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1 – 10 of 318
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: 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: 19 December 2023

Yun Kyung Oh, Jisu Yi and Jongdae Kim

Given its growing economic potential and social impact, this study aims to understand the motivations and concerns regarding metaverse usage. It identifies user needs and risks…

Abstract

Purpose

Given its growing economic potential and social impact, this study aims to understand the motivations and concerns regarding metaverse usage. It identifies user needs and risks around the metaverse grounded on uses and gratifications theory and perceived risk theory.

Design/methodology/approach

The authors analyzed user reviews and rating data from Roblox, a representative modern metaverse platform. They applied BERTopic modeling to extract topics from reviews, identifying key motivations and risk aspects related to metaverse usage. They further constructed an explanatory model to assess how those affect user satisfaction and changes in these effects over time.

Findings

This study discovered that gratifications like entertainment, escapism, social interaction and avatar-based self-expression significantly influence user satisfaction in the metaverse. It also highlighted that users find satisfaction in self-expression and self-actualization through creating virtual spaces, items and video content. However, factors such as identity theft, fraud and child safety were identified as potential detriments to satisfaction. These influences fluctuated over time, indicating the dynamic nature of user needs and risk perceptions.

Research limitations/implications

The novelty of this study lies in its dual application of the uses and gratifications theory and perceived risk theory to the metaverse. It provides a novel perspective on user motivations and concerns, shedding light on the distinct elements driving user satisfaction within the metaverse. This study unravels the metaverse’s unique capacity to assimilate features from established digital media while offering a distinctive user-generated experience. This research offers valuable insights for academics and practitioners in digital media and marketing.

Originality/value

This research pioneers the application of both uses and gratifications and perceived risk theories to understand factors influencing metaverse satisfaction. By establishing a comprehensive framework, it explores the metaverse’s unique value as a user-content creation platform, while encompassing existing digital platform characteristics. This study enriches the academic literature on the metaverse and offers invaluable insights for both metaverse platforms and brand marketers.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 26 December 2023

Murugan Pattusamy and Prasanta Kr Chopdar

Despite the immense popularity of WhatsApp, there needs to be more reliable and valid scales for identifying and measuring users' motivation behind frequent WhatsApp status…

Abstract

Purpose

Despite the immense popularity of WhatsApp, there needs to be more reliable and valid scales for identifying and measuring users' motivation behind frequent WhatsApp status updates. This study explores the underlying motivations of users in updating their WhatsApp statuses and develops a scale to measure them.

Design/methodology/approach

Following a mixed-method research design, data were obtained from WhatsApp users in India. The current research furnishes results from five studies, involving both qualitative and quantitative approaches.

Findings

The results uncover seven unique motivations of users for keeping WhatsApp status, namely: social good, attention seeking, social relations, expressing views, life updates, inspiration and entertainment. Additionally, the empirical findings demonstrate the effects of the above dimensions on the positive and negative emotions of users.

Originality/value

This research is a pioneering effort in developing and validating a scale on WhatsApp status motivation construct. Key managerial and scholarly implications of the findings arising from this research are also discussed.

Details

Asia Pacific Journal of Marketing and Logistics, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1355-5855

Keywords

Article
Publication date: 18 September 2023

Abeer F. Alkhwaldi

The Metaverse is an immersive virtual world where individuals interact with each other using an avatar. The Metaverse is promised to offer several potentials for different…

Abstract

Purpose

The Metaverse is an immersive virtual world where individuals interact with each other using an avatar. The Metaverse is promised to offer several potentials for different sectors. While the Metaverse promotes innovative interaction between individuals (e.g. learners), there is a scarcity of knowledge on what influences its acceptance and use in higher educational institutions (HEIs), particularly in developing countries. Thus, this paper aims to identify the factors that affect the users' intentions toward Metaverse technology for educational purposes in the HEIs in Jordan.

Design/methodology/approach

A study model was created by incorporating variables from the unified theory of acceptance and use of technology (UTAUT) (performance expectancy, PE; effort expectancy, EE; social influence, SI; and facilitating conditions, FC) and information system success (ISS) model (user satisfaction, SAT; system quality, SQ; service quality, SVQ and information quality, IQ) with perceived curiosity (PC) and hedonic gratification (HG) constructs. Both PC and HG were added as context-related factors that could contribute to improving the applicability of UTAUT and ISS to a wide range of technology use contexts. Data were gathered from 441 Jordanian university students using an online questionnaire.

Findings

The analysis of the structural model revealed that users' behavioural intentions toward using Metaverse were significantly affected by user satisfaction (SAT), performance expectancy (PE), facilitating conditions (FC) and hedonic gratification (HG). Also, information quality (IQ) and services quality (SVQ) were revealed to have a significant influence on user satisfaction. Likewise, the results illustrated a significant impact of systems quality (SQ), information quality (IQ) and service quality (SVQ) on PE. Lastly, a significant effect of PC on the EE factor was found.

Practical implications

This study will shed light on a number of practical implications for developers, designers, service providers and decision-makers supporting the acceptance and adoption of the Metaverse technology in the educational context. Also, it will contribute to developing the right strategies, and Metaverse content which will draw the attention of learners.

Originality/value

As per the surveyed literature and the researcher's prior knowledge, this is one of the first studies that integrate the UTAUT model, ISS model and two contextual factors (PC and HG) besides testing the proposed model in a developing country (Jordan). This paper is one of the few in which the individuals' acceptance behaviour of Metaverse technology was examined in the HEIs context.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 21 March 2023

Parinda Doshi, Priti Nigam and Bikramjit Rishi

This paper aims to validates a framework using the Uses and Gratifications Theory (UGT) to study the effect of values, i.e. Functional Value (FV), Social Value (SV), Emotional…

Abstract

Purpose

This paper aims to validates a framework using the Uses and Gratifications Theory (UGT) to study the effect of values, i.e. Functional Value (FV), Social Value (SV), Emotional Value (EV) and Monetary Value (MV), on the Patronage Intention (PI) of Social Network Users (SNU’s) with mediating role of Perceived Usefulness (PU).

Design/methodology/approach

A survey method was used to collect responses from 302 SNUs, and the variance-based structural equation method was used to understand the relationships among the constructs.

Findings

The results found a significant positive effect of FV and EV on Perceived Usefulness (PU) and MV and PU on Patronage intention (PI) of SNUs. Further, PU partially mediated the relationship of EV with PI.

Originality/value

This study used the UGT to understand the effect of values on the PI of SNUs. This research study contributes to the existing social networks/social media literature.

Details

VINE Journal of Information and Knowledge Management Systems, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2059-5891

Keywords

Article
Publication date: 29 May 2023

Jitender Kumar, Archit Vinod Tapar and Somraj Bhattacharjee

The study aims to present a systematic literature review (SLR) to understand the current status of research on social media usage among the bottom of the pyramid (BOP). The…

Abstract

Purpose

The study aims to present a systematic literature review (SLR) to understand the current status of research on social media usage among the bottom of the pyramid (BOP). The purpose of this study is to identify the research gaps in this domain and review future research agendas by using theory, context, characteristics and methods [TCCM] framework.

Design/methodology/approach

An SLR, keywords co-occurrence and TCCM analysis were used to analyse and synthesize insights from 44 studies gained from Web of Science and Scopus databases.

Findings

The findings suggest that the USA and India are popular contexts for studying BOP. The BOP population uses social media to gain utilitarian, hedonic and social values. Further, social media can help BOP explore “entrepreneurship” opportunities, value co-creation and bring innovations.

Originality/value

This study expands the intellectual boundaries of social media at BOP and suggests multidisciplinary research. Additionally, adopting novel theoretical lenses helped determine social media's impact on BOP.

Details

International Journal of Emerging Markets, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1746-8809

Keywords

Article
Publication date: 12 December 2023

Nguyen Sinh My, Long T.V. Nguyen and Hiep Cong Pham

Property developers identify the vital role of social media brand engagement (SMBE) in sustaining their businesses in competitive marketplaces, but it remains underexplored. This…

Abstract

Purpose

Property developers identify the vital role of social media brand engagement (SMBE) in sustaining their businesses in competitive marketplaces, but it remains underexplored. This paper examines how SMBE mediates the effects of firm-generated content (FGC) and user-generated content (UGC) on brand trust, considering the moderating effects of social media influencer endorsement (SMIE) and self-image congruence (SIC) for luxury residential properties (LRPs).

Design/methodology/approach

Around 516 high-income homebuyers in Vietnam who shared information about LRP on social media were targeted to test the research model empirically. The primary data collected from paper-based surveys were analysed using SPSS 26 and AMOS 24.

Findings

Results indicate that FGC and UGC positively impact SMBE and consequently significantly affect brand trust. Further, results confirm the moderating roles of SMIE and SIC in the effects of FGC and UGC on SMBE.

Research limitations/implications

Data and sample size were limited to meet the generalisation from different nations and cross cultures.

Practical implications

The authors' findings suggest that marketers should apply the authors' integrated SMBE model to strengthen brand–consumer interactions and increase their sales revenue.

Originality/value

This study is the first in its application of the uses and gratifications theory and self-congruence theory to investigate how SMBE mediates the relationship between FGC and brand trust as well as between UGC and brand trust. Noticeably, this study makes a novel contribution as the first to quantitatively explore the moderating effects of SMIE and SIC in the authors' research model.

Details

Asia Pacific Journal of Marketing and Logistics, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1355-5855

Keywords

Open Access
Article
Publication date: 7 December 2023

Álvaro Saavedra, Raquel Chocarro, Mónica Cortiñas and Natalia Rubio

This paper aims to understand how the perceived usefulness of voice assistants (VAs) is affected by the perceived quality of the process (interaction) and the outcome…

Abstract

Purpose

This paper aims to understand how the perceived usefulness of voice assistants (VAs) is affected by the perceived quality of the process (interaction) and the outcome (information). The authors also aim to determine the extent to which the perceived usefulness of VAs improves the perceived privacy associated with their use and increases users’ intention to continue using them. Consumer technology innovativeness is included as a personal trait moderator, to compare the results between tech and nontech innovators. For this purpose, the authors use the framework of the uses and gratifications theory (U&GT).

Design/methodology/approach

A survey of 467 VA users was conducted and structural equation modeling was used to analyze the data.

Findings

The authors identify two main determinants of the perceived usefulness of VAs that influence users’ intention to continue using this technology, process quality and outcome quality. These two factors influence the continued use of VAs in different ways depending on the technology innovativeness of the consumers. The results show that tech innovators are oriented toward the interactive experience, and therefore, mainly value the process quality. In addition, nontech innovators are oriented toward a satisfactory response from VAs, and therefore, primarily value the outcome quality. In addition, the positive effect of perceived usefulness on perceived privacy is higher for tech innovators.

Originality/value

This study enhances the literature on the perceived usefulness of VAs within the framework of U&GT. It identifies two antecedents (process quality and outcome quality) of perceived usefulness and observes significant differences based on technological innovativeness.

Originality/value

This study enhances the literature on the perceived usefulness of VAs within the framework of U&GT. It identifies two antecedents (process quality and outcome quality) of perceived usefulness and observes significant differences based on technological innovativeness.

Objetivo

Este artículo tiene como objetivo entender cómo la utilidad percibida de los Asistentes de Voz (AV) se ve afectada por la calidad percibida del proceso (interacción) y el resultado (información). Asimismo, busca determinar hasta qué punto la utilidad percibida de los AVs mejora la privacidad percibida asociada con su uso y, consecuentemente, la intención de los usuarios de seguir utilizándolos. La innovación tecnológica se incluye como moderador personal para comparar los resultados entre innovadores tecnológicos y no tecnológicos. Para este propósito, utilizamos la Teoría de Usos y Gratificaciones (U&GT).

Diseño

Se realizó una encuesta a 467 usuarios de AVs, y se utilizó la modelización de ecuaciones estructurales (SEM) para analizar los datos.

Resultados

La calidad del proceso y la calidad del resultado son antecedentes claros de la utilidad percibida de los AVs, que afecta a la intención de los usuarios de seguir usándolos. La influencia de ambos factores difiere entre usuarios según su nivel de innovación tecnológica. Los resultados muestran que los innovadores tecnológicos valoran más la experiencia interactiva y la calidad del proceso, mientras que los no innovadores tecnológicos se enfocan en obtener respuestas satisfactorias de los AVs. Además, la influencia positiva de la utilidad percibida en la privacidad percibida es más pronunciada en los innovadores tecnológicos.

Originalidad

Este estudio enriquece la literatura sobre la utilidad percibida de los AVs dentro del marco de la U&GT. Identifica dos factores previos (calidad del proceso y calidad del resultado) de la utilidad percibida y observa diferencias significativas basadas en la innovación tecnológica.

目的

本文旨在了解语音助手(VAs)的感知有用性如何受到过程(交互)和结果(信息)的感知质量的影响。我们还旨在确定语音助手的感知有用性在多大程度上改善了与使用语音助手相关的感知隐私, 并提高了用户继续使用语音助手的意愿。我们将消费者的技术创新性作为个人特质调节因素, 以比较技术创新者和非技术创新者的结果。为此, 我们使用了 “使用与满足理论"(U&GT)框架。

设计/方法/途径

我们对 467 名增值服务用户进行了调查, 并使用结构方程模型(SEM)对数据进行了分析。

研究结果

我们确定了影响用户继续使用该技术意向的虚拟机构感知有用性的两个主要决定因素:(1)过程质量和(2)结果质量。根据消费者的技术创新能力, 这两个因素以不同的方式影响着虚拟现实技术的持续使用。结果显示, 技术创新者以互动体验为导向, 因此主要看重过程质量。此外, 非技术创新者倾向于从虚拟机构获得令人满意的回应, 因此主要看重结果质量。此外, 对于科技创新者来说, 感知有用性对感知隐私的积极影响更大。

价值

本研究在 U&GT 框架内加强了有关虚拟机构感知有用性的文献。它确定了感知有用性的两个前因(过程质量和结果质量), 并观察到了基于技术创新性的显著差异。

Article
Publication date: 7 August 2023

Saira Hanif Soroya, Adeel Ur Rehman and Anthony Faiola

Quality of life is dependent on a healthy lifestyle and the self-care behavior of individuals. The study's purpose is to find out the determinants of individuals' self-care…

Abstract

Purpose

Quality of life is dependent on a healthy lifestyle and the self-care behavior of individuals. The study's purpose is to find out the determinants of individuals' self-care behavior. As such, self-care behavior is influenced by several factors that include individual knowledge, available information sources and their use, information-seeking related skills and cognitive state.

Design/methodology/approach

A quantitative research design followed using a questionnaire-based survey method. A total of 384 responses from the Pakistani public were collected using the convenience sampling technique. Structural equation modeling (SEM) was performed for examining the possible link between the variables.

Findings

Health literacy, Internet and social media use, and health information-seeking behavior had a direct/indirect positive impact on self-care behavior, but health anxiety had a negative impact. Health literacy and health information-seeking behavior positively mediated the relationship among Internet and social media use health anxiety and self-care.

Research limitations/implications

Improving health literacy appears to be key to supporting better self-care, but it is an exploratory study, more research is required to confirm these findings. Policymakers, health professionals and information professionals should work together to improve health literacy and support informed self-care among the population.

Originality/value

Thus far, no previous study has examined the collective role of social media exposure, health anxiety, health literacy and health information-seeking behavior as predictors of self-care behavior. Although self-care behavior among the general population might be different compared to chronic patients, only few studies have examined the former as a unit of analysis.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

1 – 10 of 318