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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.
161

An Exploratory Study on the Interrelationship of Internet Addiction, Internet Usage Motivation, Internet Usage Behavior and User Characteristics for Taiwan High School Students.

Tung, Chieh-Ju 12 June 2003 (has links)
An Exploratory Study on the Interrelationship of Internet Addiction, Internet Usage Motivation, Internet Usage Behavior and User Characteristics for Taiwan High School Students. Chieh-Ju Tung Abstract The purpose of this study was to examine the interrelationship among motivation and gratification level, activities, personality and Internet addiction for Taiwan¡¦s high school students based on the Uses and Gratifications Theory. The characteristics of those identified as addicted are investigated along with the factors of demographic data, motivation and gratification, web attitude and personality. Moreover, structural equation modeling was used to verify the Theory. The study was conducted using purposive sampling at two major municipals in Taiwan. Questionnaires including Pathological Internet Use Scale for Taiwan high school student, Diagnoistic Questionnaires, Internet usage Motivation and Gratification Scale, Interpersonal Relationship Scale, Self-Esteem Scale, Center for Epidemiologic Studies Depression Scale, Internet Usage Behavior Questionnaire, Perceptions of the Internet Influences and Demographic Data. Of the 1708 qualified samples, 236 were classified as Internet addicted. Major findings of the study are: 1. Entertainment is the major factor for high school students to use Internet, information searching stands as second. Surfing with motivation of social and entertainment has positive correlation with Internet addiction. Those classified as addicted have higher motivation on social and entertainment and have higher satisfaction thereafter. 2. Males who own computer, with grades in lower two-thirds of the class, with more than 4 years Internet usage experience, always using cyber-café or surfing during weekday have higher tendency to become addicted. 3. System and location of school, the grade attended or whether access Internet at home have no relationship with addiction. 4. The average weekly hours on Internet is positive correlated with Internet addiction. 5. Students with personality of dependence, shyness, depression or lower self-esteem have higher tendency to become addicted. 6. The probability of males to become addicted is 2.6 times that of females. Vocational high school students have higher tendency to become addicted than non-vocational high school students. 7. The average weekly hours on Internet for those addicted is 21.2 hours, it¡¦s 1.75 times that of normal ones. 8. Those identified as addicted always surf in cyber-café and favor on-line games, chat room and sex-related activities. 9. Those identified as addicted have lower self-esteem and higher depression. 10. Internet addiction has significant canonical correlation with motivation on social/entertainment and hours on Internet. 11. Internet addiction has significant canonical correlation with shyness, depression emotion, poor interpersonal relationship, negative self-concept and lower self-esteem. 12. The theoretical model constructed in this study could explain the relationship among main variables by Amos. 13. ¡§Internet usage motivation¡¨ has greatest direct effect on addiction. It has greatest total effect when combines with the factor of ¡§Average weekly hours on Internet ¡¨. 14. The predictability for Internet addiction is 62% when six variables were used (Motivation on social, Motivation on entertainment, Average weekly hours on Internet, Interpersonal relationship, Depression and Self-esteem). Finally, suggestions on counseling addicted students are made for government and high school authorities, counselors and parents. Issues for futher study are also discussed.
162

廣播聽眾媒介使用與滿足之研究-以警察廣播電臺為例 / Radio Listener’s Media Use and Gratification- Example of the Police Broadcasting Service

信立君 Unknown Date (has links)
本研究從「使用與滿足」理論,以警察廣播電臺為探討的對象,研究聽眾願意主動提供路況資訊的使用動機與滿足程度。 警察廣播電臺為公營廣播媒體,節目內容以治安交通等公共服務為主。警廣自1971年設立第一座交通專業電臺臺北臺,以電話接收聽眾提供路況;於1996年率先啟用智慧型電話系統,將全省免付費路況提供專線統一為0800000123,受理來自全省各地聽眾提供即時路況。近年來,路況報導為廣播閱聽眾收聽廣播的重要因素之一,且從幾次重大的意外災害發生後,警廣很快的從聽眾提供的資訊掌握災情,聽眾主動提供的資訊發揮了功能。 本研究以量化研究方式,採用問卷調查法。研究結果發現,聽眾願意主動提供路況的動機,分別為「分享參與」、「資訊守望」、「人際連絡」、「尋求解決困難的方法」以及「個人化需求」等五個構面。並且想知道即時的路況是聽眾收聽警廣最主要的動機。 關鍵詞:使用與滿足、主動的閱聽人、廣播、路況報導 / Radio Listener’s Media Use and Gratification- Example of the Police Broadcasting Service Abstract This study employs 「uses and gratifications」theory to investigate motivations for actively providing road condition information and resulting gratification among listeners of Police Broadcasting Service. Police Broadcasting Service is a public radio station with program content chiefly comprising public service matters connected with law and order and transportation. Since it established Taiwan's first specialized traffic station—Taipei Station—in 1971, Police Broadcasting Service has received telephone reports of road conditions from listeners. The station launched the 0800000123 smart phone system—Taiwan's first—in 1996, to provide a Taiwan-wide toll-free road condition hotline to accept real-time road condition reports from listeners throughout Taiwan. In recent years, the station's road reports have become one of the most important factors causing the public to listen to the station. Furthermore, after several major accidents that occurred in the past, Police Broadcasting Service quickly gained a picture of the situation from information provided by listeners, showing that the voluntary provision of information by listeners is very effective. This study employed a quantitative research approach and used the questionnaire survey method. The study's findings indicated that listeners' motivations for actively providing road information included the five aspects of 「shared participation」, 「information watchman」, 「interpersonal contact」,「looking for means of solving problems」, and 「individual needs」. Furthermore, wishing to hear real-time road conditions constitutes listeners' chief motivation for listening to Police Broadcasting Service. Keywords: uses and gratifications、active audience、listeners、radio station、road condition report
163

Becoming a Fan of Social Media Marketers : Uses and Gratifications of Facebook Brand Pages

Song, Silbi January 2014 (has links)
The advent of social media has witnessed a transformation in how audiences interact with marketers online. While previous research has shown that media consumers generally hold a negative view of advertising, today’s media consumers are engaging with brands more than ever. This study examines what it means to be an active fan of marketers in social media to the modern media consumer through an investigation of how audiences relate to brands in the social media space. Centered around audiences’ uses and gratifications of three successful brand communities within Facebook through qualitative (field observations and individual interviews) and quantitative (surveys) methods, this study intends to gain further knowledge about the role of social media and its impact on forming new cultural trends. The findings suggest that while the uses and gratifications of Facebook brand pages and what becoming a fan of a brand on Facebook signifies to social media users vary, the prevailing motivation for and function of brand community membership is the construction of one’s digital identity in association with the brands of one’s choosing. Furthermore, despite being aware that Facebook brand communities are marketing platforms, fans were largely receptive to and held a positive attitude towards the brands. This critical study of brand fans on Facebook presents the importance of studying social media’s uses and implications in order to better understand new audience cultures within the interactive media landscape.
164

圖文創作部落格使用動機、使用行為、滿意度與忠誠度之研究 / A study of the user motivation, behavior, gratification and loyalty on creative graphic blogs

黃郁珮 Unknown Date (has links)
本研究以「使用與滿足」理論探討圖文創作部落格閱聽人使用行為,以時常造訪圖文創作部落格之網友為研究對象,本研究利用「問卷調查法」與「深度訪談法」進行研究,兼顧量化及質化兩種研究途徑。透過網路問卷抽樣調查方式,回收有效問卷325份,並針對知名圖文創作部落客及圖文創作部落格的重度使用者進行深度訪談。 本研究目的在探討圖文創作部落格讀者使用動機、使用行為、滿意度、忠誠度變數之內涵。分析不同人口統計變數對使用動機、使用行為、滿意度與忠誠度之差異性。檢定使用動機、使用行為對滿意度與忠誠度之關係。經由量化分析與質化訪談對經營圖文創作部落格之部落客提出行銷建議。 研究結果顯示圖文創作部落格讀者以女性上班族為主,年齡層以21-35歲居多,教育程度以大專為最多,居住地區以北部為主。圖文創作部落格之使用動機以「休閒娛樂動機」因素最高。在使用行為方面,讀者通常每天或每3-5天就會回訪一次,可見圖文創作部落格的讀者黏著度高。在使用滿意度上整體滿意度偏高,其中以「歡愉滿意度」因素最高。在使用忠誠度上則以「再訪忠誠度」因素最高。 經過質化與量化的分析,本研究建議想經營圖文創作部落格之部落客,應多著墨於有趣、好笑、生活化及流行話題的相關內容,並提高發文頻率,藉由舉辦實體活動,結合虛擬與實體創作,達到延伸性的長久經營。 / In this study, "uses and gratifications" theory of creative graphic blog audience usage behavior. To the users frequently visit the creative graphic blog as the research object. The present study, use"questionnaire" and " interviews" to research, both quantitative and qualitative study of two kinds of ways. Sample survey questionnaire via the Internet way, 325 questionnaires were usable, and for the well-known graphic creative bloggers and fax heavy users interviews. The purpose of this study was to explore the use of creative graphic blog readers motivation, behavior, satisfaction, loyalty variables of the content.Analysis of different demographic variables on the use of motivation, and use of satisfaction and loyalty of the differences. Test the use of motivation, and use of satisfaction and loyalty to the relationship. By quantitative analysis and qualitative interviews with creative graphic bloggers make marketing recommendations. The results showed that creative graphic blogs for readers are women, mainly of office workers, mostly age to 21-35 years of age, educational level to college as the most northern area of residence-based. To the use of motivation is "leisure motivation" factor in the highest. The use of behavior, the reader is usually every day or every 3-5 days would be a return visit, we can see creative graphics blog readers adhesion is high. The use of satisfaction on overall satisfaction high, in which the "joy satisfaction" factor high. On the use of loyalty by "revisit loyalty" factor in the highest. Through qualitative and quantitative analysis, this study suggests that wish to create a blog of business creative graphic bloggers should be more to write about interesting, funny, daily life and popular topic relevant content and increase issued a document frequency, by holding physical activity, combination of virtual and physical creativity, to achieve an extension of long-term business.
165

Sociální sítě pohledem vybraných generací / Social media in a perspective of chosen generations

Renčová, Michaela January 2018 (has links)
The diploma thesis Social media in a perspective of chosen generations covers the topic of differences in the use of social networks between generation X and generation Y. The aim of the thesis is to find out if there exist differences in the use of social networks between generation X and generation Y. Furthermore, the subject of the research is to explore the motivation of generation X and generation Y for using specific social networks and the needs they satisfy through social networks. The first part of the thesis consists of introduction of theoretical concepts and terms related to the theme of the thesis. Specifically, the uses and gratifications theory is defined, followed by the concept of active audience and the terms digital immigrants and digital natives. The following chapter presents characteristics of generation X and generation Y and the specifics of social networks. The methodological part of the thesis describes methods used in the research. For the research I chose a combination of qualitative and quantitative methods. Within the practical part of the thesis, a qualitative research was carried out through in-depth interviews. The second part of the research was carried out in the form of a quantitative questionnaire survey. In conclusion, the outcomes of both studies are summed up...
166

Seznamovací online aplikace optikou teorie užití a uspokojení / Online dating applications from the perspective of uses and gratifications theory

Šulcová, Karolína January 2018 (has links)
Dating online applications have fundamentally changed the form of online dating. They are available on a mobile phone and are based on spatial proximity of users and ease of use. This diploma thesis focuses on users of these applications. This thesis is based on the assumptions of the uses and gratifications theory, which assumes that the media audience is active and uses the media to satisfy its needs. The aim of this thesis is to find out how individuals use the dating applications and what their reasons for using are. To collect data, I chose a combination of quantitative and qualitative approach. First, an on-line questionnaire survey was conducted, followed by semi- structured interviews with applications users. Research has shown that the reason for using and the attitude of users varies with each individual and can change during use. Keywords dating applications, Tinder, online dating, uses and gratifications theory, active audience, mixed methods research
167

Discursos na banca: a imprensa especializada em telenovela

Daniel, Arthur Ovidio 09 May 2014 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2016-02-23T17:59:54Z No. of bitstreams: 1 arthurovidiodaniel.pdf: 3184672 bytes, checksum: 37bb256cb2f99f8d60931f247b7d2b15 (MD5) / Rejected by Adriana Oliveira (adriana.oliveira@ufjf.edu.br), reason: Renata, confirma pra mim se "a imprensa especializada em telenovela" é o subtítulo da dissertação. Se for subtítulo, deverá ser precedido de dois pontos. Se vc tiver dúvida, manda a dissertação pelo e-mail que verifico on 2016-02-26T15:04:32Z (GMT) / Submitted by Renata Lopes (renatasil82@gmail.com) on 2016-02-26T17:54:59Z No. of bitstreams: 1 arthurovidiodaniel.pdf: 3184672 bytes, checksum: 37bb256cb2f99f8d60931f247b7d2b15 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2016-03-03T14:09:02Z (GMT) No. of bitstreams: 1 arthurovidiodaniel.pdf: 3184672 bytes, checksum: 37bb256cb2f99f8d60931f247b7d2b15 (MD5) / Made available in DSpace on 2016-03-03T14:09:02Z (GMT). No. of bitstreams: 1 arthurovidiodaniel.pdf: 3184672 bytes, checksum: 37bb256cb2f99f8d60931f247b7d2b15 (MD5) Previous issue date: 2014-05-09 / Esta Dissertação de Mestrado tem por objetivo analisar o discurso empregado pelas revistas especializadas em cobertura de telenovelas. À primeira vista, estas revistas se confundem entre si, utilizando os mesmos recursos para se autopromoverem e chamarem a atenção do leitor. Alguns questionamentos se fazem necessários: o discurso propagado por essas revistas é igual? Elas possuem o mesmo público-alvo? O que as diferenciam umas das outras? Para entender como se constrói a relação da mídia impressa com o público, fizemos, primeiramente, um levantamento histórico sobre o papel da televisão e a importância da dramaturgia para as massas, do folhetim francês à atual telenovela brasileira. Em seguida, enfocamos o produto revista e as especificidades de seu jornalismo. Três títulos foram selecionados como objeto de análise: Minha Novela, Guia da TeVê e Super Novelas. Após verificar as estratégias discursivas que caracterizam este tipo de imprensa, o enfoque foi dado à opinião dos leitores, bem como aos usos e gratificações resultantes desta interação. / This dissertation aims to analyze the discourse employed by magazines specializing in coverage of soap operas. At first glance, these magazines are confused with each other, using the same resources to pull oneself and draw the reader's attention. Some questions are needed: the discourse propagated by these magazines is equal? They have the same target audience? What set them apart from each other? To understand how to build the relationship of print media with the public, we, first, a historical survey of the role of television and the importance of the theater for the masses, the French feuilleton the current Brazilian telenovela. Then we focus on the revised product and the specifics of your journalism. Three titles were selected as the object of analysis: Minha Novela, Guia da TeVê e Super Novelas. After verifying the discursive strategies that characterize this type of press, the focus was given to the opinion of the readers as well as the uses and gratifications resulting from this interaction.
168

Military spouses' relationship with media during Operation Iraqi Freedom

Kohler, Alison January 1900 (has links)
Master of Science / Department of Journalism and Mass Communications / Joye C. Gordon / Military spouses have a complex relationship with news coverage of Operation Iraqi Freedom, the 2003 Iraq War. Utilizing uses and gratifications, hostile media perception, and cognitive dissonance perspectives as a basis, the researcher studied military spouses' media behaviors, perceived benefits of media usage, and whether hostile media perception and cognitive dissonance were present in this convenience sample of military spouses. Thirty military spouses participated in in-depth interviews. The results showed a desire for more positive news stories and less negative news stories about Operation Iraqi Freedom. Hostile media perception and cognitive dissonance responses were noted among participants–especially with regard to the media's tracking totals of soldier and civilian casualties. Military spouses in this sample found military news sources more credible than civilian news sources. They also described using news coverage for the purposes of gaining information, surveillance, political competency and empathy.
169

Plant-based diets on social media : How content on social media influence for maintaining a lifestyle

Holmgren, Hanna January 2017 (has links)
Plant-based food has recently been a frequently addressed topic for scientific research, mainly because of its benefits for the environmental sustainability, human health and animal welfare. Nonetheless, there is limited research on how people maintain a plant-based diet, as well as research gaps on the topic in relation to media and communication studies. The purpose of this research is to provide new empirical data on how social media can inspire and/or influence a person to maintain a plant-based lifestyle. Using a qualitative method of in-depth interviews, the aim is to understand how content on social media motivates people to make sustainable movements in their real life. In other words, the research will provide insights on how a lifestyle can be upheld with the help of social media. As a theoretical basis for the study, the following theories have been applied: The uses and gratification theory, cultivation analysis theory and social cognitive theory. The findings suggest that social media is a useful tool for a person that wants to maintain a plant-based diet. Facebook, YouTube and Instagram are preferred online platforms for seeking and sharing information about the lifestyle and the most interesting contents for upholding a plant-based diet are food pictures, personal blogs and vlogs, documentaries about the environment and animal welfare, as well as product news and different discussions in virtual groups. The result also shows that people are most likely to change a behaviour after seeing content on social media that makes them emotional, in a positive or negative way.
170

Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions

Alhidari, Abdullah 05 1900 (has links)
When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to understand, explain, and define the term. It suggests that within interactive, dynamic business environments, consumer engagement (CE) represents a strategic position that companies can use to enhance their sales growth, competitive advantage, and profitability. Moreover, there are three levels of engagement in any experiential consumption (i.e., playing video game): presence, flow, and psychological absorption. The findings of this study affirm that consumer engagement, including presence, flow and psychological absorption are explanatory factors that impact gamer’s purchase intentions. Our results show that consumers experience different mental engagement in an interactive environment (i.e., playing video games) compared to passive environments (i.e., visiting a website). These findings change our understanding of consumers’ engagement and flow state. We also found that male and female gamers experience different engagement level. However, we did not find a significant result that masculinity and femininity traits impact gamers’ engagement or intention. We argue that macroeconomic factors results in sales fluctuation may have resulted in reject in this hypothesis. Thus, marketers shed a light into the consumer’s interactive environment and flow states in that environments. Consumers not only determine the value in using a product as Vargo and Lusch suggested, but they also create that value. Also, consumer experience is an ongoing process that does not have a specific point to start, making the value creation a temporally accumulative process that includes past, present, and future experience. Therefore, the value created by consumers is not created while physically interacting with a device to play, but it may include imagined and indirect interaction with the product. Therefore, consumers (i.e., gamers) need to maintain a balance between presence and psychological absorption (i.e., flow) to get the best experience in play video gaming. Empirical evidence suggest that consumers’ flow state engagement is the most important variable in determining their ensuing purchase intention for video games, regardless of game genre.

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