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1

Wibowo, Arif Ardy. "Publication trends related to Uses and Gratification Theory on social media." International Journal of Communication and Society 4, no. 2 (2022): 258–66. http://dx.doi.org/10.31763/ijcs.v4i2.789.

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This analysis aims to analyze publication trends related to the Uses and Gratification Theory and social media in Scopus Journal Articles from 2019-2021. The Uses and Gratification Theory analyzes the genuine social and psychological needs that generate expectations for social media use. Nearly 50 years after, the Uses and Gratification Theory in today’s research is often used in social media. According to the result, most Uses and Gratification Theory articles came from the USA, followed by China, the United Kingdom, Malaysia, and India. Meanwhile, the top five most used keywords are social m
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Roux, Thérèse. "Users’ Experience of Digital Wayfinding Screens: A Uses and Gratification Perspective from South Africa." Advances in Human-Computer Interaction 2020 (July 7, 2020): 1–11. http://dx.doi.org/10.1155/2020/7636150.

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Marketing and business communication researchers have neglected the wayfinding capabilities of digital out-of-home communication in the retailing landscape. The current study focuses on digital wayfinding screens in the South African shopping mall environment. The aim is understanding users’ experience of digital wayfinding screens, guided by the uses and gratification theory. Shoppers were interviewed about their views and actions while engaging in the wayfinding process in large upmarket shopping malls. The in-depth semistructured interviews were recorded and then the content was analysed. T
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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 (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 exami
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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 (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-gove
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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 (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 o
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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 (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
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Suparmo, Ludwiq. "Uses and Gratifications Theory dalam Media Sosial WA (WhatsApp)." Communicology: Jurnal Ilmu Komunikasi 5, no. 2 (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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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 (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 antecede
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Roux, Thérèse. "Gratifications and readership of women’s magazines in South Africa." Global Media and Communication 17, no. 2 (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
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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 (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 c
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Ju, Boryung, and J. Brenton Stewart. "Empowering Users with ChatGPT and Similar Large Language Models (LLMs): Everyday Information Needs, Uses, and Gratification." Proceedings of the Association for Information Science and Technology 61, no. 1 (2024): 172–82. http://dx.doi.org/10.1002/pra2.1018.

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ABSTRACTDisruptive technologies such as ChatGPT and similar Large Language Models (LLMs) have transformed mundane everyday tasks of information users since their debut in late 2022. In this study, we leverage uses and gratifications theory to test a distinct set of motivations that drive users' satisfaction and continued use intentions of ChatGPT and similar large language models. Data were collected using a national online survey of 323 adults residing in the United States. We conducted data analysis using Partial Least Squares (PLS‐SEM) to investigate both direct and indirect impact of facto
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Dr., Uma Bhushan. "Review of Literature on the Media Uses and Gratifications Derived By Students of Higher Education in India." Indian Journal of Mass Communication and Journalism (IJMCJ) 2, no. 1 (2022): 1–5. https://doi.org/10.54105/ijmcj.A1020.092122.

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<strong>Abstract:</strong> This study is a brief review of the literature on the media uses and gratification among students of higher education in India. With the proliferation of social media and the pandemic-induced lockdown of the past two years, it is important to understand &ndash; how students use social media, seek and gain gratification from it, because with the proliferation of large number of social media networking sites and the magnitude of traffic that it generates, brands today put a significant weightage on promotions via these channels as the engagement metrics of these partic
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Hidayati, Eva Laela, Maria Apsari Sugiat, and Maya Aryanti. "Exploring TikTok Live Shopping : How Uses and Gratifica-tions Theory, Network Size, and Digital Celebrities Drive Continuous Purchase Intentions." Digital Innovation : International Journal of Management 2, no. 3 (2025): 85–97. https://doi.org/10.61132/digitalinnovation.v2i3.405.

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This study aims to analyze the influence of Uses and Gratifications Theory (U&amp;G Theory) dimensions—including hedonic gratification (perceived enjoyment), utilitarian gratification (perceived utility and self-presentation), and social gratification (social presence) as well as perceived network size on continuous purchase intention. In addition, the study explores the mediating role of perceptions of digital celebrities in the context of live streaming shopping for modest fashion products on TikTok. A quantitative approach was employed using a survey method involving 429 TikTok users who ha
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Bhushan, Dr Uma. "Review of Literature on the Media Uses and Gratifications Derived By Students of Higher Education in India." Indian Journal of Mass Communication and Journalism 2, no. 1 (2022): 1–5. http://dx.doi.org/10.54105/ijmcj.a1020.092122.

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This study is a brief review of the literature on the media uses and gratification among students of higher education in India. With the proliferation of social media and the pandemic-induced lockdown of the past two years, it is important to understand – how students use social media, seek and gain gratification from it, because with the proliferation of large number of social media networking sites and the magnitude of traffic that it generates, brands today put a significant weightage on promotions via these channels as the engagement metrics of these particular sites are new currencies of
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Dan, He, and Shahrul Nazmi Sannusi. "Motives of Sharing Fake News and Effects on Mental Health of Social Media Users: A Meta-analysis." Jurnal Komunikasi: Malaysian Journal of Communication 40, no. 2 (2024): 188–204. http://dx.doi.org/10.17576/jkmjc-2024-4002-11.

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After the outbreak of COVID-19, the world faced various economic, health, and social challenges alongside terror from fake news and posts on social media. There has been a significant impact from the spread and sharing of fake news on the mental health of social media users. Henceforth, this study examined this issue within the context of uses and gratification theory. In doing so, the study performed a meta-analysis using cross-sectional studies regarding social media usage and the association between use and gratification among social media users. Fifteen articles from 2010 to 2020 were retr
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Mutiara, Praventyasari, and Kinkin Yuliaty Subarsa Putri. "Uses and Gratification Theory in TikTok as Social Media Marketing Platform: Seen from Market Player View." Journal of Digital Marketing and Communication 3, no. 1 (2023): 1–11. http://dx.doi.org/10.53623/jdmc.v3i1.164.

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This study aimed to understand the relationship between social media users and content using the use and gratification theories. It is also written to apprehend one of many communication theories, which includes mass communication theory and uses and gratification theory. This theory studies the reasons why people use social media platforms to create brand awareness and why they choose a particular platform to promote their brand awareness. The research methodology used in this study was descriptive qualitative. The author took samples from TikTok users who use social media to create brand awa
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Sudarmawan, Wahyu, M. Suyanto, Anas Hidayat, Mario A. Birowo, Hosam A. Riyadh, and Baligh A. H. Beshr. "A Novel Framework for Evaluating Television Program Quality and Its Impact on Viewer Satisfaction and Loyalty." Journal of Human, Earth, and Future 5, no. 4 (2024): 720–41. https://doi.org/10.28991/hef-2024-05-04-013.

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This study aims to analyze and synthesize the antecedents and consequences of television audience behavior, which are formed in a model of perception of television program quality and viewing satisfaction based on the Uses and Gratification Theory and the Theory of Repeat Patronage. Researchers have examined the Uses and Gratification Theory in their study of the audience's interaction with communication media, utilizing variables such as television show quality, viewing satisfaction, and loyalty. This study used quantitative methods and explanatory research with the SEM-AMOS analysis approach
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Liu, Pingping. "Academics’ Behavior on STM-Journal WeChat Public Account Platform: A Uses and Gratifications Perspective." Journal of Scholarly Publishing 56, no. 1 (2025): 34–59. https://doi.org/10.3138/jsp-2023-0052.

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To explore the motives, uses, and gratifications of academics on the STM-journal WeChat public account (STM-journal WPA) platform, the authors conducted a survey by applying the uses and gratifications theory. The results showed that the primary motive of academics is to stay informed of the updates or progress in their field, and they derive the most satisfaction from the information-gathering capabilities of STM-journal WPAs. The uses of STM-journal WPAs varied with individual factors: both use frequency and duration per session were negatively correlated with academic ranks; female academic
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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 gratificat
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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 (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&amp;G) theory, where income and education were used
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Shehzadi, Iram, Abdul Rehman Madni, and Ali Hassan. "COMPARATIVE ANALYSIS OF SOCIAL MEDIA USERS’ CONSUMPTION PATTERS AMONG MALE AND FEMALE." Pakistan Journal of Social Research 05, no. 01 (2023): 642–52. http://dx.doi.org/10.52567/pjsr.v5i01.1388.

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The increased use of social media has become an international phenomenon. New technology set new trends with the advent of social media and shifted the focus from traditional media to social media. Technology is changing our lives in various ways each decade. One of the major revolutions that are transforming our society and social connections is the use of social media. There was huge increase in social media users in 2021-2022 .This study examines the social media users consumption patterns using the microscope of the Uses and Gratification theory. Data was collected from 350 male and female
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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 le
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Sabharwal, Dhruv. "Users and Gratification Theory Approach to Understand Why People Use Digital Media Mainly During Lockdown." International Journal of Social Media and Online Communities 16, no. 1 (2024): 1–9. http://dx.doi.org/10.4018/ijsmoc.336477.

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This article seeks to find the uses and gratification that consumers receive by using digital media during the lockdown when there is a situation of Covid. This article tries to provide a more comprehensive understanding of why consumers use digital media. Exploratory research was conducted. In-depth interviews were conducted with over 30 individuals who use social media or digital media during the lockdown. This study identified eight implications of uses and gratifications for using digital media. They are social interaction, seeking information, time-pass, entertainment, relaxation, express
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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 (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
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Wang, Yuan, and Junhan Chen. "What Motivates Information Seeking and Sharing During a Public Health Crisis? A Combined Perspective From the Uses and Gratifications Theory and the Social- Mediated Crisis Communication Model." Journal of International Crisis and Risk Communication Research 5, no. 2 (2022): 155–84. http://dx.doi.org/10.30658/jicrcr.5.2.3.

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Combining the uses and gratifications theory (U&amp;G) and the social-mediated crisis communication model (SMCC), this study examined why and how Chinese publics sought and shared information during a public health crisis in China—the Quanjian crisis. Through a survey of 309 Chinese adults, we found that Chinese publics sought and shared crisis information to gratify socializing, guidance, medium appeal, mood management, and habitual diversion gratifications. In addition, publics sought medium appeal gratification through information seeking and sought competence and reciprocity gratifications
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Anum, Isma, and Amna Zulfiqar. "<b>Beyond Audience Empowerment: Revisiting Uses and Gratifications Theory in Evolving Media Landscapes</b>." Journal of Political Stability Archive 3, no. 1 (2025): 1118–32. https://doi.org/10.63468/jpsa.3.1.66.

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Uses and gratification theory is based on the concept of “gratifying the needs through the use of media”, and theory has an “audience-centric” approach. In 1969, Blumler and McQuail initiated the work of understanding the motivational factors behind watching political programs by people during the United Kingdom elections of 1964. Afterwards, the work was carried by Blumler along with his colleagues for future work on Uses and Gratifications theory. The study examines all the possible dimensions of U&amp;G theory as well as the areas where it is applicable. For this purpose, different articles
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Herna. "TIKTOK SOCIAL MEDIA USAGE MOTIVES: USES AND GRATIFICATION THEORY ANALYSIS." Moestopo International Review on Social, Humanities, and Sciences 2, no. 2 (2022): 160–68. http://dx.doi.org/10.32509/mirshus.v2i2.38.

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The purpose of the study was to find out the motives for using TikTok social media to get gratification. Users choose a medium to meet the needs and get satisfaction. This study describes the usefulness and satisfaction of using TikTok social media using the Uses and Gratification Theory. The study used a qualitative approach with data collection methods with in-depth interviews directly with five informants. The results of the study explain that the first motive for using TikTok media is to get entertainment. The Tiktok application is in fact trending and is seen by users as a new application
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P, John Britto. "Uses Gratification Theory and Village Cooking YouTube Channel- A Discourse." International Journal of Multidisciplinary Research and Analysis 04, no. 09 (2021): 1318–26. https://doi.org/10.47191/ijmra/v4-i9-18.

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Viewers of youtube channel, choose the content freely to satisfy their needs. They like a video or dislike a video based on their likes and dislikes, thus empowering audience over media to give their feedback. More than this audience can give their comments over the content of the video. This paves for active participation of audience as Uses Gratification Theory (UGT) postulates. The audience also has the power to share the video to other platforms to show how their physical, psychological and social needs were satisfied and so others could get satisfied. Village Cooking YouTube channel has b
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Hossain, Md Alamgir. "Effects of uses and gratifications on social media use." PSU Research Review 3, no. 1 (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 u
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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 (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 powe
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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 (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&amp;G). Three dimensions of CE and three types of U&amp;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
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Redzuwan, Radzliyana, Nadiah Diyana Tan Abdullah, Khor Poy Hua, Azlan Abdul Aziz, and Lim Khong Chiu. "Motivational Factors on the Propensity to Use Sports Events Tourism Websites: The Utilization of UGT." Jurnal Intelek 17, no. 2 (2022): 187–97. http://dx.doi.org/10.24191/ji.v17i2.18205.

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Even though extensive Internet research has been conducted around the world, there is still a lack of knowledge about motivational factors and their moderating effects on the inclination to utilize sports event tourism websites. Two theories are being utilized in this study – (i) the Sport Website Acceptance Model (SWAM) and (ii) the Uses and Gratifications Theory (UGT). Customer-perceived values which are derived from the SWAM consist of four components including accessibility, flexibility, interactivity, and reliability, while motivation factors include informativeness gratification and ente
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Marcella Riady, Fransisca, and Muhammad Adi Pribadi. "Pengaruh Uses and Gratification pada Minat Beli Produk Cokro di Jakarta Fair Kemayoran." Kiwari 3, no. 3 (2024): 465–72. http://dx.doi.org/10.24912/ki.v3i3.32001.

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The continuous development of technology makes many changes and developments in various aspects, one of which is the media. Over time, social media is used for various things, one of which is as a promotional media. One of the processed bread brands gets a positive impact from social media, its promotion on social media gets enthusiasm and attention from the public. The promotion had a good impact on the brand making it known and getting long queues every day while selling at an exhibition in Jakarta, namely the Jakarta Fair Kemayoran 2023. The research uses Uses and Gratification (U&amp;G) th
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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 (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 s
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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 (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&amp;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 th
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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 (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 v
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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 (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
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Jang, Seongsoo, and Yi Liu. "Continuance use intention with mobile augmented reality games." Information Technology & People 33, no. 1 (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&amp;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 relat
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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 (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 infl
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Nuzuli, Ahmad Khairul. "Motives for Using Tik Tok in Uses and Gratification Theory Perspective." KOMUNIKA: Jurnal Dakwah dan Komunikasi 16, no. 1 (2022): 15–26. http://dx.doi.org/10.24090/komunika.v16i1.4787.

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Although Tik Tok gets negative sentiments, it is even the most popular application downloaded by the public. Tik Tok is considered to have a significant role in marketing, branding, and personal branding. Furthermore, Tik Tok can reduce stress during a pandemic significantly. This study aims to analyze the existence of Tik Tok, which initially received negative opinions, but in 2019 the popularity of Tik Tok beat Facebook and Instagram successfully. In addition, this study also aims to determine the community motives for using the Tik Tok application. This study uses a descriptive quantitative
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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 (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 e
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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 (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
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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 (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
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Yusup, Ilham Maulana, Muhammad Ganda Marzuqi, Abiyyu Alfio Fano, and Luluk Fikri Zuhriyah. "Motive for Watching Da'wah Content on Instagram Account Habib Husein Ja'far Al-Hadar @husein_hadar (Analysis of Uses and Gratification Theory)." JASNA : Journal For Aswaja Studies 5, no. 1 (2025): 75–90. https://doi.org/10.34001/jasna.v5i1.7363.

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In the current era of information society, audiences are increasingly active and free to choose media and content that suits their wishes and can no longer be dictated by one media at a time to meet their needs. This study aims to determine Habib Ja'far's Instagram followers' motives for deciding to watch the content presented by this famous da'i, who also doubles as a da'wah influencer. This research uses descriptive qualitative research methods with the theory used in this research is Uses and Gratifications Theory. Based on the results of this study, the motive for watching Habib Ja'far da'
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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 (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
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Yugo Dwi Prasetio and Tina Kartika. "The Influence of the News Message Content of the Bandar Lampung City Government in Lidik.id Media on Information Satisfaction of the People of Way Halim District." International Journal of Technology and Education Research 1, no. 02 (2023): 111–29. https://doi.org/10.63922/ijeter.v1i02.371.

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According to the Association of Indonesian Internet Service Providers (APJII), internet users in Indonesia are increasing and are quite high. In 2018, the results of a survey conducted by APJII found 171.1 million people or 73.7% increasing to 196.71 million people from internet use in Indonesia in a population of 266.91 million Indonesian population in 2019. (APJII, 2019). This research is to find out what are the contents of news messages from the City Government of Bandar Lampung and to find out how much the effectiveness of the use of dik.id media is in fulfilling the information needs of
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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 (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 wit
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Joorabchi, Toktam Namayandeh, and Mehran Samadi. "The Relationship between Gratification of Internet Usage and Negative Behavior among Youth in Malaysia." Journal of Society and Media 6, no. 2 (2023): 392–421. http://dx.doi.org/10.26740/jsm.v6n2.p392-421.

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Youth are significant consumers of internet technologies. Sometimes, adolescents are directly involved in problematic internet usage, such as online gambling and pornography. They are indirectly exposed to some negative behavior, such as alcohol usage, drug usage, internet addiction, and social isolation. This study aims to identify the relationship between six factors of negative behavior and gratification in using the internet among 440 Malaysian youth by collecting data via survey. The theory applied is the uses and gratification theory (U&amp;G). The results revealed no meaningful relation
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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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&lt;abstract&gt; &lt;p&gt;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 mo
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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 (2020): 168. http://dx.doi.org/10.26623/themessenger.v12i2.1818.

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&lt;p class="Default"&gt;&lt;em&gt;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 gratificati
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