Spelling suggestions: "subject:"uses anda gratification theory"" "subject:"uses anda ratification theory""
21 |
Does Video Game Content Matter? An Examination of Two Competing IdeasSmith, Nathan J. 01 June 2015 (has links)
The current paper addresses the associations between video game content (i.e., physically aggressive, relationally aggressive, and prosocial) and physical aggression, relational aggression, and prosocial behavior in two distinct developmental periods. The purpose of the paper is to test whether playing video games with a particular type of content influences behaviors over time, or whether individuals who have higher levels of physical aggression, relational aggression, or prosocial behavior prefer to play games with similar content. Two theories will be simultaneously examined and tested in order to determine the relative merit in using each in research examining the relationships between video game content and positive and negative behaviors. More specifically, this paper will address the General Aggression Model/General Learning Model (GAM/GLM) and the Uses and Gratification Theory. The GAM/GLM, at their core, predict that exposure to video game content will build a cognitive schema which will guide how an individual should behave when confronted with a later social encounter (Anderson & Bushman, 2002). Contrarily, Uses and Gratification would suggest that a person chooses to play video games with a particular type of content, and that video games should not influence behavior. Specifically, according to the theory, individuals should seek out video games in order to fulfill their inward feelings and motivations (e.g., an individual with aggressive tendencies would play games with more violent and aggressive content) (Katz, Blumler, & Gurevitch, 1973; Whiting & Williams, 2013). A careful analysis showed a significant relationship between each type of video game content and its' corresponding behavior among adolescents, which supports the assumptions of the GAM and GLM. There was no relationship between video game content and behavior among preschoolers. With the exception of relational aggression of physically aggressive content, there was no support for Uses and Gratification Theory, in that preschoolers' and adolescents' levels of physical aggression, relational aggression, and prosocial behavior were not related to the preference for video games with different types of content. The analysis adds significantly to the current literature by showing a relationship between video game content and behavior over a four year period.
|
22 |
Tinder Communication In The Time of COVID-19Jonsson, Michael January 2021 (has links)
This study researches communication 2020-2021 via the Tinder dating app in Sweden during the COVID-19 pandemic, using a framework of mediatization, uses and gratification theory and affordance theory. Data collection was performed using qualitative interviews via Zoom video calls with respondents based in Sweden and findings were analyzed using thematic analysis. Results of the study discusses phenomena when the physical world and a mediatized one interlock: even though the Tinder app afforded people to connect during the COVID-19 pandemic, the worlds are not independent of each other. Uncertainty and stress could seep into the dating app practice and create a hindrance to easy communication, even though the Tinder app was trying to accommodate the changing times. The study explores that the dehumanizing aspect of reducing a person to a single attribute and deleting that person is connected to a heightened affordance of gamification of relationships that is connected to deep mediatization, moments of our everyday practices immersed in new kinds of mediated communication. Steered behaviour from the app occurs in the Tinder interface which this paper explores, connected to data-driven decision making, a critical tool allowing mobile app developers to not only figure out customer behaviour but also to design customised products. Connected here is the mediatized interplay between humans and technology. If the Tinder app was hard to set up or navigate, the different needs and gratifications would not be met and users would simply vanish. This paper argues the Tinder app design encourages speed and has coded distractions to actually work against the perceived gratification of meeting a partner and ultimately rendering the service redundant. The COVID-19 pandemic, this thesis explores, has spurred different generations to adapt to new practices and technologies but that these affordances do not always correlate to new dating app practices such as video dating. A mediatized way of meeting physically has been brought on by the COVID-19 pandemic. An additional step has been added to online dating practices, the walk, which has 2 lowered the threshold of the initial date by being perceived as an easier option. A direct consequence of the COVID-19 pandemic connected to online dating. This paper also argues intimacy through media sharing, such as humour and jokes via technology in a mediatized world. Lastly, this paper explores the safety aspects of the Tinder app, connected to catfishing and also gender blindness.
|
23 |
Aligning Technology with HumanityShareef, Amina N. 06 August 2021 (has links)
No description available.
|
24 |
Role médií jako informačního zdroje rodičů na mateřské a rodičovské dovolené / The role of the media as an information source for parents on maternity and parental leaveCaithamlová, Kateřina January 2021 (has links)
The diploma thesis focuses on the role of the media in the lives of parents on maternity and parental leave and how they satisfy their needs through use of media. The thesis is based on the uses and gratification theory and especially on the typology of media-personal interactions defined by Denis McQuail. The aim of the thesis is to find out, through twenty interviews with mothers and fathers living in the household with a child or children, for what purpose the media are used by this specific group. The thesis includes a theoretical anchoring of the approach of uses and gratification theory concerning its historical development during the 20th century, but it also focuses on its concept at present after the spread of new media. The theoretical part of the thesis also deals with the characteristics of maternity and parental leave and it tries to identify everyday activities associated with this period and its positive and negative aspects. The methodological part describes the area of qualitative research and related procedures, including the choice of data collection method, which is a semi-structured interview, and the characteristics of the research sample. The analytical part interprets the findings resulting from the data obtained through interviews with respondents. The discussion and conclusion of...
|
25 |
Can Journalists Have a Work-Life Balance? A Study of the Relationship between Journalists' Personal Blogs and Their Professional WorkHu, Haidan 11 September 2012 (has links)
No description available.
|
26 |
探討即時通訊之使用動機、使用行為與滿足之關係古明泓 Unknown Date (has links)
寬頻網路發展的日趨成熟,讓即時通訊成為許多網路族開機後必使用之軟體,本研究乃運用「使用與滿足」理論,探討即時通訊使用者的使用動機、使用行為、使用滿足,以及三者之間的關係。
經由資料分析發現,使用者在使用即時通訊上,有三大使用動機因素,分別為「同儕交流動機」、「新奇娛樂動機」、「生活便利動機」;有三大使用活動因素,分別為「影音導向活動」、「訊息導向活動」、「文件導向活動」;有三大使用滿足因素,分別為「情緒管理滿足」、「關係維繫滿足」、「問題解決滿足」。本研究以使用動機因素為基礎,將樣本資料進行集群分析,結果獲得三大使用族群:「無的導向群」、「交際導向群」、「功能導向群」,再以統計檢定三大族群在「人口變項」、「使用行為」、「使用選擇」及「使用滿足」上的特徵差異描述。本研究亦發現即時通訊的兩大主流為MSN、Yahoo,兩者之使用人數即佔了有效樣本98.7%。
本研究的結果發現,三大族群在「使用動機」、「使用行為」上均有顯著的差異,但在「使用選擇」上則無顯示出特別的選擇偏好;三大族群的「使用動機」、「使用行為」與其「使用滿足」均有正向的關係,亦即是使用動機、使用行為表現得愈強烈,其所獲得之使用滿足也就愈強烈;另外,三大族群中選擇使用MSN、Yahoo的使用者,在「使用滿足」上亦呈現出不同的滿足情形。
|
27 |
Užívání tištěných médií mezi studenty IKSŽ FSV UK / Use of print media among students of IKSŽ FSV UKPeňásová, Anna January 2016 (has links)
This thesis examines how the potentional future media professionals (students of Institute of Communication Studies and Journalism at Faculty of Social Sciences at Charles University) relate to print media, i. e. daily newspapers and printed magazines. It is based on the concept of active audience, uses and gratification theory and studies that try to explain the decline of interest in print media. The thesis tries to describe the role of print media in lives of the studied group at the time when print media go through a long-term crisis. Massive expansion of the electronic media is the most important factor of this crisis. The research tries to answer the question whether print media are still attractive for the researched group, despite the constant wave of information from the Internet, what motivates this group to the use of print media and contrarily what discourages them.
|
28 |
Artificial Intelligence is Getting Personal : A study on the Usage Motivations and Privacy Concerns of Intelligent Personal Assistants’ UsersTundrea, Darius January 2017 (has links)
The present study is aiming to evaluate the Intelligent Personal Assistants usage motivations, addressing at the same time various privacy issues and concerns related to this emergent technology. To fulfil the purpose of the study I have applied two different research methods. Initially, a web survey conducted gathered 18 respondents answering 24 questions related to the presented topic. Subsequently, was organised a focus group by gathering seven respondents who shared their opinions on the subject of research. Two research questions were developed based on two hypotheses. First research question: “To what extent IPA users agree to personal data collection in order to gratify their sought needs?”; exploring the participants’ opinions when it comes to the degree of acceptance of personal information disclosure to gratify their needs. Moreover, second research question: “What are the motivating criteria that determine the usage of IPA?”. This question develops opinions and experiences on the usage of Intelligent Personal Assistants, as well as the way people perceive this new technology. The finding of this studies reveals that users of new media are concerned and aware of their personal data collection. However, as a result, they feel trapped in the network society by the peer pressure towards the usage of favourite mediums. Therefore, the denial of technology would bring unfavourable consequences from a social perspective. Further researches can be conducted on this topic, addressing in depth the Artificial Intelligence and its societal implications, possible utilities of the Intelligent Personal Assistants as a companion for children, elders and people with disabilities, Artificial Intelligence used in public administration. Consequently, many different aspects can be explored having the topic of this thesis as a starting point.
|
29 |
They Do Know and They Do Care : Young People's News Habits and How They Changed During the Covid-19 Pandemic in SwedenSarfati, Elin January 2020 (has links)
This thesis set out to examine news habits among Swedish 15-20 year olds during the spring of 2020 but then the Covid-19 pandemic hit. Following the events and its possible implications on news consumption, the focus shifted towards also looking at how young people’s news habits might change during the pandemic. This study was primarily aimed at better understanding the relationship between young people and news by implementing theories relating to their motivations and how they connect to society. The method used to examine this was online surveys. Additionally, by building on research from the 2009 Swine flu pandemic the survey aimed at improving the understanding of news’ relevance in the context of the digitized media landscape and evolved use of social media. From the results it seems respondents had a bigger need for news and information during Covid-19. Results showed that young people have an interest in news and care about what goes on in society. Factors such as political interest and education level indicated higher news consumption but not as much in relation to the pandemic. Social media was important for the overall news consumption. Those discussing current events with friends and family were also more likely to consume news to a greater extent than those who did not. This study concludes that the decline in youth news consumption previously observed, might not be as severe and that the role of social media is a crucial element. It is also evident that the Covid-19 pandemic increased young people’s news consumption and they turn to the news for information and to better understand what goes on in the world around them.
|
30 |
What is the influence of Social Media advertisements on Millennials and Generation Z consumers' behaviors towards dating Apps? A study of MuzzAl Rabea, Marwan, Faour, Rami, Shekany, Solan January 2023 (has links)
Abstract Background: Social media is becoming more prominent each day. Platforms such as TikTok and Instagram are amongst the top six social media platforms used by Generation Z and Millennials (Dixon, 2023; Ceci, 2023). From a business perspective, it entails that these platforms, as well as social media as a whole, are essential for attracting users’ attention when promoting a product or service. These platforms have changed how people communicate, share information, and behave as consumers. Understanding the factors that affect behaviors on social media platforms is crucial given the growth of niche dating apps that target the Muslim community, such as Muzz. This study intends to examine how TikTok and Instagram advertisements affect how viewers perceive Muzz, its features, expected advantages, and the probability of individuals using the app. Purpose: The purpose of this study is to investigate the influence of social media on behaviors towards dating app. This is specified towards Generation Z and Millennials. Ultimately, this study aims to find how this target audience interacts with advertisements and what factors affect their behavior. The findings from this paper can be useful to marketing departments of various companies within the dating app industry as they can begin to improve their marketing strategy to appeal to a new and larger target audience. Method: The findings from this thesis was conducted through qualitative research including interviews of 10 participants with ages between 19-30 years old. The analysis of these findings was done through a thematic analysis approaching grouping the findings in themes and similarities. Conclusion: The findings and analysis from this report indicate that social media and advertisements presented on social media significantly influence the behaviors of Generation Z and Millennials towards dating apps, specifically Muzz app. The way in which social media has an influence is in relation to three theories/models: Advertising Effectiveness, Consumer Behavior Models and Uses and Gratification Theory. Each of the said models and theories aid in the analysis of how behaviors shift depending on social media presence.
|
Page generated in 0.1472 seconds