue can directly and negatively affect continuance intention. Furthermore, the relationships between the two dimensions of UGT (information seeking, perceived enjoyment) and continuance intention are also negatively moderated by social network fatigue. Originality/value This study contributes to the understanding about the relationship between continuance intention and social network fatigue. The authors indicate that social network fatigue will not only directly weaken SNS users’ continuance intention, but also negatively influence the formation process of the continuance intention. Some other theoretical and practical implications are also provided.
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Kim, Hyunwoo, and Sangbin Lee. "A Study on Social Viewing Satisfaction for Sports Broadcasting : Focusing on the Uses and Gratification Theory." Korean Journal of Sports Science 30, no. 3 (June 30, 2021): 695–706. http://dx.doi.org/10.35159/kjss.2021.6.30.3.695.

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Alimuddin, Nurwahida, and Ibrahim Latepo. "A Study of University Students’ Communication Behavior in Social Media from Theory of Uses and Gratification." Journal of Humanities and Social Sciences Studies 3, no. 11 (November 30, 2021): 122–32. http://dx.doi.org/10.32996/jhsss.2021.1.4.11.

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University students have intensively used social media in their daily life. The students use social media for social, education, and interaction purposes. Some studies found that students also use social media for psychological relief benefits such as building happiness through making friends and finding entertainment. However, limited studies have been conducted to find out variables that affect psychological needs in social media use. This study, therefore, aims to find out variables that affect university students' psychological needs in social media use. This study used a quantitative method with a survey approach. Samples were eighty students who were purposively recruited from four faculties. This study shows that information search, social interaction, entertainment, narcissism, and attention seekers behavior have significantly influenced the students' motivation to fulfill psychological needs in social media use. Personal identity-building did not affect the students’ use of social media in fulfilling their psychological needs. The students might be focused on social identity rather than personal identity building. We concluded that social media had become a new source for university students to find psychological relief and well-being.
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Martha, Zike. "Penggunaan Fitur Media Sosial Instagram Stories Sebagai Media Komunikasi." Jurnal Komunikasi Nusantara 3, no. 1 (June 14, 2021): 26–32. http://dx.doi.org/10.33366/jkn.v3i1.67.

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Instagram is one of the social media which is widely used by the public. They use the media not only to fill their free time, but also to reveal their previously hidden information. This study aims to find out how people reveal themselves through the Instagram story feature on social media of Instagram. This study uses descriptive qualitative research method with the theory of self-disclosure and the theory of Uses and Gratification as a theory in analyzing self-disclosure in Instagram story. Data collection techniques used were through interviews and documentation. The data were then analyzed using the stages of data reduction, data presentation, and drawing conclusion. The result showed that self-disclosure depends on the mood (mood) and tends to be due to the dyadic effect, and depends on the personality of an individual. The content of the message expressed in accordance with the needs and desires of an individual was also in accordance with the goals to be achieved based on the dimensions of the purpose of self-disclosure which are used as the unit of analysis in this study such as expression, self-cleaning, social control, and relationship development. to express feeling and self-development to gain self-awareness as social control, and to increase the intimacy of a relationship. Keywords: instagram story; self disclosure; uses and gratification
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Santos Corrada, Maria, Jose A. Flecha, and Evelyn Lopez. "The gratifications in the experience of the use of social media and its impact on the purchase and repurchase of products and services." European Business Review 32, no. 2 (January 2, 2020): 297–315. http://dx.doi.org/10.1108/ebr-12-2017-0236.

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Purpose The purpose of this paper is to examine the use of social media and its impact on information search, communication with a company, and purchase and re-purchases of products and services. Using use and gratification theory as a starting point, it also examines the impact of satisfaction of use of social media in the process of purchasing and re-purchasing products and services. Design/methodology/approach An online survey was conducted with 444 participants, and the data were analyzed using the partial least squares structural equation modeling technique to observe the effects between the variables of social media use, search information, communication with the company, purchase, re-purchase and satisfaction of use of social media. Findings The results reflect how the use of social media generates significant rewards that significantly impact the search for information and the communication with the company. The data also show how communication with the company has an impact on the purchase and re-purchase of products and services. Finally, it was empirically confirmed that the gratification received by users through social media use impacts satisfaction with social media use. Originality/value The results contribute to how social media impacts alternative evaluations through the gratification of user needs, resulting in motives and behaviors leading to the purchase of goods and services, as established by Use and Gratification Theory. In its contributions to the Academy, Use and Gratification Theory (U&G) explains why individuals use and share information using social media. First, it justifies the purchase and re-purchase of products and services due to user satisfaction according to users’ experience using social media. Second, it presents a vision of how the use of social media is a significantly important result in the gratification of consumer needs.
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