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1 – 10 of over 4000
Article
Publication date: 3 February 2020

Ashfaq Hussain, Ghulam Shabir and Taimoor-Ul-Hassan

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…

2043

Abstract

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.

Details

Information Discovery and Delivery, vol. 48 no. 2
Type: Research Article
ISSN: 2398-6247

Keywords

Article
Publication date: 26 October 2021

Younghoon Chang, Seongyong Lee, Siew Fan Wong and Seon-phil Jeong

As the center of the fourth industrial revolution, artificial intelligence (AI) has marked its presence in various disciplines including the education field in the form of…

2161

Abstract

Purpose

As the center of the fourth industrial revolution, artificial intelligence (AI) has marked its presence in various disciplines including the education field in the form of AI-powered learning applications. The purpose of this study is to build a research model capturing the relationships among use contexts, user gratification, attitude, learning performance and continuous intention to use an AI-powered English learning application.

Design/methodology/approach

Using the use and gratification theory, use contexts and the belief-attitude-intention theory, this paper uses a quantitative approach based on a survey method for data collection and structural equation modeling for analysis. A total of 478 students from an international university in Guangdong, China, participated in the survey after using Liulishuo for two weeks.

Findings

The results showed that perceived use contexts affected all variables associated with gratifications-obtained and gratification-opportunities. With the exception of social integrativeness, all other gratification-based factors significantly affected attitude. The attitude in turn significantly influenced learning performance and continuous use intention.

Originality/value

Mobile AI-powered learning applications are at the center of research on technology-enhanced learning in the age of media and technology convergence. The study is timely and contributes to the discussion of the roles of use context and gratifications on technology users’ attitudes and behavioral intentions.

Details

Information Technology & People, vol. 35 no. 7
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 23 August 2018

Navdeep Athwal, Doga Istanbulluoglu and Sophie Elizabeth McCormack

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

8198

Abstract

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.

Details

Information Technology & People, vol. 32 no. 3
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 6 June 2023

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.

Details

Marketing Intelligence & Planning, vol. 41 no. 5
Type: Research Article
ISSN: 0263-4503

Keywords

Article
Publication date: 18 September 2023

Xiao-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.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 26 March 2010

Áine Dunne, Margaret‐Anne Lawlor and Jennifer Rowley

The purpose of this paper is to explore why young people use and participate in social networking sites (SNSs) with specific reference to Bebo.

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Abstract

Purpose

The purpose of this paper is to explore why young people use and participate in social networking sites (SNSs) with specific reference to Bebo.

Design/methodology/approach

A qualitative approach is employed in this paper with a view to exploring the uses and gratifications (U and G) that girls aged 12‐14 years, both seek and obtain from the Bebo SNS. The research is conducted in a school setting in Ireland.

Findings

The findings indicate that the participants are actively using Bebo for their own personal motives and gratifications in terms of presenting and managing a certain identity and persona in a social context. Furthermore, the relatively impersonal nature of the online environment is seen to especially facilitate the young participants in negotiating the practicalities and difficulties that can arise offline, in terms of forging identities and managing relationships.

Originality/value

U and G theory has attracted criticism in terms of a perceived limitation that it only serves to offer lists of reasons as to why audiences attend to the media, and furthermore, a perception that much of the extant U and G research has desisted from discerning between gratifications sought (GS) and gratifications obtained (GO). This paper affirms the appropriateness of the U and G theoretical approach in the context of online research. The authors conclude that SNS such as Bebo facilitate the participants in this paper in executing personal aims (for example, identity creation and management) with a view to obtaining certain gratifications (for example, peer acceptance). Therefore, a clear distinction but inextricable link is demonstrated between the GS and GO from participating in SNS.

Details

Journal of Research in Interactive Marketing, vol. 4 no. 1
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 27 November 2020

Muftawu Dzang Alhassan, Emmanuel Awuni Kolog and Richard Boateng

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…

1364

Abstract

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.

Details

Journal of Systems and Information Technology, vol. 22 no. 4
Type: Research Article
ISSN: 1328-7265

Keywords

Article
Publication date: 5 February 2018

Muhterem Dindar and Nihal Dulkadir Yaman

The purpose of this paper is to propose a robust framework for assessing motivations to use Twitter. Drawing on previous studies, diffusion of innovations, unified theory of…

1373

Abstract

Purpose

The purpose of this paper is to propose a robust framework for assessing motivations to use Twitter. Drawing on previous studies, diffusion of innovations, unified theory of acceptance and use of technology, and uses and gratifications frameworks were incorporated to capture the variety in Twitter gratifications.

Design/methodology/approach

This study explored the motivations to use Twitter through data mining and content analysis of #IUseTwitterBecause trending topic in Turkey. The sample was consisted of 4,465 tweets posted by 3,794 unique Twitter persona.

Findings

Findings revealed 13 distinct Twitter gratifications which were grouped under four main categories: content, process, social and technology. Process gratifications were found to be the strongest motives for using Twitter whereas content gratifications were the weakest. The current findings indicated that Turkish users engage with Twitter mostly for self-expression, escapism, and social interaction. Moreover, the study found a novel campaign gratification for using Twitter solely to make political or social agenda visible in the society.

Originality/value

The current study extends the previous literature on motivations in using social networking services from both analytical and methodological perspectives. The naturally occurring data and relatively large sample size in this study provides a deeper look into social media gratifications and yields more generalizable findings. Besides, this study contributes to the alleviation of conceptual confusions among the past social media gratification studies.

Article
Publication date: 2 October 2018

Qian Li, Xunhua Guo, Xue Bai and Wei Xu

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…

1968

Abstract

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.”

Article
Publication date: 1 June 2021

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…

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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.

Details

Library Hi Tech, vol. 41 no. 3
Type: Research Article
ISSN: 0737-8831

Keywords

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