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1 – 10 of 195
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: 16 May 2019

Jordi Pujadas-Hostench, Ramon Palau-Saumell, Santiago Forgas-Coll and Jorge Matute

The purpose of this paper is to design and test a conceptual model integrating uses and gratifications (UGT), self-image congruity (SIC), and theory of planned behavior (TPB…

Abstract

Purpose

The purpose of this paper is to design and test a conceptual model integrating uses and gratifications (UGT), self-image congruity (SIC), and theory of planned behavior (TPB) theories to identify the drivers that lead users to develop intentions to purchase clothing products through social networking sites (SNS).

Design/methodology/approach

Using an online questionnaire, data were collected from customers of clothing products who visit the SNS of their preferred clothing brands (n=1,003). Empirical results, using partial least squares regressions, were used to test the conceptual model.

Findings

The results supported the model and showed, as the main result, that purchase intention through the use of SNS is positively affected by intentions to use SNS and SNS use. SNS use is influenced by intentions to use SNS and by UGT. Intentions to use SNS are positively affected by UGT, attitude and perceived behavioral control (PBC). Attitude is positively influenced by UGT, SIC, PBC and subjective norm.

Social implications

These findings reveal that the critical elements in achieving purchase intentions in users through SNS include obtaining their participation by managing the SNS according to users’ self-image and offering useful gratifications.

Originality/value

This paper integrates theories of SIC, UGT and the TPB in a context of technology post-adoption to understand users’ purchase intentions through SNS. By establishing this novel theoretical integration approach, this paper furthers insight into purchase intentions through SNS.

Details

Industrial Management & Data Systems, vol. 119 no. 5
Type: Research Article
ISSN: 0263-5577

Keywords

Open Access
Article
Publication date: 12 February 2019

Md. Alamgir Hossain

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…

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Abstract

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.

Details

PSU Research Review, vol. 3 no. 1
Type: Research Article
ISSN: 2399-1747

Keywords

Open Access
Article
Publication date: 21 December 2020

Mark Anthony Camilleri and Loredana Falzon

The outbreak of the Coronavirus (COVID-19) pandemic and its preventative social distancing measures have led to a dramatic increase in subscriptions to paid streaming services…

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Abstract

Purpose

The outbreak of the Coronavirus (COVID-19) pandemic and its preventative social distancing measures have led to a dramatic increase in subscriptions to paid streaming services. Online users are increasingly accessing live broadcasts, as well as recorded video content and digital music services through internet and mobile devices. In this context, this study aims to explore the individuals’ uses and gratifications from online streaming technologies during COVID-19.

Design/methodology/approach

This research has adapted key measures from the “technology acceptance model” (TAM) and from the “uses and gratifications theory” (UGT) to better understand the individuals’ intentions to use online streaming technologies. A structural equations partial least squares’ confirmatory composite approach was used to analyze the gathered data.

Findings

The individuals’ perceived usefulness and ease of use of online streaming services were significant antecedents of their intentions to use the mentioned technologies. Moreover, this study suggests that the research participants sought emotional gratifications from online streaming technologies, as they allowed them to distract themselves into a better mood and to relax in their leisure time. Evidently, they were using them to satisfy their needs for information and entertainment.

Research limitations/implications

This study contributes to the academic literature by generating new knowledge about the individuals’ perceptions, motivations and intentions to use online streaming technologies to watch recorded movies, series and live broadcasts.

Practical implications

The findings imply that there is scope for the providers of online streaming services to improve their customer-centric marketing by refining the quality and content of their recorded programs and through regular interactions with subscribers and personalized recommender systems.

Originality/value

This study integrates the TAM and UGT frameworks to better understand the effects of the users’ perceptions, ritualized and instrumental motivations on their intentions to continue watching movies, series and broadcasts through online streaming technologies, during COVID-19.

Propósito

El distanciamiento social durante la pandemia del coronavirus (COVID-19) ha llevado a un aumento dramático en las suscripciones a los servicios de transmisión de pago. Los usuarios en línea acceden cada vez más a transmisiones en vivo, así como a contenido de video grabado y servicios de música digital. En este contexto, este estudio explora los usos y las gratificaciones buscadas por las personas con las tecnologías de transmisión en línea durante la COVID-19.

Diseño/Metodología/Enfoque

En la operacionalización de las variables se utilizaron las medidas del “Modelo de Aceptación de Tecnología” (TAM) y la “Teoría de Usos y Gratificaciones” (UGT). Además, se utilizó SEM-PLS 3 para analizar los datos recopilados de las encuestas.

Hallazgos

La utilidad percibida y la facilidad de uso de los servicios de transmisión en línea son antecedentes significativos de la intención de utilizarlos. Además, las personas buscan gratificaciones emocionales de tales tecnologías, ya que les permiten distraerse, estar de mejor humor y relajarse en su tiempo libre. Además, las utilizan para obtener información y entretenimiento.

Implicaciones teóricas

Este estudio contribuye a la literatura académica generando nuevos conocimientos sobre las percepciones, motivaciones e intenciones de los individuos de utilizar tecnologías de transmisión en línea para ver películas grabadas, series y transmisiones en vivo.

Implicaciones prácticas

Los hallazgos implican que hay margen para que los proveedores de servicios de transmisión en línea mejoren su marketing centrado en el cliente reforzando la calidad y el contenido de sus programas grabados y la publicidad intermitente.

Originalidad/Valor

Este estudio integra las teorías TAM y UGT para comprender mejor el creciente uso de las tecnologías de transmisión para ver películas grabadas, series y transmisiones en vivo.

目的

新型冠状病毒(COVID-19)大流行的爆发及其预防性的社会隔离措施,导致付费流媒体服务订阅量大幅增加。越来越多的在线用户通过互联网和移动设备访问直播、录制视频内容和数字音乐服务。在此背景下,本研究旨在探讨COVID-19疫情期间个人对在线流媒体技术的使用和满意度。

研究设计/研究方法

为了更好地理解个体使用在线流媒体技术的意图,本研究采用了“技术接受模型”(TAM)和“使用与满足理论”(UGT)的主要测量方法。另外,作者采用了结构方程偏最小二乘验证组合方法对采集的数据进行分析。

研究结果

个人对在线流媒体服务的感知有用性和易用性是他们使用上述技术的意图的重要先行因素。此外,这项研究表明,研究中的参与者从在线流媒体技术中寻求情感满足,让自己得到一个好心情,并在闲暇时间放松。显然,他们是在用手机来满足他们对信息和娱乐的需求。

研究局限性/意义

本研究对个人使用在线流媒体技术观看电影、电视剧和直播的认知、动机和意图产生了新的认识,对学术文献的贡献。

实际意义

研究结果表明,在线流媒体服务提供商可以通过改进其录制节目的质量和内容、定期与订阅者互动以及个性化推荐系统来改善其以客户为中心的营销。

本文独创性/价值

本研究整合了TAM和UGT框架,以更好地了解COVID-19期间用户的认知、仪式化和工具动机对他们通过在线流媒体技术继续观看电影、电视剧和广播的意图的影响。

Article
Publication date: 10 June 2021

Hafida Boudkouss and Souad Djelassi

The purpose of this research is twofold: (1) to identify and understand consumer motivations to use interactive technologies in stores through the lens of the uses and…

2166

Abstract

Purpose

The purpose of this research is twofold: (1) to identify and understand consumer motivations to use interactive technologies in stores through the lens of the uses and gratifications (UGT) approach and (2) to understand how these gratifications differ between different interactive technologies (interactive kiosks and self-checkouts).

Design/methodology/approach

This research presents a dual qualitative study based on 32 in-depth interviews with 20 consumers, eight salespersons and four phygital experts.

Findings

The data analysis identified three specific gratifications sought in using interactive kiosks (information-seeking, hedonic and social interaction) and two gratifications common to both interactive kiosks and self-checkouts (control and time-saving).

Originality/value

From a media perspective (UGT), this research provides a deeper understanding of gratifications sought in using interactive technologies in a phygital store. It also contributes significantly to previous research by highlighting that gratifications differ between different technology types.

Details

International Journal of Retail & Distribution Management, vol. 49 no. 12
Type: Research Article
ISSN: 0959-0552

Keywords

Article
Publication date: 6 July 2018

Jon Las Heras

The purpose of this paper is to argue that: in a context of global labour market competition and in the absence of new strategic repertoires, class trade unions are progressively…

Abstract

Purpose

The purpose of this paper is to argue that: in a context of global labour market competition and in the absence of new strategic repertoires, class trade unions are progressively becoming “managers of precariousness”. Thus, the paper challenges the compromise logic as the unique solution to corporate threats to relocation, since it undermines trade union power resources, mainly discursively and organisationally, and hinders trade union capacity to transform the balance of forces to their favour later, when the hegemonic discourse can more easily be challenged in periods of crisis.

Design/methodology/approach

The paper draws upon the doctoral fieldwork the author undertook in the city and province of Barcelona during Spring–Summer 2015. More than 30 semi-structured interviews to various union delegates and regional metal officials have been accompanied by an exhaustive review of primary and secondary documentation. In so doing, this paper gives a rich and nuanced account on the different “world-views” and strategies that union delegates pursue when bargaining against transnational corporations.

Findings

This paper shows how the conservative position that Spanish trade unions adopted to the 2008 financial crisis in the automotive industry is path-dependent to dynamics established during the 1990s when lean production techniques were implemented in exchange for higher salaries. It draws upon the collective bargaining history of the Nissan–Zona–Franca assembly factory in the outskirts of Barcelona to, crucially, explain how signing micro-corporatist pacts and portraying them as the unique solution to corporate threats to relocation undermines trade union power resources, and has two important drawbacks: that micro-corporatist pacts only postpone the recurring threat to relocation to the future by eroding, not improving, the conditions of the workforce, accepting corporate discourse erodes the solidarity among workers, and it also allows yellow unions to displace class unions.

Originality/value

This paper enriches and updates the literature on micro-corporatism, collective bargaining in transnational corporations, and the erosion of trade union power resources which dates back to the 1990s and early 2000s. Whilst the negative aspects that competitiveness pacts have on workers’ salaries and conditions have been widely reported, this paper provides a rich and updated explanation of how such pacts have negative repercussions on the discursive and organisational power resources that unions have at the workplace level. In that sense, the originality of this paper rests on engaging into a substantiated historical analysis on how trade unions change throughout time as a result, at least partially, of their own strategic choices. Moreover, this paper clearly shows that concessionary positions towards collective bargaining are self-undermining.

Details

Employee Relations, vol. 40 no. 6
Type: Research Article
ISSN: 0142-5455

Keywords

Article
Publication date: 24 October 2018

Nattaporn Thongsri, Liang Shen, Yukun Bao and Ibraheem Mubarak Alharbi

The purpose of this study was to investigate factors that influence the intention to use mobile learning (m-learning) by learners in developing countries such as Thailand. This…

1519

Abstract

Purpose

The purpose of this study was to investigate factors that influence the intention to use mobile learning (m-learning) by learners in developing countries such as Thailand. This study integrated two theories; namely, the unified theory of acceptance and use of technology (UTAUT), which focuses on technology, and uses and gratifications theory (UGT), which involves studying learners’ motivation.

Design/methodology/approach

Applying a quantitative research method, this study conducted a survey of 359 undergraduates. The partial least squares methods and a statistical analysis technique based on the structural equation modelling (SEM), were used to analyse the data.

Findings

The results revealed that the performance expectancy, cognitive need, affective need and social need had significant effect on intention to use m-learning. Furthermore, this study found a significant effect of the cognitive need on the performance expectancy and social need on effort expectancy.

Practical implications

This research model has provided guidelines for the effective development of educational applications for use on mobile devices. The findings can be applied as guidelines for public organizations to develop educational strategies to further encourage the development of online learning.

Originality/value

This research closed a gap of understanding from previous studies by integrating UTAUT and UGT. The method derived from the theoretically integrated model could be applied to study the intentions for the implementation the mobile learning application from the context of developing countries such as Thailand.

Article
Publication date: 25 May 2020

Thi Tuan Linh Pham, Han-Chung Huang, T.C.E. Cheng, May-Kuen Wong, Yen-Ni Liao, Ya-Hui Yang and Ching-I Teng

Playing exergames may resemble doing conventional exercise and thus has the potential to enhance users’ health. However, no study has yet examined whether and how a need for…

Abstract

Purpose

Playing exergames may resemble doing conventional exercise and thus has the potential to enhance users’ health. However, no study has yet examined whether and how a need for exercise impacts users’ intention to continuously play exergames, i.e. continuance intention and its antecedents. We developed a model grounded in the uses and gratifications theory (UGT) to address this issue.

Design/methodology/approach

We recruited 583 participants to play exergames and collected their psychological responses and physical information. Structural equation modeling (SEM) was used to test the hypotheses.

Findings

We found that health consciousness and perceived exercise benefits are positively related to a need for exercise, which is, in turn, positively related to continuance intention. Moreover, perceived exergame similarity with exercise strengthens the positive link between the need for exercise and continuance intention.

Originality/value

This is the first study using the UGT to explain the underlying mechanism linking health consciousness to continuance intention in the playing of exergames. In addition, we introduced the need for exercise as a novel construct in this study. Our findings provide insights to managers on incorporating health-related features into their exergame products to motivate users' engagement in playing exergames.

Details

Industrial Management & Data Systems, vol. 120 no. 6
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 8 April 2024

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.

Details

International Journal of Event and Festival Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1758-2954

Keywords

Article
Publication date: 4 August 2023

Reema Mazhar, Abdul Qayyum and Raja Ahmed Jamil

By integrating uses and gratification theory (UGT) and online buying behavior theory (OBBT), this study aims to examine the impact of escapism motives (self-suppression and…

Abstract

Purpose

By integrating uses and gratification theory (UGT) and online buying behavior theory (OBBT), this study aims to examine the impact of escapism motives (self-suppression and self-expansion) and attitude toward online shopping (ATS) on eCart abandonment. In addition, the mediating role of ATS between escapism motives and eCart abandonment is examined.

Design/methodology/approach

Structural equations modeling was performed on the data of 400 consumers using AMOS 26.

Findings

The results indicated that escapism motivations impacted users’ eCart abandonment, and the attitude toward online shopping mediated this relationship.

Practical implications

The findings of this study imply that online sellers should understand the consumer motives for website use. In response, better strategies should be developed to reduce eCart abandonment.

Originality/value

This study extends knowledge of eCart abandonment by theoretical integration of UGT and OBBT and identification of the intrinsic predictors of virtual cart abandonment behavior. In addition, it is one of the early attempts to examine the dimensional impact of escapism on eCart abandonment.

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