• Title/Summary/Keyword: Uses and Gratification

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The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory (이용과 충족이론에 기반한 e스포츠 직접관람자가 관림만족과 행동의도에 미치는 영향 분석)

  • Quan, Lihua;Yoo, Changsok
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.109-118
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    • 2022
  • The main objective of this study is to empirically analyze the relationship among the major variables of viewing motivation, audience satisfaction, and behavioral intention in the esports spectatorship based on the uses and gratification theory. Through the exploratory factor analysis, we have identified major motivation measures of esports. Regression analysis also showed key motivation factors on audience satisfaction and behavioral intention.

Gamification on Mobile Payment Application: Uses and Gratification Perspective

  • Mutia Fadhila Putri;Ratna Juita;Achmad Nizar Nidayanto;Dedi I. Inan
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.750-769
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    • 2022
  • Indonesia has the largest potential mobile payment (m-payment) market in Southeast Asia. The government has realised this through Government's National Non-Cash Movement to increase its adoption. This is then followed up by advocating its adoption massively. However, for this movement to be a success, ensuring its continued use is critical. Various studies have attempted to contribute to this issue. Incorporating game elements into the application that brings benefits and satisfaction to its user is envisaged as one of the most feasible ways. This study, therefore, sets out to investigate the effects of gamification on the m-payment application, which drive the intention to continued use by employing the Uses dan Gratification Theory (UGT). A total of 826 m-payment users were gathered to be analysed using Structural Equation Modelling. The results show that utilitarian, hedonic and social gratifications have significant effects on the continuance usage intention of m-payment. Theoretically, this study contributes to the literature by showing that gamification applied in the payment significantly affects the m-payment continuance usage intention. Practically, this research informs the m-payment providers to maintain the gamification elements in their applications to ensure their sustainable use. Limitations and future research directions are also discussed.

Sementic Analysis of PDA (Paralinguistic Digital Affordances) in Social Media :Focusing on College Student (소셜미디어의 디지털 준언어 행동유도(PDA : Paralinguistic Digital Affordances) 의미 해석: 대학생을 중심으로)

  • Cha, Young Ran
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.410-422
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    • 2017
  • This study researches PDA (Paralingustic Digital Affordances) in the social media on the basis of Uses and Gratification theory. The study defines PDA as Likes in Facebook and Instagram and Favorites in Twitter. The study inquiries into the motivation of using PDA and interpretational way when Social media users play a role of a sender or a receiver. For this research purpose, the focus group and interview were conducted with 36 college student in the Korea metropolitan area. The research is to comprehend the motivation and satisfaction of using PDA by applying structured theory frame of Uses and Gratification. As a result, it contributes to more satisfactions when PDA users interact each other as a sender and a receiver than mere verbal-communication. Furthermore, PDA in each social media has different meaning and gravity. For instance, Likes in Instagram is considered less important and lighter than Likes in Facebook. Moreover, people use the PDA without any restriction. People favorably use PDA most of the time, but sometimes they use in contradictory or sarcastic way.

The Comparative Study between Purchasers and Non-Purchasers by the Consumers' Internet Using Characteristics in Mongolia (몽골 소비자들의 인터넷 이용 특성에 따른 구매집단 비교연구)

  • You, Ho-Jong
    • International Commerce and Information Review
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    • v.11 no.3
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    • pp.101-123
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    • 2009
  • This research which applied with Uses and Gratification Theory tried the comparative analysis between internet purchasers and internet non-purchasers by the user's motivation, attitudes, and behavior in Mongolia, By utilizing the two-group discriminant analysis method, which tested the hypotheses of this study. In Internet Market of Mongolia, This research classifies all internet consumers into internet purchasers, and non-internet purchasers and examines the differences in motivations, behaviors, and attitudes between the two groups; based on the assumption that these two groups have different needs and expectations while using the internet. The two group discriminant analysis was conducted to identify a lot of differences between the two groups. Research results show that important differences are found in motivations for using the Internet, attitudes toward the Internet, amount of Internet usage, and frequency of visiting a certain type of Web site. In the practical aspect, This result provides an understanding of the Mongolia Internet shopping, also it could give some valuable implication for the Internet company marketers who are trying to find out how to penetrate into Mongolia internet market.

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Predicting Photo-sharing Behavior on Instagram: Uses and Gratification Theory (인스타그램 사진 공유 행동에 미치는 영향: 이용과 충족 이론을 중심으로)

  • Kim, Hyo-Jung
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.252-263
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    • 2017
  • The study empirically explored factors influencing photo sharing behavior on Instagram based on the uses and gratification theory. An online survey was conducted 356 respondents those who have used Instagram and have shared photos within the last three months. Frequency analysis, descriptive statistics, confirmatory factor analysis, and structural model analysis were conducted using SPSS 19.0 and AMOS 21.0. The results of this study are as follows: first, communication has the greatest effect on photo-sharing behavior; second, entertainment has a positive effect on photo-sharing behavior; third, self-expression has a positive effect on photo-sharing behavior; fourth, service users' trust has a positive effect on photo-sharing behavior. This study adds to the current literature and contributes to understanding consumers' photo-sharing behavior.

The Effect of Metaverse Presence on Intention to Continuous Use Through User Motivation: Moderating Effect of Normative Interpersonal Influence (메타버스 실재감이 사용자의 이용 동기를 통해 지속적 이용의도에 미치는 영향: 규범적 대인 민감성의 조절 효과)

  • Hwang, Inho;Kim, Jin soo;Lee, IL Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.119-133
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    • 2022
  • The COVID-19 pandemic is rapidly changing the behavior of members of society. Typically, the strong contagious power of the virus minimizes interaction between people in the real world, and they keep interaction activities to a minimum through online activities. Recently, as people demand online activities that enhance a sense of reality, the metaverse, which strengthens the 3D technology-centered sense of presence capability, is being chosen by people. The purpose of this study is to suggest a strategic direction for the establishment of the metaverse business model of startups by presenting factors for users' use and gratification of the metaverse. In detail, this study proposes the motivation for using the metaverse by reflecting the uses and gratification theory, and suggests a method to strengthen the motivation for the metaverse by reflecting the presences provided by the metaverse plotform and individual characteristics (normtive interpersonal influence). We surveyed people over 20 years of age who experienced metaverse and obtained 314 samples. In addition, we conducted the main effect analysis using the structural equation model and the moderating effect analysis using Process 3.1. As a result of hypothesis testing, we confirmed that metaverse presence (telepresence, social presence) has a positive effect on intention to continuous use by increasing metaverse's use and satisfaction factors (information, enjoyment, social interactivity). In addition, we found that individuals' normative interpersonal influence moderated the positive relationship between uses and gratification factors(enjoyment and social interactivity) intention to continuous use. Our study suggests strategies for establishing a user-centered business model for companies related to the metaverse.

The Influence of on-off Line Information Sources on Perceived Usefulness and Satisfaction in Exhibition and Convention : The Mediating Effects of Affective Involvement (온·오프라인 정보원천이 전시·컨벤션에서 지각된 유용성과 만족에 미치는 영향 : 감정적 관여의 매개효과)

  • Koo, Chulmo;Hlee, Sunyoung;Kim, Jongchoel;Chung, Namho
    • Knowledge Management Research
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    • v.16 no.2
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    • pp.47-66
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    • 2015
  • Due to multiple information sources, external information search(EIS) is the key issue on smart tourism environments. EIS is more important on experiential goods such as exhibition and convention. Despite the increasing importance of EIS, very little is known about what is the more effective information source in this area. In this paper, we attempt to examine the relations of satisfaction and between both online and offline information. This research analyzes an empirical model including EIS, affective involvement, perceived usefulness, satisfaction to student visitors on exhibition experience. Hence, six hypotheses are developed to test the relations of EIS and satisfaction using the mediating effects of affective involvement. Specifically, we developed a research model by employing the Uses and Gratification(U&G) framework and tested it to understand how student visitors' involvement and satisfaction might be changed according to EIS. Survey data was collected from 203 student visitors on "2014 Expo KCCE" was used to test the model using structural equation modeling. The implications of our empirical findings for both research and practice are discussed.

The Effects of YouTube Usage Motives and Affinity on User Activity (유튜브 이용 동기 및 친밀도가 이용자 활동에 미치는 영향)

  • Lee, Eunsun;Kim, Joongin;Kim, Mikyoung
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.114-126
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    • 2020
  • With the growth of information technology, people consume online video contents via mobile phone without time and location constraints. Drawing upon uses and gratification theory, this study examines the effects of usage motives and affinity on user activities on YouTube. Specifically, user activities are subdivided into pre-viewing and during-viewing activities in this study. Results show that convenient entertainment and social interaction are the significant indicators for pre-viewing activities, whereas five different motives significantly influence during-viewing activities. Furthermore, affinity is the significant determinant of the both activities. The theoretical and practical implications are also discussed.

Competitive Analysis Among Interactive Broadcasting Media in Korea Affected by the Introduction of IPTV : Adopting the Niche Theory (IPTV 도입에 따른 국내 양방향 방송 매체간 경쟁 관계 비교 : 적소 이론의 적용)

  • Han, Eun-Jung;Suh, Bo-MIl
    • The Journal of Society for e-Business Studies
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    • v.15 no.4
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    • pp.219-244
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    • 2010
  • The charged broadcasting market has been becoming very competitive to get the limited media consumers since IPTV was introduced to the market. This research analyzed the competition among interactive broadcasting media. We employed the niche theory for comparing IPTV with Cable TV and Satellite TV, which are two major existing broadcasting media. For employing the niche theory, we focused on the gratification-opportunity features of the media caused by the consumers' gratification sought: ease of use, interactivity, variety of content, and economic feasibility. The results showed the extent to which media are utilized, the extent to which each pair of media are perceived as similar, and the competitive superiority between each pair of media on each dimensions. Finally, we examined the competition structure of IPTV and other broadcasting media, and proposed the competitive strategy for IPTV to get an advantages.

Factors Influencing Photo Sharing Intention on Instagram based on Uses and Gratification Theory (이용과 충족이론에 기반한 인스타그램의 사진공유 의도에 영향을 미치는 요인)

  • Jeon, Joong-Won;Jung, Chul-Ho
    • Management & Information Systems Review
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    • v.39 no.1
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    • pp.1-13
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    • 2020
  • The purpose of this study is to empirically analyze the factors influencing user's intention to share photos in Instagram, a representative SNS whose main function is photo sharing. For this purpose, based on the results of reviewing related literature such as uses and gratification theory, the motivation factors for use that are expected to influence the formation of positive perception of Instagram users are derived. The results of empirical analysis of 251 Instagram users are as follows. First, the archive, self-expression, and social relations of Instagram have a positive effect on the usefulness. Second, Instagram's self-expression, social relationship and playfulness were found to have a positive effect on favorable attitude. Lastly, the user's perceived usefulness on Instagram has a positive effect on the favorable attitude, and both the usefulness and favorable attitude have a positive effect on the to photo sharing intention. Based on the results of this study, strategic implications were drawn to enable the spread of services through the positive recognition and the improvement of photo sharing intention of Instagram users.