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1 – 10 of over 6000Xiao-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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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…
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.
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Ajay Aluri, Lisa Slevitch and Robert Larzelere
The main purpose of this study was to examine the effectiveness of embedded social media channels and determine whether the embedded social media channels enhance the overall…
Abstract
Purpose
The main purpose of this study was to examine the effectiveness of embedded social media channels and determine whether the embedded social media channels enhance the overall experience of travelers using the hotel Web sites.
Design/methodology/approach
A true-experimental, between-group and post-test-only design was used to address the primary research questions. Two privately accessible complete versions of the Web site (one with embedded social media channels and one without them) were designed for the experiment. The uses and gratifications approach was used to test the proposed hypotheses. Data were analyzed using ANOVA.
Findings
The results of this study revealed that embedded social media channels on the hotel Web site enhanced travelers’ social gratifications of perceived social interaction. Apart from these benefits for travelers seeking social gratifications, embedded social media channels did not enhance the overall experience (content and process gratifications) of travelers using the Web site.
Practical implications
In the case of embedded social media on hotel Web sites, this study suggests that hotel managers measure return on engagement to examine the effectiveness of embedded social media, instead of return on investment.
Social implications
The study revealed that the emergence of embedded social media channels and their integration on hotel Web sites will have significant influence on travelers who seek social gratifications.
Originality/value
The findings of this study offer new empirical evidence that embedded social media channels enhance only travelers’ perceived social interaction during their first visit to the hotel Web site.
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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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Anita Whiting and David Williams
This paper seeks to demonstrate the importance of uses and gratifications theory to social media. By applying uses and gratifications theory, this paper will explore and discuss…
Abstract
Purpose
This paper seeks to demonstrate the importance of uses and gratifications theory to social media. By applying uses and gratifications theory, this paper will explore and discuss the uses and gratifications that consumer receive from using social media. This paper seeks to provide a better and more comprehensive understanding of why consumers use social media.
Design/methodology/approach
Exploratory study was conducted. 25 in‐depth interviews were conducted with individuals who use social media.
Findings
This study identified ten uses and gratifications for using social media. The ten uses and gratifications are: social interaction, information seeking, pass time, entertainment, relaxation, communicatory utility, convenience utility, expression of opinion, information sharing, and surveillance/knowledge about others.
Research limitations/implications
Limitations are small sample size. Research implications are that uses and gratifications theory has specific relevance to social media and should be given more prominence. Uses and gratifications theory helps explain the many and varied reasons why consumers use social media.
Practical implications
This paper helps organizations to understand why consumers use social media and what gratifications they receive from social media.
Originality/value
This paper makes the contribution that uses and gratifications theory has specific relevance and should be given more prominence within the area of social media. This paper also provides a rich and vivid understanding of why consumers use social media.
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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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The purpose of this paper is to develop a conceptual framework, which identifies intrinsic, social and extrinsic gratification factors as essential individual factors influencing…
Abstract
Purpose
The purpose of this paper is to develop a conceptual framework, which identifies intrinsic, social and extrinsic gratification factors as essential individual factors influencing users’ disclosure of personal information via mobile instant messaging (MIM) applications (apps). In addition, the author has examined whether gender affects those different factors of gratification.
Design/methodology/approach
Data are collected via paper-based survey from university students who use MIM in the United Arab Emirates. Structural equation modeling is used to test the hypotheses that are presented in the model.
Findings
The findings show that intrinsic gratifications (entertainment and escapism) and social gratifications (social interaction) have positive effects on the depth and breadth of self-disclosure via MIM apps. Additionally, women’s self-disclosure of personal information is positively affected by social influence, while men are not influenced by this type of gratification.
Originality/value
The study aims to enhance the current understanding of the limited research on the uses and gratifications approach within the context of MIM apps to identify the gratifications that motivate MIM apps users to disclose personal information.
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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…
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.
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– The purpose of this study is to explore the general and specific gratifications obtained from using microblog and WeChat.
Abstract
Purpose
The purpose of this study is to explore the general and specific gratifications obtained from using microblog and WeChat.
Design/methodology/approach
To shed light on the difference of gratifications to use microblog and WeChat, 18 interviews with social media users in China were conducted.
Findings
Results reveal that three types of gratifications were obtained from using both microblog and WeChat: content gratification, social gratification and hedonic gratification. Also, the strength and components of each gratification for microblog and WeChat were different. Content gratification plays the most salient role in using microblog, while social gratification is the most important for WeChat usage. In addition, content gratification of microblog usage is related to information seeking and information sharing, while social gratification of WeChat usage is constituted by private social networking and convenient communication. Furthermore, content gratification of WeChat usage refers to high-quality information provided and information sharing, and entertainment and passing time develop hedonic gratification of microblog usage, while that of WeChat usage refers to entertainment.
Originality/value
Extant research has mainly focused on the gratifications of one social media and lacks studies comparing the motivations in using different social media. Also, only little research has identified the components of different gratifications and how they affect the adoption of different social media. The current study attempts to fill these research gaps.
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Vered Elishar-Malka, Yaron Ariel and Ruth Avidar
Usage patterns of mobile phones in Israel position them as instruments of great importance and as everyday, multipurpose, and interpersonal devices. This study utilizes a critical…
Abstract
Usage patterns of mobile phones in Israel position them as instruments of great importance and as everyday, multipurpose, and interpersonal devices. This study utilizes a critical perspective of the “uses and gratifications” approach to explore the usage of and gratification sought from smartphone usage of millennials. Sixty personal in-depth interviews were conducted during 2013 with millennials (undergraduate students) with the primary goal of exploring millennials’ perceptions of smartphone usages, as well as their personal experiences with smartphones and the role of smartphones in their lives. A grounded theory approach was used to analyze students’ reflections on the roles of smartphones in their lives. Participants have expressed a great bonding with their smartphone and relationships that can be described in term of "love and hate.” The thematic analysis highlighted the addictive elements of using their smartphone, that is, using it more frequently and under undesired circumstances than one would like to, and even becoming anxious about losing the device or even getting too far away from it. Other leading themes included the influence of external pressures to use smartphones, the varied usefulness that smartphones serve in participants’ lives, and a strong sense of "Fear of missing out" as an explanation for their extensive use of their smartphones. The findings of this chapter indicate that smartphones have become an indispensable medium among young adults, used due to practical, as well as to emotional reasons; inner, as well as external impulses.
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