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The Million-Dollar Question: Why Pre-Adolescents Watch TelevisionSmurthwaite, Emily A. 15 July 2004 (has links) (PDF)
This study presents qualitative research examining the relationship youth have with television. Information for this study was collected through media journals, personal essays, in-depth interviews, and focus groups held with eighteen sixth-graders who attended a charter elementary school in Lindon, Utah.
The question posed to the students multiple times during the data collection was: “Would you give up television for $1 million?” Through the students’ answers and ensuing dialogue, the researcher examined the social value the pre-adolescents attributed to watching television. The findings identify three main categories the students said were reasons they were attached to television, which also corresponded adolescent-needs that have been identified by scholars. The categories are 1) youth need friendship and television offers potential to develop parasocial relationships 2) youth need intimacy and television is an activity they can do with and talk about with friends and 3) youth need to learn about the new group they’re being socialized into and television offers portrayals of future situations.
The study also includes ideas about why television is so valuable to the youth; it concludes with suggestions for future research, including expanding this research to other demographics, and recommendations for parents and school teachers, including media literacy and parental mediation.
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The Gratification Niches of Internet Social Networking, E-mail, and Face-to-face CommunicationNyland, Robert Scott 26 November 2007 (has links) (PDF)
Internet social networking sites have been the source of much speculation and controversy in the few years that they have been in existence. These sites (the most popular being MySpace and Facebook) allow their users to create online profiles, with which they can post pictures of themselves and interact with other users via text-based messaging. These sites are especially popular among teens and young adults, many of whom find their lives controlled by these sites. Utilizing the Uses and Gratificatioons approach in combination with the theory of the niche, the aim of this study is to understand the gratifications that are derived from the use of social networking sites, and how those gratifications compare with those obtained from the use of other communications methods (face-to-face communication and e-mail). Additionally, the study explores whether or not there has been a displacement effect for these older media with the introduction of social networking. A sample of 340 undergraduate and graduate students from a large western university were surveyed in-class regarding their use of three communications media (internet social networking, e-mail, and face-to-face communication). Students responded to 25 gratifications statements for each medium, rating how often they had used it for that particular purpose. They also responded to a question regarding whether their use of e-mail and face-to-face conversation has changed since they started using social networking sites. Answers from the gratification statements were subjected to principal component factor analysis using varimax rotation. After throwing out 10 statements due to their incompatibility across the three media, three gratification factors emerged: Gratification Opportunities, Social Utility, and Entertainment. Then using niche formulas, the media was compared across these three factors. Overall, face-to-face communication had the broadest niche, signalling that is best capable of fulfilling media gratifications. It also had the broadest niche in the Social Utility and Entertainment Factor, while e-mail had the broadest niche in the Gratifications Opportunities dimension. The results suggest that social networking may be popular because it acts as a convenient place to hang out — combining its relatively broad niches in Gratifications Opportunities and Entertainment gratifications, but shows little support for a displacement effect caused by its adoption.
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Aggression in Popular Children's Picture Books: A Content AnalysisLeach, Karen Dupree 09 June 2014 (has links) (PDF)
The purpose of this thesis is to assess children's exposure to aggression through popular children's picture books. Little research has been performed regarding aggression in such books. By analyzing 301 picture books, this study found that the average picture book contained 1.36 aggressive acts, and that aggressive acts were more likely to be included in picture books meant for older children. Verbal aggression was the most widely used type of aggression in children's picture books. There was no significant relationship between the type of character (human or nonhuman) and whether the character acted aggressively. Male characters were more likely to be shown aggressing towards other male characters; they were also more likely to be shown using physical aggression and violent ideation. Aggressive acts in children's picture books are more likely to be portrayed as unjustified, with no consequences, and no adult involvement to help resolve the situation. Children's picture books could be a useful tool for parents, teachers, and adults to teach children about aggression and appropriate solutions for resolving conflict.
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How Does Bilibili Compete With the Other Video Sites in China: The Role of Danmu, Audience Engagement, Uses and Gratifications, and the NicheWu, Qianxi 22 August 2022 (has links)
No description available.
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Bara ny teknik eller faktiskt annorlunda? : En kvalitativ studie av VR-användares behov och tillfredställelser. / Merely new technology, or actually different? : A qualitative study of VR uses and gratifications.Hassan, Mohamed January 2022 (has links)
The purpose of this thesis is to present the different needs that can arise before VR use,and gratifications obtained by consumption. This includes finding out what media content users consume in VR, their motivations for why they consume the selectedcontent, how the choice of VR before other medium affects situations or interaction, and they feel after a session in virtual reality. The theories proven to provide a solid basis for answering the research questions are uses and gratifications theory, and medium theory. The collected empirical data is presented and analyzed within the frameworks ofthese theories, which together with previous research on virtual reality and VRheadsets, support the theoretical framework for this thesis. To gain in depth data of consumers motivations and own experiences, five semistructured qualitative interviewswhere conducted. The interviewees where asked various questions about their social and individual differences, gratifications sought and obtained, and their perception of how VR technology affects different situations and interaction. The collected empirical data is then presented and analyzed within the frameworks of uses and gratifications approach and medium theory. Results of the empirical data showed that the mostcommon needs to be satisfied by VR use are those of exersice, entertainment, practice, social interaction, and relaxation. Those needs are gratified by applications for exersice, entertainment applications, games, simulators, and social applications. The interviewees choose VR before other medium or real life activities because VR is more engaging than working out at home and less timeconsuming than leaving the house to exersice at the gym, more engaging and immersive than pc or console gaming for simulation games, and open in the sense of being able to walk up to strangers and socialize with in the virtual world. The study also showed that not only the technology hardware charachteristics, but also the software design found within the virtual environment, affects situations and interactions in a way that is perceived different and better than software found in other medium like social applications on the phone.
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The Popular Phenomenon of YouTube Reaction Videos: A Case Study on ‘REACT’Carrêlo, Carolina January 2023 (has links)
A growing percentage of this content consists of reaction videos, a new type of user- generated content that has been on the rise within this social media platform, in which individuals record themselves reacting to any sort of content. This paper aims to explore the dynamics involved in this type of content, not only from the perspective of the creator but also from the angle of the viewer, to try and understand what leads to the popularity of these videos. The current thesis aims not only to dissect the topic but also to present the field of Media and Communication studies with relevant and unprecedented insight into the motivations that lead viewers to engage with this kind of content and contribute to debunk this contemporary audience phenomenon. To do so, a case study was conducted on a YouTube channel named ‘REACT’. The study utilised Uses and Gratifications Theory as well as the concept of mediated voyeurism to help contextualise the reaction genre. Using content analysis, 4 of their videos were analysed qualitatively. Plus, a focus group was conducted in order to not only understand the overall sentiment towards the reaction video genre, but also identify the possible reasons for it to be a global success. Results show that reaction videos can be characterised as dynamic, highly engaging and extremely relatable videos. Furthermore, they can be of amateur nature – unscripted, spontaneous and organic, or more professionalised – scripted and edited. Additionally, while most of the needs these videos fulfil can be categorised as diversion needs, the remaining ones can be perceived as both personal identity and surveillance needs. The current research can be seen as a useful tool for society to interpret relevant patterns of content creation and consumption within the current digital age.
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Kan man lära gamla hundar att sitta? : En kvalitativ intervjustudie om fyra äldre människors användning av digitala skärmar / Can you teach old dogs new tricks? : A qualitative interview study on four elderly individuals use of digital screens.Aspholm, Sofia January 2024 (has links)
The focus of this thesis is on how elderly people make use of digital screens. The study studies how these elderly individuals view their screen time and it highlights how they have adapted to an ever-changing media landscape. The empirical material has been collected through four qualitative interviews where all of the interviewed were 80 years old or older at the time of the interview. Two females and two males were part of the study. The empiricism has been coded, themed and analyzed using the qualitative method of thematic analysis. The analysis is supported by the theoretical framework where uses and gratification theory, affordances and constraints theory and the theory of adoption categories has been applied to the empirical material. The theoretical framework has contributed to understanding why people use different types of media, which affordances and constraints that people see in technologies and what types of adoption categories there are and what that means for the individual. The analysis of the empirical data finds that these older individuals utilize digital screens for various reasons, where the most prominent finds were for relaxation, cognitive fulfillment and to the gratification of affective needs. Smartphones and computers are employed for safety, social interaction and communication while television is used as a tool for escaping daily life and monitoring the world. The study identifies a widespread theme indicating a noticeable enhancement in their everyday life making various tasks easier thanks to digital screens. A social factor becomes evident where the interviewees use digital screens as a utility for keeping contact with friends and family, but also through a reoccurring theme implying that older individuals need a social network that can assist them with unfamiliar technologies that they can not manage themselves.
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A Qualitative Investigation Of Adolescent Females' Use Of Social Networking WebsitesPate, Janine 01 January 2010 (has links)
The aim of the present study was to explore the ways adolescent females, age 14 through 17, utilized social networking websites such as MySpace and Facebook for communication, self-presentation and identity development purposes. Uses and gratifications theory served as a framework for identifying the participants' motivations for heavily using these websites, which allow users to post pictures, interests and updates for their friends to view and interact with online. Using a qualitative method, one preliminary focus group and ten in-depth interviews were conducted, totaling fifteen female participants between the ages of 14 and 17. Interview questions covered topics such as peer interactions through social networking sites, posting personal content to their profile pages, self-presentations through pictures and text, creating and maintaining friendships through these sites, and negative and positive feedback received through comments. Results indicated that the participants frequently used social networking websites for five main gratifications: Information Sharing, Convenient Communication, Self-Expression, Friendship Formation and Social Support.
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Uses and gratifications in college students' media use: A test of media complementarity theoryScherer, Carrie L. 05 May 2010 (has links)
No description available.
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Journaling for the World (Wide Web) to See: A Conceptual Model of Disclosure in BlogsKleman, Erin E. 22 August 2008 (has links)
No description available.
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