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1 – 10 of 1000Xiao-Yu Xu, Syed Muhammad Usman Tayyab, Qingdan Jia and Albert H. Huang
Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental…
Abstract
Purpose
Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental elements, gratifications and user pre-existing attitudes in VGS, this paper presents the development of an extended model of uses and gratification theory (EUGT) for predicting users' behavior in novel technological context.
Design/methodology/approach
The proposed model was empirically tested in VGS context due to its popularity, interactivity and relevance. Data collected from 308 VGS users and structural equation modeling (SEM) was employed to assess the hypotheses. Multi-model comparison technique was used to assess the explanatory power of EUGT.
Findings
The findings confirmed three significant types elements in determining VGS viewers' engagement, including gratifications (e.g. involvement), environmental cues (e.g. medium appeal) and user predispositions (e.g. pre-existing attitudes). The results revealed that emerging technologies provide potential opportunities for new motives and gratifications, and highlighted the significant of pre-existing attitudes as a mediator in the gratification-uses link.
Originality/value
This study is one of its kind in tackling the criticism on UGT of considering media users too rational or active. The study achieved this objective by considering environmental impacts on user behavior which is largely ignored in recent UGT studies. Also, by incorporating users pre-existing attitudes into UGT framework, this study conceptualized and empirically verified the higher explanatory power of EUGT through a novel multi-modal approach in VGS. Compared to other rival models, EUGS provides a more robust explanation of users' behavior. The findings contribute to the literature of UGT, VGS and users' engagement.
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M. Claudia tom Dieck, Eleanor Cranmer, Alexandre Prim and David Bamford
The use of augmented reality (AR) and experiential learning go hand in hand. Although AR learning opportunities have been well discussed, there is limited empirical research on…
Abstract
Purpose
The use of augmented reality (AR) and experiential learning go hand in hand. Although AR learning opportunities have been well discussed, there is limited empirical research on the use of AR within higher education settings. Drawing from the uses and gratifications theory (U>), this study aims to explore the use of AR for learning satisfaction and student engagement, while also examining differences in learning styles.
Design/methodology/approach
This study used experiments with higher education students in the UK to explore the use of AR as part of the learning experience. Data from 173 students who experienced AR as part of their learning experience were analysed using partial least square analysis.
Findings
The authors found that hedonic, utilitarian, sensual and modality gratifications influence AR learning satisfaction and student engagement. Furthermore, the authors found differences between active and passive learners with regards to utilitarian (information seeking, personalisation) and sensual gratifications (immersion, presence) and effects on learning satisfaction.
Originality/value
This study developed and validated a U> framework incorporating different learning styles rooted in Kolb’s learning cycle. Findings provide important implications for the use of commercial AR applications as part of the learning experience within higher education settings.
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Ankita Sharma, Naman Sreen and Kuldeep Baishya
Millions of dollars are being spent by over-the-top platform (OTT) providers to produce content for the Indian market. These circumstances highlight the necessity for a solution…
Abstract
Purpose
Millions of dollars are being spent by over-the-top platform (OTT) providers to produce content for the Indian market. These circumstances highlight the necessity for a solution that attracts and maintains customers, enabling OTT providers to generate revenues and profits. This study explores the underlying gratifications (e.g. informative; connectivity) obtained from over-the-top platform (OTT) attributes (e.g. global content; regional and cultural content) through consequences (e.g. create awareness; related to reality).
Design/methodology/approach
Means-end chain theory uncovered gratifications consumers fulfill through the use of OTT platforms. The laddering technique explores the linkage among attributes, consequences and gratifications that influence OTT platforms' consumers' consumption patterns. In total, 27 interviews were conducted in India, and participants responded to questions regarding attributes of OTT platforms, consequences and gratifications in a one-on-one interview procedure. Hierarchical value maps were built to better understand customer selection of OTT platforms based on the replies.
Findings
The results suggested that six attributes of OTT platforms (for ex-global content; regional and rural content; rating before watching) were associated with the four consequences (for ex-create awareness; related to reality; saves time), which were associated with four gratifications, which are informativeness, connectivity, social enhancement and productivity.
Originality/value
The prospective function of OTT services in the entertainment and media business has grabbed consumer attention. However, limited literature focuses on identifying gratifications consumers gain from OTT attributes. Through these findings, managers and practitioners can gain insights regarding strategies to increase OTT adoption and help develop a loyal consumer base.
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Jie Zhang, Yinghan Xu, Lingfeng Dong and Qingqi Long
This study aims to explore whether gratification matters in influencing consumers' attitudes towards purchase in the context of livestream shopping and the antecedents that lead…
Abstract
Purpose
This study aims to explore whether gratification matters in influencing consumers' attitudes towards purchase in the context of livestream shopping and the antecedents that lead to consumers' gratification perceptions.
Design/methodology/approach
Four technology affordances (i.e. modality affordance, agency affordance, interactivity affordance and navigability affordance) and two gratifications (information gratification and entertainment gratification) are identified, and the relationships among the technology affordances, gratifications and purchase intention are examined. The model is tested using structural equation modeling.
Findings
The result shows that both information and entertainment gratification are positively associated with consumer purchase intention. No significant results have been uncovered with the relationship between interactivity affordance and entertainment gratification, while the rest relationships of gratification and its antecedents are positively associated.
Originality/value
The findings of this study uncover the antecedents and consequences of gratification in the context of livestreaming from technology affordance perspective. The uncovered relationships among technology affordance, gratification, purchase intention as well as the moderation roles aroused by price consciousness contribute to the extant literature.
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By building and examining an integral model, the principal objectives of this research are to systematically explore how indirect and direct network externalities lead to user…
Abstract
Purpose
By building and examining an integral model, the principal objectives of this research are to systematically explore how indirect and direct network externalities lead to user loyalty toward WeChat through the mediating effect of perceived gratifications.
Design/methodology/approach
The data were collected through an online survey of 688 young people in Mainland China. To empirically assess the conceptual model, zero-order correlation analyses and structural equation modeling were carried out utilizing web-based data.
Findings
Path analysis results demonstrate that indirect network externalities and direct network externalities exert a significant impact on users' hedonic gratifications and utilitarian gratifications. Moreover, the study discovers the significant mediating influences of utilitarian gratifications on the association between indirect network externalities and user loyalty.
Research limitations/implications
Theoretically, this article may extend the scope of diverse studies on the association between network externalities and perceived gratifications and offer fresh insights into how mobile social media could actually improve user loyalty through enhancing perceived values among younger generation. Practically, this research assists mobile social media practitioners in retaining users and gaining competitive advantages over rival applications.
Originality/value
Although the extraordinary growth of WeChat has successfully become the dominant media by which individuals develop interpersonal network and contact with others, the roles of perceived gratifications between network externalities and user loyalty toward WeChat have not yet been investigated in depth. These obtained outcomes not only enrich the existing literature regarding the relationship between network externalities and affective response, but also offer fresh insights to mobile social media designers, marketers and users.
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Chin Lung Hsu and Judy Chuan-Chuan Lin
This study combines uses and gratifications theory and flow theory to create an integrated model that predicts continuance intention to use and satisfaction with livestreaming…
Abstract
Purpose
This study combines uses and gratifications theory and flow theory to create an integrated model that predicts continuance intention to use and satisfaction with livestreaming services.
Design/methodology/approach
The proposed model was empirically evaluated using survey data collected from 304 users about their perceptions of livestream services.
Findings
The results indicate that gratifications such as entertainment, informativeness and sociability were all positively related to satisfaction. The authors find that flow mediates the impact of interactivity and telepresence on satisfaction. Notably, sociability gratification and satisfaction had a significant impact on a user's intention to continue to use livestreaming services and accounted for 77% of the variance.
Originality/value
The study adds to the body of knowledge by demonstrating the uses and gratifications theory and flow theory in live stream services. In addition, the findings may provide useful insights for live stream services streamers and marketers.
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Shinyong Jung, Seonjeong (Ally) Lee and Stephen Leitch
By integrating stimulus-organism-response theory and uses and gratifications theory, this study explored the salient gamification factors that satisfy the gratifications of…
Abstract
Purpose
By integrating stimulus-organism-response theory and uses and gratifications theory, this study explored the salient gamification factors that satisfy the gratifications of conference attendees in the context of an event gamification mobile app and their relationships with conference engagement, continuance intention and word-of-mouth.
Design/methodology/approach
The questionnaire was developed in Qualtrics and administered on a gamification application called Goosechase during an annual hospitality conference. The proposed hypotheses were tested using the partial least square-structural equation modeling (PLS-SEM).
Findings
The gratifications of social presence, education and entertainment through a gamification mobile app influences attendees’ engagement during the conference while achievement gratification does not. Positive effects of conference engagement on their continuous intention and WOM have been also validated.
Originality/value
By adopting a unique integrated approach that utilizes UGT and S-O-R framework, while considering conference engagement as work-related engagement, this study offers a fresh perspective on gamification apps and discusses its theoretical and practical implications in depth.
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The number of children using and owning mobile devices has grown significantly in the last decade. By applying a uses and gratifications approach, this paper aims to explore what…
Abstract
Purpose
The number of children using and owning mobile devices has grown significantly in the last decade. By applying a uses and gratifications approach, this paper aims to explore what customers of a tablet computer for children report about the use and expectations of these devices from an information behavior perspective.
Design/methodology/approach
For this study, 1,185 online customer reviews published for two different versions of the Amazon Fire Tablet Kids Edition on the German Amazon website between June 16, 2019, and June 15, 2020, were analyzed. A content analysis of the reviews was conducted using different inductive coding methods.
Findings
Findings indicate that customers describe different aspects of children's use and families' expectations of tablets within their reviews. The expressed gratifications mostly relate to the aim of entertainment. Intentional information seeking activities were hardly mentioned within the reviews, but many customers emphasize learning as an important activity with the devices. Overall, the customer reviews reveal a mix of gratifications that differ from reported motivations for adults' tablet use.
Research limitations/implications
The possibility of manipulated online customer reviews must be considered. It should also be viewed critically that the children's perspectives are only indirectly included in the data.
Originality/value
Families' expectations of tablets as a device for children have not been a focus of research to date. This study uses an innovative research design by applying a uses and gratifications approach to online customer reviews for children's tablets. The findings add to previous research on children's use and families' expectations of tablets and contribute to our understanding of children's information behavior in connection with mobile devices.
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Yuri Siregar, Anthony Kent, Anne Peirson-Smith and Congying Guan
The aim of this paper is to assess the use of social media by Gen Z consumers and the ways they impact on and re-shape their fashion consumption journey. This generational…
Abstract
Purpose
The aim of this paper is to assess the use of social media by Gen Z consumers and the ways they impact on and re-shape their fashion consumption journey. This generational approach uses the lens of uses and gratifications theory (UGT) to explore the customer fashion retail journey from the perspective of the Gen Z consumer.
Design/methodology/approach
The research uses an exploratory approach in response to the relative lack of research in to GenZ consumers combined with a need to understand shopping journeys. Mixed methods were used with a first phase of interviews followed by a survey of 102 Gen Z students recruited online in the UK during the COVID-19 pandemic.
Findings
The study found that GenZ users of social media for shopping sought gratification from experiences derived from social relationships, entertainment and information. The need for immediate gratification was found in new information and meeting new people to maintain social relationships, learn about products and inform the shopping journey. Further, the research supported the importance of visual images in the affective gratification of shopping needs. Resale sites on social media were favoured for their low prices, information about previously owned fashion items and the opportunity to exercise sustainable fashion choices.
Originality/value
The research advances understanding of fashion shopping journeys through social media and online resale sites. It demonstrates that younger consumers, GenZ, shop through the gratification of experiences informed by their social networks and wider contacts. The linear stages of pre to post–purchase shopping are merged and looped as they exchange information about their shopping journey, from information gathering to post–purchase comments. The role of the brand to these knowledgeable consumers conducting their own resale trade is to facilitate access to and information about their products.
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Yair Galily, Tal Laor and Tal Samuel-Azran
Despite the ability of podcasts to bring free quality content to the masses, studies found that podcast consumption have been identified mostly with the elite class, thus…
Abstract
Purpose
Despite the ability of podcasts to bring free quality content to the masses, studies found that podcast consumption have been identified mostly with the elite class, thus increasing knowledge gaps and digital divides. This study aims to examine whether this trend extends to non-elitist podcast genres by providing the first analysis of sport podcast demographics and uses and gratifications.
Design/methodology/approach
A survey was conducted among Israel’s three most popular sport podcast listeners (N = 503), examining the listeners’ demographics, consumption patterns and uses and gratifications driving them to listen to the podcast.
Findings
The analysis reveals that most listeners are secular millennials males with above average income, highlighting the elitist nature of sport podcast consumers. The analysis further revealed that information-rich groups were more likely to tune in for information acquisition whereas other groups used it more for entertainment and escapist purposes.
Practical implications
For policy makers and educators who wish to promote podcast-based initiatives to narrow social gaps, the analysis strengthens the notion that the podcast platform mostly attracts those who are already information rich and thus increase knowledge gaps and digital divides. For sport broadcasters, the analysis illuminates sport podcasts audiences’ demographics and their uses of the platform.
Social implications
The study reflects that the podcast platform is identified with elitist listening even in non-elitist genres; thus it further increases the already wide knowledge gap and digital divides promoted by the advent of the podcast platform.
Originality/value
The study is the first to highlight the elitist nature of sport podcast listeners’ demographics, indicating that the podcast platform increases the knowledge gap also even across non-elitist content genres such as sport content.
Peer review
The peer review history for this article is available at: https://publons.com/publon/10.1108/OIR-12-2021-0684
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