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The influence of TikTok : Understanding the Influence of TikTok UGC on Gen Z’s Impulsive Buying Behavior regarding Beauty Products.Ringborg, Linn, Ohlsson, Ida January 2024 (has links)
As social media platforms continue to evolve, the rapid evolution has significantly transformed consumer behavior, particularly among generation Z. TikTok has emerged as a particularly dominant force and therefore this thesis investigates the influence of TikTok User-generated content on impulsive buying behavior towards beauty products among generation Z. Through a qualitative analysis the authors explore the intricate dynamics of TikToks UGC, aiming to uncover trends and patterns that trigger impulsive purchases. Drawing on semi-structured interviews with Generation Z beauty consumers, the study investigates how TikTok's unique features and content dynamics drive impulsive purchases. The analysis focuses on identifying key trends and patterns in UGC that contribute to spontaneous buying decisions, as well as understanding the role of authenticity, trust, and emotional engagement in this process. The findings reveal that individuals who spend more time on TikTok are more likely to exhibit impulsive buying behavior. Key factors influencing these behaviors include the perceived honesty and expertise of influencers, the relatability and aspirational qualities of content creators, and the repeated exposure to products. Limited editions and perceived exclusivity further amplify the urgency to purchase. TikToks video format, which provides immediate and relatable visual proof of products effectiveness, plays a crucial role in driving these impulsive buying decisions. This study underscores the importance for brands to strategically leverage TikToks platform to engage with Generation Z consumers effectively. By creating honest, relatable content and utilizing the power of repeated exposure, brands can enhance consumer engagement and drive sales, fostering long term trust and loyalty among Generation Z consumers.
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虛擬品牌社群加入動機與使用者創作態度、參與意圖及社群認同之研究 / The antecedents and consequences of user-generated content participation of online brand community黎裕元 Unknown Date (has links)
隨著網路時代的來臨,人際互動與溝通模式產生新的轉變,世界各地的網友可以藉由網路平台,表達自己的想法並且結交志同道合的朋友。喜歡特定品牌的網友們也會自行集結成立品牌社群,社群中的成員會以各種型式的創作與眾人分享其對於該品牌之愛好。有鑑於台灣寬頻網路普及率在世界名列前茅,品牌社群如雨後春筍般相繼成立,網友們也紛紛透過發表與瀏覽使用者創作與品牌社群成員互動,因此本研究目的在於找出影響網友加入品牌社群動機,及影響社群成員創作與消費使用者創作的因素,最後探討參與使用者創作對於品牌認同和社群認同的影響。
本研究以結構方程式來驗證Clary, Snyder, Ridge, Copeland, Stukas, Haugen, and Miene (1998) 功能性動機架構應用於品牌社群使用者創作之動機與態度,Eccles and Wigfield (1995) 的期望─價值理論對於使用者創作認知價值與態度間關係,以及Bagozzi and Dholakia (2005) 的品牌社群成員對於使用者創作態度及其使用者創作參與意圖的關聯,參與意圖對品牌與社群產生認同感之差異。
本研究有以下重要發現:
1. 社群導向加入動機會正面影響社群成員創作與消費使用者創作之態度,品牌導向加入動機則無顯著影響。
2. 品牌社群成員認為在社群中發表或瀏覽使用者創作越有價值,會更願意參與使用者創作的活動。
3. 對於創作使用者創作具有正面態度的社群成員,其參與使用者創作的意願越強,消費使用者創作態度較無顯著影響。
4. 社群成員參與使用者創作意願會強化品牌認同與社群認同,亦即越有意願參與使用者創作的成員對於品牌與社群之認同感越高。 / With the coming of the Internet age, people begin to change the way they communicate. People around the world can share their opinions on the Internet platform. Brand fanatics gather together and establish brand communities, and create different kinds of user-generated content to express their affections on the particular brand. In Taiwan, the assessiblity rate of Internet is occupied the leading position in the world. Moreover, brand community members interact with other members via publishing and consuming user-generated content. Thus, the purpose of the research is to find out the factors that influence brand community participation motivation, creating and consuming user-generated content, and the relation between user-generated content participation intention and brand identification and community identification.
The Research is based on the conceptual framework of Functional Motivation proposed by Clary, Snyder, Ridge, Copeland, Stukas, Haugen, and Miene (1998) to investigate the relation between motivation and attitude toward user-generated content. With the Expectation – Value Theory proposed by Eccles and Wigfield (1995) to find out the influence of perceived value on attitude. Finally, the research will follow Bagozzi and Dholakia (2005) conceptual framework to discuss difference between the brand identification and community identification from the user-generated content participation intention.
The research induces the following findings:
1. Community Oriented Participation Motivations will positively influence the brand community members’ user-generated contetent creation and consumpation attitude. Brand Oriented Participation Motivation will have no influence on the user-generated contetent creation and consumpation attitude.
2. The brand community members will base on the perceived value of creating and consuming user-generated content to engage user-generated content activity.
3. The attitude toward creating user-generated content will positively influence on the user-generated content participation intention. There is no significant influence from the attitude toward consuming user-generated content.
4. The user-generated content participation intention will reinforce the brand identification and community identification.
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Evaluating Semantic Internalization Among Users of an Online Review PlatformZaras, Dimitrios 08 1900 (has links)
The present study draws on recent sociological literature that argues that the study of cognition and culture can benefit from theories of embodied cognition. The concept of semantic internalization is introduced, which is conceptualized as the ability to perceive and articulate the topics that are of most concern to a community as they are manifested in social discourse. Semantic internalization is partly an application of emotional intelligence in the context of community-level discourse. Semantic internalization is measured through the application of Latent Semantic Analysis. Furthermore, it is investigated whether this ability is related to an individual’s social capital and habitus. The analysis is based on data collected from the online review platform yelp.com.
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Cultural politics of user-generated encyclopaedias : comparing Chinese Wikipedia and Baidu BaikeLiao, Han-Teng January 2015 (has links)
The question of how the Internet affects existing geo-cultural or geo-linguistic communities in relation to nation-states has continued to receive attention among academics and policymakers alike. Language-based technologies and services that aggregate, index, and distribute materials online may reshape pre-existing boundaries of the relationship between users and content, for instance with different language versions of user-generated encyclopaedias or different local versions of search engines. By comparing two major Chinese online encyclopaedias, Baidu Baike and Chinese Wikipedia, this thesis investigates whether the Internet overcomes, shifts, or reinforces boundaries among Chinese language users. The Chinese language provides an excellent case for examining the boundary question. While the Internet can potentially connect the largest number of native speakers around the world, the majority (i.e. those from mainland China) face an Internet censorship and filtering regime that may limit this very potential. Modern Chinese history has also complicated the cultural-political boundaries among the regions of mainland China, Hong Kong, and Taiwan. This thesis compares the conditions and outcomes of their respective editorial processes, content features, and users’ reception. Multiple findings emerge from a combination of quantitative and qualitative methods, including content analysis, webometrics, and search engine result visibility tests. These methods show that boundaries are drawn in the process of creating, linking, and searching content on the Chinese Internet. Their geolinguistic extent differs, a phenomenon that reflects the cultural-political division between mainland China and the rest of Chinese-speaking world. Both the findings and methods of the thesis have important implications for research and policy for understanding the globalizing regionalization and nationalization effects of the Internet.
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La jurisprudence en accès libre à l'ère du contenu généré par les usagersCharbonneau, Olivier 12 1900 (has links)
La collaboration et le contenu généré par les usagers, aussi appelé « Web 2. 0 », sont des phénomènes nouveaux, qui bâtissent sur l'ouverture et le foisonnement d'Internet. Les environnements numériques qui emploient ces moyens mettent à contribution la communauté qui gravite autour d'une présence virtuelle afin d'en enrichir l’expérience. Suivant une approche constructiviste, nous explorons commnent la collaboration peut servir les usagers d'une banque de donnée de jugements en accès libre par Internet, comme le site de l'Institut canadien d'information juridique (www.CanLIT.org).
La collaboration s'articule grâce à un gabarit d'analyse que nous nommons «Cadre de diffusion de la collaboration». Il comporte deux classes d'objets, les usagers et les documents, qui interagissent selon quatre relations : les liens documentaires, les échanges entre usagers, l'écriture (de l'usager vers le document) et la consommation (du document vers l'usager). Le Cadre de diffusion de la collaboration met en lumière les modalités de la collaboration comme mécanisme de création de contenu dans un contexte numérique, au profit d'une classe de documents.
Suite à une analyse les modalités de la jurisprudence comme système documentaire et d'un exposé illustratif des besoins des usagers de la société civile, le Cadre de diffusion de la collaboration est employé pour explorer les mécanismes à retenir pour enrichir le contenu d'un système diffusant des jugements par Internet. / User generated content and collaboration, also called « Web 2.0 », offer new possibilities in the context of a thriving and open Internet. Digital environments that employ these production mecanisms allow user communities to enrich a virtual space. Using a constructivist approach, we explore how collaboration can serve the users of an open access database of court rulings, namely the Canadian Legal Information Institute's website (www.CanLU.org).
Collaboration is set within a framework that we name the « Collaboration Framework ». There are two classes of objects, users and documents, that interact following four relationships: links between documents, exchanges between users, writing (from users to documents) and consumption (from documents to users). In turn, we can better understand how collaboration functions, given a specific class of documents.
Following an analysis of court rulings as a system of documents and an illustration of user needs in civil society, the Collaboration Framework is applied to an open access database of court rulings in order to determine how users can enrich the system's content.
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USERNAME TAB PASSWORD RETURNBurks, Andrea Nia 01 January 2009 (has links)
USERNAME TAB PASSWORD RETURN
Social Networking Site, User Generated Content, Screen Identity, Gender, Sexuality, YouTube, Booty Video, Reaction Video, Digital Culture, Archive
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Obsah vytvářený uživatelem a jeho využití ve zpravodajských médiích / User-generated content and its use in news mediaŠesták, Martin January 2010 (has links)
This diploma thesis aims to explore the increasing activity of internet users who intensively create, publish and spread their own content. The majority of this content is related to news and traditional forms of mass media organizations, which now must contend with the new means in which to disseminate information. The theoretical portion of this thesis describes the development of network media and strives for ground active user participation in media discourse and a historical context. Kinds of user-created contents will be introduced, defining their characteristics and analyzes these users who are called "prosumers" or "produsers" in the Web 2.0 era. Attention is also focused on user-generated content accessed by news websites and citizen journalism. The second part analyzes how the foremost world news media use and benefit from user-generated content. Examined media are iReport CNN, uReport Fox News and Have Your Say BBC. The text also analyzes the Czech news media, especially ČT24 news channel and main Czech news websites. The thesis closes with a comparison between Czech and world media and offers analysis of different media organizations approaches to user-generated content. Both parts of the thesis focus on web and television news service.
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Dimensões do conteúdo gerado por usuário em videogames: cultura participativa e a intervenção criativa através do ModdingCapasso, Caio Assis 12 March 2014 (has links)
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Previous issue date: 2014-03-12 / This research aims to verify how videogames allow the creation, sharing and
collaboration of user-generated content, and the characteristics of fan communities that are
created to such objective. For this work we minimally define videogames as digital games that
are dependent of a computational support for its realization. Some useful videogames for the
better understanding of the activities of creation and alteration of content by players and the
manner they happen, particularly the creation of mods: the name commonly used to refer to
the practice of alteration of a videogame s characteristics through the manipulation of files
and/or processes that are constitute it, resulting in a different experience from the one
originally planned by its developer. With this we try to offer clues and pointers towards a
deeper understanding of the manners the roles of producer and consumer, author and user,
player and fan are transforming with the ascension of new technologies and now (digital)
media. With this intent we give special attention to the players turned modders amateur
content creators for a specific videogame -, through the online communities engaged in the
creation and distribution of this kind of content. Three author groupings are used as
theoretical foundation for this research. The first é composed by authors that helps us to think
questions regarding participatory culture and the promises of the internet, among them we can
cite Howard Rheingold, Sherry Turkle, clary Shirky, Axel Bruns and particularly Mizuko Ito
and Henry Jenkins. In the second grouping Katie Salen and Eric Zimmerman and Jesper Juul
offer the concepts that allow us to take into account the expressive dimensions od
videogames. The third grouping, with a special emphasis in the works of Olli Sotamaa, David
Nieborg and Julian Kucklich that offers us empirical study cases for us to study the questions
related to modding as a productive practice. We attempt to operationalize a theoretical
perspective that deal with the expressive potential of videogames and how the interventions
characterized as mods are one of the most intriguing ways to subvert the author/user and
producer/consumer relationships. We also attempt to suggest similarities and differences
between videogames and other media. Other objective is to enrich the debate regarding online
participation and the artifacts it produces, trying to think participatory culture and the media
convergence in the contemporary consumption and production practices through videogames / Nesse trabalho discutimos videogames, definidos como jogos digitais dependentes de
um suporte computacional para sua realização, que nos ajudam a entender melhor as formas
que as atividades de criação e alteração de conteúdo por jogadores se dão. Atenção especial é
dada à criação de mods : termo comumente utilizado para denominar a alteração de
características de um videogame através da manipulação de arquivos e/ou processos que o
constituem e que resultam em uma experiência diferente da originalmente pretendida. A
intenção dessa pesquisa é verificar como os videogames permitem a criação, troca e
colaboração de conteúdo criado por usuários e as características das comunidades de
entusiastas que são formadas para tais fins. Os videogames, e o modding em particular, são
objeto de estudo valioso num período onde a crescente agência de consumidores sobre objetos
midiáticos pode ser percebida tanto como estratégia de libertação quanto de exploração, pois
se encontra na interseção entre atividade lúdica e trabalho, produção amadora e indústria. São
fornecidos pistas e apontamentos na direção de um entendimento mais profundo das maneiras
como os papéis de produtor e consumidor, autor e usuário, jogador e fã vêm se transformando
com o desenvolvimento das novas tecnologias e das mídias digitais, a partir de um ponto de
vista sociológico e historiográfico. Também damos atenção especial e aos modders
jogadores que se tornam criadores amadores de conteúdo para videogames. Utilizamos três
grupos de autores na fundamentação teórica. O primeiro é composto por autores que ajudam a
pensar questões referentes à cultura participativa e as potencialidades da internet,
especialmente Mizuko Ito e Henry Jenkins. No segundo Katie Salen e Eric Zimmerman e
Jesper Juul oferecem os conceitos que permitem considerar as dimensões expressivas dos
videogames. O terceiro grupo, com ênfase especial a Olli Sotamaa e Julian Kucklich,
oferecem os casos práticos utilizados para estudar as questões relativas ao modding enquanto
prática produtiva. Nossa intenção é operacionalizar uma perspectiva teórica que trabalhe o
potencial expressivo de um videogame e como as intervenções que classificamos como mod
são uma das maneiras mais intrigantes de subversão das relações autor/usuário e
produtor/consumidor. Pretendemos também apontar semelhanças e diferenças entre
videogames e outras mídias e enriquecer o debate a respeito da participação online e dos
artefatos que ela produz, e pensar a cultura participativa e a convergência midiática nas
práticas de consumo e produção da sociedade contemporânea através dos videogames
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Trust-but-Verify: Guaranteeing the Integrity of User-generated Content in Online ApplicationsDua, Akshay 26 September 2013 (has links)
Online applications that are open to participation lack reliable methods to establish the integrity of user-generated information. Users may unknowingly own compromised devices, or intentionally publish forged information. In these scenarios, applications need some way to determine the "correctness" of autonomously generated information. Towards that end, this thesis presents a "trust-but-verify" approach that enables open online applications to independently verify the information generated by each participant. In addition to enabling independent verification, our framework allows an application to verify less information from more trustworthy users and verify more information from less trustworthy ones. Thus, an application can trade-off performance for more integrity, or vice versa. We apply the trust-but-verify approach to three different classes of online applications and show how it can enable 1) high-integrity, privacy-preserving, crowd-sourced sensing 2) non-intrusive cheat detection in online games, and 3) effective spam prevention in online messaging applications.
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Konzeption und Entwicklung einer E-Learning-Lektion zur Arbeit mit der Kartenherstellungssoftware OCADGoerlich, Franz 15 May 2012 (has links) (PDF)
In dieser Bachelorarbeit wird eine Beispiel-E-Learning-Lektion zum Import von GPS Daten in die Kartenherstellungssoftware OCAD erstellt. Dabei liegt im theoretischen Teil der Hauptschwerpunkt auf nutzergenerierten Daten (Volunteered Geographic Infor-mation; kurz: VGI). Nach einer kurzen, allgemeinen Einführung wird auf die Bedeutung der Kartographie im Zusammenhang mit VGI eingegangen.
Der zweite Teil beinhaltet Didaktik mit Schwerpunkt E-Learning. Dazu werden das Goal Based Scenario Modell und das Cognitive Apprenticeship Modell kurz vorgestellt und anschließend das Projekt GITTA mit der enthaltenen ECLASS-Struktur näher erklärt.
Den immer wichtiger werdenden Content Management Systemen (CMS) widmet sich der dritte Theorieteil. Für die Realisierung der zu erstellenden Lektion wird das Open-Source CMS Joomla! ausführlicher erläutert.
Die Implementierung beschreibt die Umsetzung der E-Leraning-Lektion mittels Joomla! und die Nutzung des ECLASS-Modells.
Bevor auf die Vorgehensweise eingegangen wird, enthält der Implementierungsteil die Erstellung eines groben Gesamtkonzeptes für eine komplette E-Leraning-Anwendung zu OCAD mit entsprechenden Erläuterungen.
Anschließend folgen eine Zusammenfassung und ein Ausblick über die Weiterführung der E-Learning-Anwendung.
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