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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
141

Facebook and the Church: Gratifications Sought and Gratifications Obtained

Keppler, Christopher C. 16 September 2014 (has links)
No description available.
142

A Survey Study on Uses and Gratification of Social Networking Sites in China

Yuan, Yacong 26 July 2011 (has links)
No description available.
143

A Planning Approach to Interpersonal Media Use and Selection

Feaster, John Christian 09 September 2008 (has links)
No description available.
144

Uses and Gratification of Sports Media Audiences

Kim, Hyungmin January 2013 (has links)
With the exposure of mass media, sports fans are able to enjoy games in real time in their homes (Beck & Bosshart, 2003; Phua, 2010). While just watching sports broadcasts, fans are likely to share the game experience with family, friends, and other fans who are following the same team (Gantz & Wenner, 1995). Besides, a significant number of people use social media when they are watching live sports broadcasts (Horn, 2012; Phua, 2012; Tang & Cooper, 2011). In particular, sports is one of the most common topics for Twitter users (Kwak, Lee, Park & Moon, 2010). Thus, this thesis explores 1) sports media audiences' motivations to watch live NFL game broadcasts with others, 2) their gratifications as a consequence of the group watching, 3) their motivations to use sports Twitter while watching live NFL game broadcasts, 4) their gratifications as a consequence of sports Twitter use while watching the game broadcasts, and 5) the level of gratifications as a consequence of the group watching and sports Twitter use. The factor analysis indicates that interactivity, fan identity, diversion/entertainment, and personal utility are the factors for the uses and gratifications of the group watching, while interactivity, information seeking, fan identity, and diversion/entertainment are the factors for sports Twitter use. All motivational factors are gratified as a consequence of sports group watching and Twitter use while watching the game broadcasts. This is the meaningful implication of the study that sports media allow the audience to have an opportunity to fulfill their desire for social interaction, and indeed, it is gratified as a consequence of sports media use. / Mass Media and Communication
145

Fanning the Flames: An Examination of Uses and Gratifications Sought During the Gatlinburg Wildfires of 2016

Bartos, Colleen Marie 29 January 2018 (has links)
This research set out to explore how individuals used Twitter during the Gatlinburg, Tennessee wildfire event of November 2016. More specifically, how and what did people from different geolocations share via Twitter during the crisis event and what gratifications were sought by their use of Twitter. A content analysis was completed on a stratified sample of tweets separated by geographic location. Based on prior uses and gratifications research, tweet and retweet content was coded as informational, social, and/or distractive. Findings from this research showed that individuals tweeted and retweeted at a fairly even rate despite their geographical location and that while information seeking and sharing was an important factor for users, social connectivity was the most important gratification to users during this crisis. / Master of Arts
146

Civic and political involvement among young adults: Exploring political talk, political efficacy and political participation in a community context

Hash, Andrae Stephen 18 December 2014 (has links)
This study expands research on uses and gratifications by exploring political information-seeking uses of the Internet and social networking sites (SNS) and their relationships with political efficacy and political participation. Approximately 300 young adults completed a survey covering information-seeking, information access, and information sharing uses for local civic and political purposes. The study hypothesizes that young adults' political talk, particularly in their online social networks, is associated with political efficacy. Variables that support the relationship between information-seeking and political efficacy are also explored. Random and convenience samples of young adults were combined in this study to explore the cognitive (perceived efficacy) and civic (actual behavior) behaviors of undergraduate students at Virginia Tech in order to examine the role of political talk in individuals' opinion networks measured by the outcome of political talk. Results show considerable support for hypotheses emphasizing the predicted relationships between Internet and SNS for political information-seeking uses, political efficacy, and political participation gratifications. Future research exploring the broad range of political communication uses and their association with political efficacy and political participation is warranted. / Master of Arts
147

Connecting communities: A case study of social media recruitment at three community colleges

Coble, Jessalyn Elizabeth 26 June 2018 (has links)
In addition to recruitment pressures felt by all in higher education, community colleges have the unique challenge of communicating with students of all ages, interests, and academic levels, and doing so with limited staff and resources. Many recruiters have turned to social media as an important tool for reaching potential students. However, for community colleges with few staff, social media communication can be difficult and time-consuming. This study explores how community college administrators are using social media as a recruitment tool, and how this use aligns with students' needs and expectations. This two-part study employs uses and gratifications theory to guide qualitative interviews with the social media administrators at three Virginia community colleges and focus groups with current students at each of the colleges. This study takes a unique approach to theory by comparing the uses and gratifications of both the message creator and user. Social media administrators at the community colleges were found to use social media to gratify their awareness, recruitment, and reach/engagement needs. Students thinking about the recruitment process were found to expect community colleges' social media content to gratify their needs for socialization, discovery, and access. Administrators are meeting many of the students' reported social media recruitment needs but could use the data provided in this study to improve their social media efforts in a few emerging areas. / Master of Arts
148

Bioflavonoid coated materials

Thomas, Howard, Dowling, D.P., Katsikogianni, Maria G. January 2014 (has links)
No / Polymeric materials are described which have a bioflavonoid coating, the bioflavonoid content of the coating comprising at least naringin and neohesperidin. The use of such coated polymeric materials is also described as well as the process for making the coated polymeric materials.
149

Varför nätdejtar vi? : En kvantitativ enkätstudie av användning, motiv och tillfredsställelse bakom fenomenet nätdejting

Sundqvist, Maja, Berg, Max January 2015 (has links)
Denna uppsats ämnar studera människors användning av olika nätdejtingtjänster i avseende att kartlägga motiv och tillfredsställelser kring fenomenet nätdejting. Studien syftar även till att blotta samband mellan ålder, kön och typ av dejtingtjänst för att jämföra och dra slutsatser till vad skillnader i beteende kan bero på. De teorier som använts genomgående och som uppsatsen bottnar i är den positivistiska medieteorin Uses & Gratifications, samt den modernare påbyggnadsteorin Uses & Grats 2.0 som fokuserarar på dagens framväxande medier. I undersökningen har en kvantitativ forskningsmetod i form av en enkätundersökning valts, där urvalet består av 222 personer från uppsatsförfattarnas bekantskapskretsar och 515 personer som svarat på enkäten via nätdejtingtjänster som publicerat undersökningen. I fokus ligger de 656 personer som svarat att de någon gång har nätdejtat. Insamlad data har lagts in i statistikprogrammet SPSS och analyserats. Resultatet av undersökningen visar att majoriteten av alla respondenter nätdejtar för att hitta kärleken. Variabeln kön blottar inte särskilt många nämnvärda skillnader, men avvikelserna är däremot större mellan åldrarna. Personer över 30 år tenderar nämligen i högre grad att nätdejta med avsikt att hitta kärleken än vad de under 30 gör. De respondenter som är under 20 år nätdejtar främst i syfte att fördriva tiden. Majoriteten av de som nätdejtat har träffat någon från en nätdejtingtjänst i verkligheten. Omkring hälften av dessa har blivit tillsammans med någon de nätdejtat och lika många har någon gång träffat en tillfällig sexpartner. Resultaten tyder också på att det finns skillnader mellan nätdejtingtjänsterna, främst i hur gamla medlemmarna är men också hur många de träffar i verkligheten och vad dessa möten leder till.
150

Varför ser vi på spelstreams? : En kvalitativ intervjustudie av motivationen bakom att se på spelstreams

Lindström, Martin, Chowdhury, Arman January 2017 (has links)
Varför sitter människor i flera timmar och tittar på när någon annan spelar ett dator/tv-spel? Idag har spelstreaming vuxit sig stort och flera miljoner väljer att titta på spelandet. I vår undersökning kommer vi att svara på vad som motiverar vissa människor att titta på spelstreams genom en kvalitativ intervjustudie. Från den data som vi samlar in från intervjuer tar vi ut de motivationsfaktorer som nämns och delar in dem i fem behovskategorier: cognitive, affective, personal integrative, social integrative samt tension release. Genom vår studie så blev det klart att samma person kan titta på spelstreams vid olika tillfällen, med olika motiv. De två absolutvanligaste motiven till att se på spelstreams var underhållning och att lära sig något. / Why do people sit for hours to watch someone else play a videogame? Today gamingstreaming has grown large and millions of people choose to watch others play games. In our study we will answer what motivates people to watch gamingstreams through a qualitative interview study. From the data that we collect through interviews we will extract the motivationsfactors mentioned and sort them by five need-categories: cognitive, affective, personal integrative, social integrative and tension release. Our study showed that the same person can watch gamingstreams with different motives at different times. The two most common motives for watching thestreams was entertainment and learning something new.

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