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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.
41

Syns du inte, så finns du inte : En kvalitativ studie om unga kvinnors motiv bakom positivt laddat användargenererat innehåll på Instagram

Grundberg, Amanda, Eriksson, Lisette January 2016 (has links)
Problem: What are the motives behind positively charged user-generated content on Instagram? Purpose: The study aims to identify and analyze existing and potential users' motives for creating and distributing positively charged content on Instagram from a user perspective. Method: The study was conducted based on a qualitative method and applied the hermeneutical - phenomenological approach. Eleven semi-structured interviews were conducted with female users of Instagram aged between 21-30 years. Theory: The study builds on previous research on user-generated content, electronicword-of-mouth, selective attention, Lazarsfeld’s two-step flow of communication model, Uses & Gratification, motivation and Katz’ functional theory, and Maslow's hierarchy of needs. Empirics and analysis: The empirical data consists of the eleven completed in-depth interviews that were analyzed based on the selected theories. Conclusion: The study has concluded that the underlying motives behind creating positively charged user-generated content on Instagram are: (1) social interaction, (2) entertainment and (3) the need to be seen.
42

"Sociala medier har blivit som en person" : En kvalitativ intervjustudie om socialt kommunikativa ungdomars användning av sociala medier vid umgänge med vänner. / “Social media has become like a person” : A qualitative interview study on social media communication using social media in collaboration with friends.

Lewin, Mirjam January 2018 (has links)
I den här studien undersöks hur användningen av sociala medier ser ut, när socialt kommunikativa gymnasieungdomar med stor social tillhörighet, umgås. Studien ämnar ta reda på hur användningen ser ut, av vilka anledningar socialt kommunikativa ungdomar med social tillhörighet använder sociala medier och hur umgängesklimatet påverkas när sociala medier används under fysiskt pågående umgänge.  Idén till studien grundar sig i en observation av ungdomar med ovan presenterade egenskaper, som under tiden de umgås med sina vänner frekvent använder sociala medier. En kvalitativ intervjustudie genomförs med utgångspunkt i den medie- och kommunikationsvetenskapliga teorin Uses and gratification theory samt Social identity theory, som är en välanvänd teori bland tidigare genomförd forskning inom sociala medier. Fem djupintervjuer genomförs således och vid avkodning av intervjumaterialet utkristalliseras tre huvudspår, utifrån frågeställningarna och fem underkategorier: ”Hur använder socialt kommunikativa ungdomar, med social tillhörighet, sociala medier när de umgås med sina vänner?”, ”Av vilka anledningar använder kommunikativa ungdomar med social trygghet sociala medier?” med tillhörande underkategorier, identitetsskapande, Fear of missing out, brist på underhållning, sociala medier som tillflykt samt vanebeteende och slutligen ”Hur påverkas umgängesklimatet när sociala medier används?” Resultatet visar, bland annat, att ungdomarna ofta väljer att använda sociala medier för att ta paus och hämta ny energi för att sedan orka vara sociala, i det pågående umgänget, igen.
43

What's the hype about esports? : A qualitative study about esports consumer motivation

Chang, Zining January 2019 (has links)
Esports som åskådarsport har fått en betydande publik under det senaste decenniet, det lockarnästan en halv miljard människor över hela världen och har även fått stöttning från storakända företag. Anledningen till varför människor tittar på esport är dock fortfarande inte välundersökt. Uses and Gratifications är en metod som fokuserar på åskådare och betraktar demsom aktiva konsumenter. Utifrån Uses and Gratifications teorier är syftet till denna kvalitativastudie att ta reda på vilka faktorer som kan påverka människors motivation att se på esport,samt hur esport definieras av och konsumeras av människor. Tio personer som är intresseradeav esport deltog i semi-strukturerade intervjuer, och resultatet visade att hedonisktillfredsställelse, social tillfredsställelse, funktionell tillfredsställelse och teknologisktillfredsställelse kan alla ha inverkan på konsumtionen av esport. Respondenterna ser esportsom ett bra sätt att passera tid och bli underhållna, de får social tillfredsställelse när deinteragerar med likasinnade personer. I spel kan de dokumentera och visa sina framsteg, ochpresentera och dela information om sig själva i relation till esport. De flesta respondenternaser fram emot esports framtid. / Esports as a spectator sport has gained a significant audience during the last decade, attractingalmost half a billion viewers worldwide and input from large well-known companies, but thereason as to why people watch esports is still not well studied. Adopting uses and gratificationapproaches - which is an approach that focuses on the audience and view them as activeconsumers, the aim of this qualitative study is to learn about what factors influence peoples’motive to watch esports, as well as how esports is being defined by people and how it isconsumed. Ten people who are interested in esports participated in semi-structured interviews.The result showed that hedonic gratification, social gratification, utilitarian gratification andtechnology gratification all can have impact on the consumption of esports. The respondentsconsider esports as a good way to pass time and to be entertained. They gain socialsatisfaction when interacting with likeminded people. In games, they are able to documentand show their progress, and to present and share information about themselves in relation toesports. Most of the respondents look forward to the future of esports.
44

iNeed : En kvalitativ studie om motiv till att konsumera en iPhone / iNeed : A qualitative study of motives to consume an iPhone

Makrill, Emelie, Kolström, Katrine January 2012 (has links)
Den här studiens ambition är att bredda kunskapen kring användarens motiv till att konsumera en iPhone. Särskild uppmärksamhet har riktats kring behov som motiverar till användning samt iPhones roll i användarens konstruktion av jaget och den sociala identiteten. Syftet med studien är att undersöka en grupp användares motiv till att använda en specifik typ av smartphone, en med ett starkt varumärke, för att förstå bakomliggande motiv till användningen. Smartphones, i synnerhet iPhone, har under de senaste åren blivit ett populärt kommunikationsmedel bland många. Därför är det är det av vikt att bedriva forskning kring ämnet för att skapa förståelse för varför vi använder viss teknologi och i synnerhet hur användaren uppfattar denna teknologi. Genom kvalitativ forskningsstrategi med fokusgruppsintervju som metod svarar denna studie på frågor som: vilka motiv finns det till att använda en iPhone, vilken betydelse har iPhone för människan vid konstruktionen av jaget och den sociala identiteten samt vilka behov ligger bakom användarens motiv till att använda en iPhone? De motiv som var mest framträdande i studien kan sammanfattas i följande teman: konstruktionen av jaget, tillgång till information, social interaktion, underhållningsvärdet och det så kallade iPhone-behovet. Vid konstruktionen av jaget fungerar iPhone både som en symbolisk ägodel och som ett hjälpmedel. Den fungerar som en materiell förlängning av ens jag och ens sociala identitet. En användare av iPhone kan tillhöra tre olika typer av klaner: Apple-entusiaster, mediaeliten och ekonomisk välfärd. Den lättillgängliga och snabba tillgång till information som iPhone erbjuder samt möjligheten till social interaktion är starka motiv till användning. När det gäller underhållningsvärdet i att konsumera en iPhone så framgår det i studien att människan konsumerar en iPhone för att få leka av sig och bli underhållen. Avslutningsvis framträder fenomenet iPhone-behovet i studien. Det uppfattas av användaren som ett helt nytt behov som personen ifråga upplever att de anammar i och med konsumtionen av en iPhone. Användarna upplever att iPhone skapar ett nytt behov och beroende. Dock handlar det inte om ett nytt behov, utan snarare en förstärkning eller förlängning av några mänskliga grundläggande behov. / This studies ambition is to broaden the knowledge of the users motive to consume an iPhone. Particular attention has been focused around the need to justify the use and the iPhones role in the user's construction of the self and the social identity. The purpose of this study is to investigate a group of users motives for using a specific type of smartphone, one with a strong brand, to understand the underlying reasons for the use. Smartphones, especially the iPhone, has in recent years become a very popular means of communication. Therefore, it is important to conduct research on the topic to get a deeper understanding of why we use certain technology and in particular how the user perceive this technology. Through a qualitative strategy of research with focusgroup-interview as a method, this study answers questions like: what motives are there to use an iPhone, what impact have iPhone on humans in their construction of the self and the social identity, and what needs are behind the users motive to use an iPhone? The subjects which were most prominent can be summarized in following themes: the construction of self, access to information, social interaction, entertainment value and the so-called iPhone-need. In the design of the ego, iPhone functions both as a symbolic possession and as an aid. It is a tangible extension of one's self and one's social identity. A user of the iPhone can belong to three different kinds of clans: Apple-enthusiasts, media elite and the economical prosperous. The easy and quick access to information that the iPhone offers, and the opportunities for social interaction are strong incentives to the use of the phone. When it comes to the entertainment value in the consumption of an iPhone it appears in the study that humans consume an iPhone to simple play and to be entertained. The consumer uses the iPhone to explore their playfulness. Finally, an emerging phenomenon in the study is the iPhone-need. It is perceived as an entirely new needs by the users when they consume the iPhone. Users feel that the iPhone creates a new need and dependence. However, it is not a new need, but rather a reinforcement or extension of some of the basic needs of humans.
45

Utilization Of Social Networking Websites In Education: A Case Of Facebook

Tinmaz, Hasan 01 April 2011 (has links) (PDF)
The aim of this study is to seek fundamental uses and gratifications of a social networking website, Facebook as a case, and the possible advantages and the challenges of utilization of Facebook for instructional activities. The research study encompassed four main steps / the analysis of uses &amp / gratifications of Facebook, the analysis of Facebook utilization possibilities for instruction, the interviewing for two preceding steps, and the realization and analysis of a course on Facebook. In the study both qualitative and quantitative data were gathered through questionnaires, interviews and open-ended questions. The qualitative data was analyzed according to qualitative data analysis techniques and quantitative data was analyzed using SPSS software. The results showed that Facebook which is perceived as a usable tool has a potential utilization for instructional activities. As quite new context, the participants seemed concerned about participating any learning activity on Facebook. Most of the participants in all steps of the study emphasized that Facebook should be a supplementary material for instructional activities. It is concluded that individual differences and alternative methods must be studied for better integration of Facebook into education.
46

The ZAZI campaign´s Facebook page : A field study of the use of Facebook in the ZAZI campaign in South Africa

Alexandra, Svedström January 2014 (has links)
Titel: The ZAZI campaign’s Facebook page- A field study of the use of Facebook in the ZAZI campaign Level: Bachelor thesis, C-level Area: Media and Communication Studies Author: Alexandra Svedström, V14MKand Supervisor: Associate professor Eva Åsén Ekstrand, Department of Media and Communication Studies Date: The field study will be conducted during March - May in 2014 Purpose: The purpose of this study is to examine the motives and attitudes of a group of South African women and men (aged between 20 to 30 years) have towards responding to the questions set on the ZAZI campaign’s Facebook page that may involve private and sensitive information. It also seeks to examine whether the questions that ZAZI campaign sets are consistent with the informant’s attitudes and motives. Rationale: The result may be used to improve the campaign whose ultimate goal is to prevent the spread of HIV / AIDS by strengthening women's self-efficacy and confidence. Questions: What are the selected informant’s motives for using Facebook in general? What attitudes and motives do the selected South African Facebook users have toward commenting on the questions on the ZAZI campaigns Facebook page? How are the selected informants’ attitudes and motives consistent with the type of questions the campaign set? Method: Content analysis and focus groups. Result: The study indicate that the motives for writing on the ZAZI campaign's Facebook page differs depending on socio-economic status and that the campaign should vary the content of the questions so all women's motives become satisfied. The page appears, for those groups with a lack of socio-economic status, to serve as a platform that encourages and create conversations about private matters. Keywords: Health campaign, Facebook, Internet, social media, South Africa, focus groups, ZAZI campaign, uses and gratification, self-efficacy, HIV
47

Vår tids opinionsledare : en kvantitativ studie om influencers på Instagram och dess påverkan

Rieem Schwartz, Rebecca, Karlsson, Simone January 2018 (has links)
Denna uppsats avser att undersöka publikens attityder gentemot svenska influencers på Instagram. Studien undersöker hur omfattande publiken påverkas av sponsrade samarbeten mellan influencers och företag på Instagram. Vidare studeras effekten av publikens attityder och följaktligen deras agerande där utvecklingen av influencer marketing tas i beaktning. Med hjälp av materialet från studiens kvantitativa metod har data bearbetats tillsammans med teorier som huvudsakligen bygger på Katz & Lazarsfelds teori om Tvåstegshypotesen. Utefter teorins utveckling följer därefter Word of Mouth, Influencer marketing och slutligen Uses and gratifications. I samband med att influencer marketing blir alltmer populärt avser studien att bidra till forskningen i ämnet. Sammanfattningsvis har metod och teori bidragit till att hantera och analysera uppsatsens frågeställningar och syfte. Uppsatsens slutsats är att publiken upplever att deras attityd påverkas av sponsrade samarbeten på Instagram vilket bidrar till ytterligare fördjupning kring influencers som varumärke. Respondenterna upplever att deras attityd påverkas i samband av mängden samarbeten som förekommer och enligt studiens resultat påverkas publiken oavsett om de följer influencers på Instagram eller inte.
48

The Development of the Digital Nomad During the Course of the Pandemic : The digital nomad workforce, a study looking into the power of digital tools allowing people to work remotely

Ahlberg, Ebba January 2021 (has links)
Due to the pandemic, along with the growth of current technology, working remotely is becoming more feasible. As a result digital nomadism has become a viable alternative as a career. The emerging literature on digital nomadism focuses mainly on lifestyle descriptions, with less attention given to potentially understand digital nomads and their needs (Wang et al. 2018). In this research the author will apply uses and gratification theory to describe the gratifications that motivates digital nomads and their means of communication combined with Maslow’s Hierarchy of Needs to determine if the needs of digital nomads have changed during the course of the pandemic. The aim of this thesis is to provide terminological and philosophical insights on the idea of digital nomads and their future.   Since the start of the pandemic the discussions whether remote work is the future has been fluctuating to say the least. Big companies have introduced a “work from anywhere” model meaning that their employees will have the possibility to choose if they want to be remote after the pandemic (CNBC, 2021). Prior to this, digital nomads were already fully remote. This could be the ideal time and subject to study to gain further understanding if the digital nomad phenomenon has changed. Moreover, if there has been an increase or decrease in interest regarding a remote future while aiming to understand the future remote workforce.
49

Den enes skräp är den andres skatt : En kvalitativ studie om hur aktivistisk interaktion kan leda till en digital samhörighet

Furusten, Gustaf, Ehrlund, Ruth January 2019 (has links)
This study aimed to get a deeper understanding of how people interact within groups on social media that originally stems from a hashtag-activistic campaign. The study was conducted on an empirically selected group using the hashtag #Trashtag on Facebook. #Trashtag is a hashtag used when picking up garbage in order to document pictures of ones work on social media. This study attempts to find out how the interaction within this group works and what makes people engage in the matter.  This study is conducted through content- and text analysis as well as ethnographic observation online. The observation method is also the means in which the data for this study is collected. The following three theories is used as the theoretical framework for this study, participatory culture, making is connecting and uses and gratification alongside with an hermeneutic perspective. The main results for this study was found by observing 45 publications from one Facebook group with the mission to clean up a beach in Ireland.  The observation showed that publications posted in the group varied between subjects concerning the constant litter and contamination on the beach too publications designed to inform about possible or direct causes of the problem. The main result of this study was an observation that a recurring way of motivating the group members to participate in the Facebook group was through emotionally charged content designed to provoke some kind of reaction. The engagement however is driven by positiveness and unconditional encouragement between the participants, negative vibes are not answered upon. Furthermore the study found that the urge to participate and contribute gives people a satisfactory feeling of achievement. Therefore activist groups like the one being researched in this study are important not just for the environment itself but also for the individual. The presented material in this study could be used for further research within this subject.
50

"Old-School" is now too cool! : Exploring motivations for attending a LAN from a U&G perspective

Bankova, Kamelia, Nablsi, Amelia January 2022 (has links)
Background: LANs are popular due to the unique social features where gamers share the samepassion, meet, and compete with like-minded gamers. Further, a LAN forms new and unexploredfeelings and impressions for gamers; therefore, it should be further explored. Therefore,understanding the gamers' motivations will allow for a better understanding of the unexploredbenefits gained. Purpose: By studying the phenomenon of LANs, this research aims to explore the motivationsfor attending a LAN by discovering and understanding the connection between benefits andmotivations. Method: To fulfil the purpose of this thesis, being of exploratory nature, qualitative research wasused. The empirical data was accumulated through fifteen semi-structured interviews. The datahas been analysed and interpreted using an abductive approach incorporating a thematic analysis. Conclusion: This study explored the motivations and benefits of LAN attendance from a U&Gperspective. The findings showed three motivations for attending a LAN competition, diversionand social interaction. Furthermore, the gained benefits are rewards, information, skills, escape,entertainment, relationships, socialisation and finding new teammates. The analysis resulted indeveloping a conceptual model illustrating the motivations and benefits.

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