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Uses and Gratifications: Evidence for Various Media

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This entry reviews the scope and character of the current research based on the uses and gratifications approach, and discusses challenges faced by contemporary uses and gratifications studies. From a theoretical perspective, the uses and gratifications approach emerged as a response to earlier approaches that perceived the mass media as a generator of strong and uniform effects across individuals and groups. The new approach became prevalent as television was transforming people's media ecologies, prompting a need for approaches that more adequately fit the emerging media landscape. Given the significant changes in the current media ecology, we face a similar situation today, and, as with the diffusion of television, the penetration of new media again seems to be hospitable for the uses and gratifications approach.
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Uses and Gratifications: Evidence for
Various Media
AZI LEV-ON
Ariel University, Israel
eusesandgratications(U&G)approachemergedasaresponsetoearlier
approaches that perceived the mass media as a generator of strong and uniform eects
across individuals and groups. e new approach became prevalent as television was
transforming people’s media ecologies, prompting a need for approaches that more
adequately t the emerging media landscape. Given the signicant changes in the
current media ecology, we face a similar situation today, and, as with the diusion of
television, the penetration of new media again seems to be hospitable for the U&G
approach (Papacharissi, 2009; Ruggiero, 2000; Sundar & Limperos, 2013).
WhileintheirearlydaysInternetaccessandusewererestrictedinscopeandlim-
ited to government and academic institutions, Internet usage has expanded enormously
since the mid-1990s, following a broad range of developments including the invention
of the World Wide Web, the spread of personal computers, the introduction of com-
mercial service providers, and the growing reach of Internet access across the globe.
Internet penetration was followed by a growing academic interest in its impact at the
individual and social levels, which was met by a growing interest in and usage of the
U&G approach.
Since the mid-2000s another profound change in Internet use has been taking place,
following the growth in availability and usage of social media platforms. It is commonly
perceived that the Internet had, up to that point, connected computers and servers and
was most frequently used to gain access to information created by content providers,
which was stored in interconnected servers. From this point, however, emphasis shied
to content created by Internet users and to the ability not only to link websites but also to
link individuals (O’Reilly, 2005). Online social media had existed earlier, such as in the
form of Internet forums, which oered a platform for user-generated content, but, since
the penetration of social networks in the mid-2000s, individual Internet use (in terms
of the hours people spend online and the content they access) has become dominated
by social media platforms (see Yarow, 2014).
ethirdwaveinInternetuse,whichwearecurrentlyexperiencing(asofthe
mid-2010s) in some sense, has been brought about by the intensive penetration of
smartphones. In addition to the voice calls these devices enable, smartphones function
as mobile information stations, or small computers that are attached to users’ bodies
throughout most of the day, support an almost continuous connection to the Internet
through tools such as browsers and apps, and make information access and sharing all
the more handy and simple. Smartphone use and their location-based services make
e International Encyclopedia of Media Eects.
Patrick Rössler (Editor-in-Chief ), Cynthia A. Honer, and Liesbet van Zoonen (Associate Editors).
© 2017 John Wiley & Sons, Inc. Published 2017 by John Wiley & Sons, Inc.
DOI: 10.1002/9781118783764.wbieme0046
2USES AND GRATIFICATIONS:EVIDENCE FOR VARIOUS MEDIA
it possible to add another layer of connection—not just connecting information and
people but also connecting physical locations. Another recent manifestation of the
trend of enhanced connectivity is seen in the emergent discourse on the Internet of
things, or the connection of various devices to the Internet, including cameras, heart
pacers, lighting sensors, appliance sensors, and more and more, creating bilateral
information exchange between people and devices through the Internet, and even
between devices without human intervention.
e new media ecology has several relevant aspects. First, it contains a broad range
of end-devices: Multichannel television, radio, and newspapers have been joined by a
variety of computers, laptops, cellphones, and various handheld devices and wearable
gadgets. Second is the phenomenon of convergence of a large number of platforms into
end-devices such as smartphones and tablets, into which the functionalities of devices
suchas“traditional”telephones,newspapers,radio,cameras,GPS,andevenashlights
and many more have been incorporated, making these mobile devices present and
essential in many novel spheres of our lives, from tourism and consumption to navi-
gation,inwhichthepresenceofcommunicationdeviceswasnotasevidentpreviously.
ethirdaspectistheexistenceofincreased media presence:Peoplearemoreactivein
their media ecology, and are accessible by phone and the Internet during most of the
day and night, frequently through several devices concurrently (Green, 2014). Many of
these devices issue alerts and require users’ constant attention and responses. Fourth,
many online activities are carried out in community or social contexts and in front of
large publics. Fih and last, the new media ecology supports personalization based on
users’ expressed preferences or history of their own or relevant others’ activities.
Arguably, the uses and gratications approach is suitable for understanding this new
reality,anditisconsideredcentraltothestudyoftheInternetforseveralreasons.e
rst reason is that contemporary Internet use is consistent with the active audience
view, which characterizes the U&G approach (Papacharissi, 2009; Ruggiero, 2000). In
thepast,“audiences”wereactiveinselectingachannelonaremotecontrol.Aswe
move into a more social, place-based, and mobile media environment, people con-
stantly face many “mini-decisions” that aect subsequent actions: which websites to
enter, which websites to avoid, what content to share on Facebook or Twitter, what
organizations and people to follow or befriend, which groups to join on social media
platforms,whichsearchtermstouse,whichappstodownload,whichmobilegame
to play, and on and on. e constant and increasing availability of choices generates
more and more research environments and study questions for scholars using the U&G
approach.
e second factor is the transition to social communications.Wenolongerliveina
world of websites; we live in a world where we upload and respond to user-generated
content and create communities with other users. Communities have always evolved
and been maintained through communication, and the two terms—communications
and community—are even etymologically intertwined. But communities were not
typically studied through their media eects, and were rather the subject of mostly
sociological study. Today, communities are largely moving to Internet-based platforms,
and, for many, the Internet is their rst choice when seeking to communicate with
like-minded individuals. Hence, there is growing legitimacy in applying the U&G
USES AND GRATIFICATIONS:EVIDENCE FOR VARIOUS MEDIA 3
approach to studying areas that have not previously been commonly studied with these
tools, including in the contexts of social interactions and communities.
A third reason for the current dominance of the U&G approach stems from the
growth of collaborative online projects—crowdsourcing and open code initiatives—of
which Wikipedia is oen perceived as a agship project. Such initiatives defy the free-
rider logic that is prevalent in the social realm, and raise questions about why people
contribute to such collaborative eorts, typically without any compensation, despite the
fact that the public goods that are eventually produced are open and used by many peo-
ple, independent of their contribution. Many studies ask about users’ motivations to
contribute content to such collaborative online projects, and the U&G approach comes
in handy in these cases.
Lastly, smartphones,whicharefundamentallymeansofcommunication,arenow
used for a multitude of other purposes, which further extends the range of phenomena
that can be studied using this approach.
Mapping the landscape of uses and gratifications studies
Figure 1 illustrates the growing dominance of the U&G approach. e gure presents
the number of search results for the term “uses and gratications” in Google Scholar,
broken down by year of publication (the search was carried out in March 2015). e
methodological value of such a search is obviously limited because it can lead to rst-
and second-order errors. In other words, the result of the query may not include
papers based on the approach that for some reason were not classied as such by
Google Scholar’s algorithm, or may include irrelevant papers. Nonetheless, the results
are indicative when comparing the scope of studies in dierent years, or comparing
the magnitude of published studies on dierent media in the same year. e results
therefore assist in constructing a picture about the use of the U&G approach in social
science disciplines (including communication studies, but also psychology, sociology,
management, and others) between 1990 (before the widespread penetration and
massive use of the Internet) and 2013.
Figure 1 clearly demonstrates a signicant rise in the volume of research related to
theU&Gapproach.Whilefewerthan200studieswerepublishedannuallybetween
1990 and 1997, a signicant increase can be identied from that point on. In 2008, over
1,000 studies were identied, and in 2013 this number rose for the rst time to over
2,000 per year.
To examine the focus of these studies at a higher resolution, a database of 399 papers
was compiled, based on the 10 most popular and 10 most relevant U&G papers each
year, according to Google Scholar, for each year between 1990 and 2013. Papers that
appeared in both lists entered the database as a single item.
Analyzing the themes of the articles in the database shows clearly that the most popu-
lar and relevant studies in the context of the U&G approach have dramatically changed
over these years, as they closely followed (with a lag of a few years) technological devel-
opments. ese papers fall into three main categories. First are studies on television
(14%), the medium that is related to the breakthrough in U&G studies, which were
4USES AND GRATIFICATIONS:EVIDENCE FOR VARIOUS MEDIA
2,500
2,000
1,500
1,000
500
124 120 13 4 145 117 15 1 179 198 233 267 283
344 393
460
528 584
714
844
1,040
1,180
1,310
1,530
1,900
2,120
0
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
Figure 1 Number of articles found in a search for “uses and gratications” in Google Scholar,
by year of publication.
common in the rst part of the sample (especially before 2000— aer this year, only few
studies were on television). Second are studies on the Internet (especially aer 2000),
and from 2008 on specically on online social media (48%). e remainder (38%) are
studies that were classied as “others,” and dealt with a wide range of areas including
reviews and conceptual pieces; comparisons of U&G in the media used for various cat-
egories (i.e., news, music, sports, health, religion); comparisons between media U&G
of various audiences, such as immigrants; comparisons of media uses of audiences in
dierent countries; and even comparisons of U&G of users and quitters. Notably, a
considerable share of the recent most popular and relevant studies that were classi-
edas“other”focusontechnology-intenseplatformssuchascellphonesandinstant
messaging (even before the penetration of smartphones and the mobile Internet), gam-
ing, music players, and so on. Very few studies were found that focus on cross-media
U&G of new media in conjunction with more traditional communication technologies
(e.g., Flanagin & Metzger, 2001; Lev-On, 2012).
Various major chronological trends emerge from the review of studies published on
U&G between 1990 and 2013. Between the start of data collection in 1990 and the year
1995, very few studies were published on Internet- and computer-mediated commu-
nications (9 out of 93), whereas 28 studies were published on television. In 1996, the
more popular and relevant studies contained, for the rst time, more studies on the
Internet than on television, a situation that has remained constant to the present (with
the exception of 1999).
USES AND GRATIFICATIONS:EVIDENCE FOR VARIOUS MEDIA 5
Between 1996 and 1999, the proportion of studies on the Internet increased (they
accountfor 30% of the most relevant and popular studies in this period), although they
still constitute a smaller proportion than studies of “other” themes.
e year 2000 marks the culmination of the shi in U&G research to the study of
Internet-related phenomena. e Internet was the topic of 15 of the 18 most popular
and relevant studies published that year. From 2000 onwards, more popular and relevant
U&G studies were done on the Internet than on all other topics combined (with the
exception of one year, 2004). At this stage, U&G studies still addressed the Internet
in general (or occasionally the World Wide Web), probably due to the relatively limited
volume of online users and variety of online tools (see, e.g., Papacharissi & Rubin, 2000).
Between 2000 and 2007, nearly 60% of the studies that were retrieved focused on
the Internet, but these studies increasingly point to an appreciation that the Internet
is not a single monolithic entity. Studies were gradually shiing to higher resolutions
of the Internet, drilling down to study specic arenas or platforms, such as chat
applications (2001), online games (2003), and blogs (2004–2005). e rst study on
friend-networking sites entered the most popular group of 2006 (Valkenburg, Peter,
& Schouten, 2006), and the rst study on Facebook was included in the most relevant
group of 2007 (Bumgarner, 2007).
Another signicant change occurred in 2008, when the focus of papers shied within
the Internet to online social media, and specically to social networks. ese stud-
ies mainly focused on Facebook, the leading social network, with a small number of
studies on other networks (such as MySpace, Twitter, and YouTube). Although several
studies published prior to 2008 also addressed online social platforms such as virtual
communities, blogs, and discussion groups, the change in volume in this year was dra-
matic. From 2009 onward, the majority of the most popular and relevant studies based
on the U&G approach each year focused on online social media. Between 2008 and
2013, the most recent year on which data were collected, 75% of the published relevant
and popular U&G studies focused exclusively on Internet-related topics, and only ve
studies were on television.
e questions explored by studies of online social media include what users do
in specic social networks; comparisons of uses of various networks (e.g., Raacke &
Bonds-Raacke, 2008, regarding Facebook and MySpace); and correlations between
social media uses and personality traits, sociodemographic variables, and consequences
(suchassocialcapitalandparticipation).
As stated, U&G studies of the Internet have moved from analyzing “the Internet” as a
whole to addressing specic online platforms and services, such as social media arenas.
A similar shi occurred within U&G studies of online social networks, which initially
addressed social networks as a whole and gradually drilled down into, for example,
comparisons of U&G of various Facebook groups (e.g., Park, Kee, & Valenzuela, 2009),
dierences in U&G of various Facebook features (e.g., Lai & Yang, 2016; Smock et al.,
2011), and social games on Facebook (e.g., Hou, 2011).
Uses and gratications studies of cellular phones and SMSs appeared during the
2000s. From 2010 onward studies on the mobile Internet begin to appear (e.g.,
Humphreys, Von Pape & Karnowski, 2013), including U&G of mobile applications, of
content sharing through smartphones (e.g., Chua, Goh, & Lee, 2012), of location-based
6USES AND GRATIFICATIONS:EVIDENCE FOR VARIOUS MEDIA
social applications, and more. Similarly to studies of the Internet in general and of
social media platforms in particular, in time scholars have realized the mobile Internet
is not a unitary phenomena, and studies have shied to the realization that multiple
cellular platforms exist, characterized by dierent users with divergent motivations.
In view of the explosive increase in smartphone penetration and use in recent years,
and specically of the mobile Internet, we can expect a signicant increase in the num-
berofU&Gstudiesonvariousaspectsofcellphoneuse.Inviewofthegrowinginterest
in the Internet of things, we can expect to see a similar increase in U&G studies of
devices that connect to the Internet and communicate with other devices and people.
A comparative study of the ndings of the hundreds if not thousands of the recent
popular and relevant studies is beyond the scope of this entry, but several general trends
can be identied. First, and supporting one of the basic tenets of the U&G approach, is
the recurrent nding that people clearly know how to make dierential use of media.
Dierent media are used for dierent purposes based on users’ needs and perceived
gratications (see Sundar & Limperos, 2013). Online, people will use certain websites,
social platforms, and mobile applications for specic purposes, rather than develop rit-
ualized use of these tools for all purposes. For example, dierent needs lead people to
choose traditional or new media (see Flanagin & Metzger, 2001; Lev-On, 2012), and,
within the new media, they choose, for example, whether to use social networks, chat,
or email depending on the purpose of their communications (Ku, Chu, & Tseng, 2013;
Quan-Haase & Young, 2010).
As found in earlier studies on U&G of television, the media are clearly the source
of many uses and gratications. In view of the fact that the Internet encompasses many
varied spheres of our lives, the list of gratications that appear in U&G studies of online
platforms and services continues to grow steadily. However, the two main gratications
emerging as most signicant in a considerable portion of the studies are cognitive and
social (Ji & Wayne Fu, 2013; Lev-On, 2015; Papacharissi, 2009; Sundar & Limperos,
2013). Additional gratications found in the relevant and popular studies range from
recognition, status, and professional advancement to expression, individual and gen-
eralized reciprocation, leisure, escapism, fun, entertainment, arousal, and even habit.
A more detailed analysis (or meta-analysis) of the prevalent uses and gratications
found in the recent popular and relevant U&G studies is, however, outside the scope
of this entry.
Challenges and future directions
ere are several practical and methodological challenges that aect contemporary
U&G research. e rst challenge is the dazzling pace of penetration of new platforms,
networks, and websites, which appear at a rapid pace and occasionally disappear with
similar speed. As a result, studies of such online platforms and services may lose
their relevance and generalizability shortly aer being published. Another challenge is
related to the fact that social media platforms, mobile applications, and other online
tools constantly change their algorithms and usage policies—for example, relating to
termsofdisclosureofuserinformationandpresentationofinformation.ismayalso
USES AND GRATIFICATIONS:EVIDENCE FOR VARIOUS MEDIA 7
aect the research. For example, studies on U&G of communications between citizens
andgovernmentagenciesonsocialmedia(suchasFacebook)areaectedbyFacebooks
disclosurepolicy,and,ifFacebookdecidestohighlightcontentthatoriginatesfrom
an agency’s page itself and downplay content uploaded by users, this might have a
considerable impact on users’ motivations for using the page. Consequently, more than
ever, ndings of studies and methodologies are aected by frequently changing terms
of service dened by the organizations responsible for the communications platforms,
and researchers should be aware of this issue.
A second methodological challenge is the prevalent and as yet little studied phe-
nomenon of viewing on multiple screens, with over 80% reporting that they use their
telephone while watching television and 60% reporting that they use their computer
while watching television (Green, 2014). An increasing number of people do more
things while watching television: ey write messages, upload Facebook statuses, talk
onthephone,oraccesstheTVshowswebsite.ResearcherswhousetheU&Gapproach
are therefore required to disentangle the uses and gratications from the various media
used simultaneously.
e nal challenge concerns the identication of the media by the audience. An
interesting phenomenon that researchers are reporting is that many people who are
online most of the time do not register that they are online, except when doing specic
tasks,suchasasearch;asaresult,theydonotregisterthisactivityasInternetuse
(Fleming, 2012). Moreover, many users in developing countries use no Internet tools
other than Facebook, and they respond in the negative when asked whether they use
the Internet, even though they use Facebook, which requires Internet access (Mirani,
2015). As a result, researchers should be cautious when formulating questions; for
example, researchers should ask specically about Internet use on various devices
(tablets, laptops, cellphones) rather than generally ask about Internet use, or list
potential Internet activities (such as social networking, browsing) rather than asking
about “the Internet” in general. Such concerns will become more dominant as we
approachtheInternetofthingsandasInternetconnectionsbecomemoreseamlessly
incorporated into the user experience.
ese issues, related to the identication of medium and platform use, distinctions
between uses and gratications of several platforms that are used simultaneously, and
monitoring changes in the use of platforms that may aect uses and gratications, pose
considerable challenges to researches who apply the U&G approach. Nonetheless, the
continued rapid penetration of the Internet and smartphones into increasing parts of
the globe, and their ongoing integration of more and more spheres of our lives, guar-
antees that U&G researchers will have their hands full in the foreseeable future.
SEE ALSO: Aective Disposition eory; Arousal and Activation; Connecting Media
Use to Media Eects; Content Eects: Entertainment; Content Eects: Political Com-
munication;Diusioneories:MediaasInnovation;Escapism;Floweory;Future:
Global Development in Media Uses and Eects; Involvement With Media Content;
Media Addiction; Media Habits; Mood Management eory; Motivation; Selective
Exposure; Selectivity Paradigms and Cognitive Dissonance; Uses and Gratications:
Basic Concept
8USES AND GRATIFICATIONS:EVIDENCE FOR VARIOUS MEDIA
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Azi Lev-On istheheadoftheInstitutefortheStudyofNewMedia,PoliticsandSoci-
ety in the School of Communication in Ariel University, Israel. His research focuses
on the uses and perceived eects of social media, public participation and delibera-
tion online, online communities, collective action and campaigns, and behaviors in
computer-mediated environments, employing a variety of methods such as content and
link analysis, surveys, and laboratory experiments.
... Research drawing on the uses and gratifications framework has been determined to disentangle the intended gratifications users gain from mobile media interactions (Elhai et al., 2017;Song et al., 2004;Wang et al., 2015). Literature explains that such gratifications can be considered as the perceived affordances of a medium or the ways in which the unique attributes of a device invites users to use it (Klopfer et al., 2002;Lev-On, 2017;Schrock, 2015). The most described affordances of mobile media are portability (i.e., wearable technology allows easy transport and use of the device), locability (i.e., GPS-enabled mobile phones allow locating one's own phone and other locations), multimediality (i.e., the convergence of different technologies in one end device; texting, taking pictures/videos, reading the newspaper, watching television, and calling are all possible in the smartphone), social interactivity (i.e., live and asynchronous textual, visual, audiovisual communication with other users are enabled), connectivity (i.e., the potential to always be connected to people, places and even things, see the internet of things), and individuality (i.e., unique self-presentation and self-exploration opportunities offered through user-generated platforms; Klopfer et al., 2002;Lev-On, 2017;Schrock, 2015). ...
... Literature explains that such gratifications can be considered as the perceived affordances of a medium or the ways in which the unique attributes of a device invites users to use it (Klopfer et al., 2002;Lev-On, 2017;Schrock, 2015). The most described affordances of mobile media are portability (i.e., wearable technology allows easy transport and use of the device), locability (i.e., GPS-enabled mobile phones allow locating one's own phone and other locations), multimediality (i.e., the convergence of different technologies in one end device; texting, taking pictures/videos, reading the newspaper, watching television, and calling are all possible in the smartphone), social interactivity (i.e., live and asynchronous textual, visual, audiovisual communication with other users are enabled), connectivity (i.e., the potential to always be connected to people, places and even things, see the internet of things), and individuality (i.e., unique self-presentation and self-exploration opportunities offered through user-generated platforms; Klopfer et al., 2002;Lev-On, 2017;Schrock, 2015). ...
... Uses and gratifications theory can be considered as attentive to the active, and thus agentic, role of media users. The central tenet of this theory is that the audience of users is heterogeneous and thus have different needs that drive them to seek differential gratifications when interacting with media (Katz et al., 1973;Lev-On, 2017;Ruggiero, 2000). Research following this theory showed that mobile media users especially seek to gratify needs that can be overall grouped in social needs (e.g., social interactions, connectivity to others) and cognitive needs (e.g., information needs, self-presentation, entertainment; Ji & Fu, 2013;Lev-On, 2017). ...
Article
The ubiquity of mobile media devices provides an abundance of new challenges and opportunities relevant to mass communication research. In an ever-connected and “always-on” society, it seems as if the users have become an inseparable entity with their mobile devices, leading to novel online/offline social norms dynamics, demands for disconnecting and changed media literacy skills. This essay advocates for agentic perspectives of mobile media (non-)use by focusing on the characteristics and implementation of self-regulative and self-reflective processes. Following a literature review on the opportunities and threats of agentic uses of mobile media, we introduce the collection of four empirical studies—each contributing in a unique way to our understanding of agentic (non-)use of mobile media. The essay finishes by identifying future directions for research with the aim to inspire scholars from around the globe to broaden the discourse on mobile media research.
... The long-established theories of "uses and gratification" remain among the most influential theory in media studies (Lev-On, 2017;Xie et al., 2024). Classic studies of this ilk typically identify Weimann-Saks, D., Malka, V. E. & Ariel, Y. ...
Article
Inspired by the uses and gratifications theory, this study examines the role of closed women’s Facebook groups in mediating the relationship between various forms of loneliness and perceived gratification among Israeli women. We surveyed 521 female participants to explore the mediating effect of engagement on loneliness and perceived gratification. Our findings suggest that these closed Facebook groups serve as significant platforms for interaction and personal disclosure, thereby contributing to the perceived importance of these groups in members’ lives. However, the results also show that these groups may not effectively alleviate social-emotional loneliness, and increased engagement within these groups does not significantly influence the relationship between loneliness and perceived gratification. In contrast, these groups act as alternative support systems for women experiencing family loneliness, with a heightened sense of gratification correlating with active participation. Despite these findings, the study reveals the limitations of these groups in addressing all forms of loneliness, underscoring the vital role of offline interactions. Therefore, these results highlight the need to further explore the interplay between online and offline spaces in shaping women’s experiences of loneliness and perceived gratification. The study also suggests that additional research is necessary to examine the applicability of these findings across different cultural contexts and a broader range of online groups.
... Since the use and gratifi cation model (U&G) was developed, it provided a new perspective for communicative effects research. U&G is still widely applicable and active in the digital environment [26,27]. ...
Article
Previous studies rarely explored either the non-linear effect of time or the mechanism of purpose and reference as contextual factors that affect individual well-being. This study was conducted to examine the relationship between digital media usage and the levels of subjective well-being by using data from the China Family Panel Studies. The multiple linear regression model was applied to this research. The results showed screen time within 18 hours per week had a positive impact on subjective well-being for the sample (n = 8,531). Any screen time over 18 hours per week had a negative impact. Digital media usage for work and social activities was found to be related to subjective well-being (p < 0.05). The usage for consumption was associated with lower levels of subjective well-being (p < 0.05). The effect of digital media on individual well-being is dependent on time control, the gratification of personalized needs in the process of use, and the reference frame in the pseudo environment.
... How children spend their leisure time is often an essential indica tor of their physical, cognitive, and social development and wellbeing (e. g., Coats worth, Sharp, Palen, Darling, Cumsille, & Marta, 2005;ShikakoThomas et al., 2012): Previous research has shown that children use media to play with others, entertain themselves, learn, and engage in proso cial activities (Koenitzer, Jeker, & Waller, 2017;Prot et al., 2014;Strasburger et al., 2012). Therefore, a multitude of motives and needs can be satisfied by media use, as outlined by the uses and gratifications approach (Katz, Blumler, & Gurevitch, 1973;LevOn, 2017;Rubin, 1983). Derived from this perspective, one could assume that children develop strategies to gratify their learning or entertainment needs by repeated instrumental media use. ...
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Research about children’s media use is often concerned with the effects of one particular medium. There is rather little research about more general media diets in terms of their diversity and the resulting outcomes. Against the theoretical background of media repertoire approaches, we developed more general types of children’s overall media use. We analyzed standardized interviews with children as part of the MIKE-2017-project in Switzerland. Drawing on a representative sample of 448 primary school children of the French-speaking part of Switzerland, we developed a typology of children media users based on their media diet, referring to a media repertoire approach. Data revealed three media use patterns labelled as “visual drifters” who dominantly use screen media, “modern diversifiers” who use a wide variety of media, and “traditional offliners” with a narrow repertoire. Contrary to often-expressed concerns, “modern diversifiers” frequently engage in non-media activities compared to the other groups. Results show that it is not only essential to concentrate on the children’s frequency of particular media usage but also on children’s media diets or repertoires.
... Der dritte Entwicklungsschritt setzte ab Mitte der 2010er-Jahre ein und dauert an. Im Zentrum dieses dritten Schrittes stehen das Smartphone, die mobile Kommunikation und zunehmend auch Aspekte des «Internet of Things» (Lev-on, 2017(Lev-on, , S. 2009(Lev-on, -2010. ...
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In diesem Open-Access-Buch schlägt Matthias Albisser eine Konzeptualisierung von Brand Content als Botschaften der Unternehmenskommunikation vor, die gleichberechtigt eine Unternehmensperspektive (Imageaufbau) und eine Userperspektive (Mehrwert für User) einnehmen. Anhand einer experimentellen Umfrage wird der Einfluss von informativem (Tipps und Tricks) und unterhaltendem (Memes) Brand Content auf das funktionale und das emotionale Markenimage analysiert. Der Autor Matthias Albisser promovierte bei Prof. Dr. Diana Ingenhoff am Departement für Kommunikationswissenschaft und Medienforschung DCM der Universität Fribourg, Schweiz. Während dieser Zeit arbeitete er als Wissenschaftlicher Mitarbeiter am Institut für Kommunikation und Marketing IKM der Hochschule Luzern – Wirtschaft.
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This study explores whether the emphasis of science news websites on dissemination over dialogue corresponds to the actual preferences of their science-oriented audiences. Based on interviews with science news website administrators ( n = 8) and readers ( n = 20) and two reader questionnaires ( n = 89; n = 55), we found that readers favor dissemination, yet certain readers may also desire interactive discussions. Readers perceive the ability to comment as beneficial for readers and administrators; however, they do not expect administrators to engage in dialogue. Younger audiences showed a somewhat greater preference for online dialogic communication than their older counterparts.
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Der publikumszentrierte Uses-and-Gratifications-Ansatz stellt das individuelle Auswahl- und Nutzungsverhalten in den Vordergrund. Grundgedanke des Erklärungsmodells ist es, dass Rezipienten aktiv Medieninhalte auf Basis ihrer Motive auswählen. Ausgangsbasis bilden psychologische und soziale Bedürfnisse, die bestimmte Erwartungen an die Medien hervorrufen. Daraus resultieren konkrete Nutzungsmotive, die letztlich für die Wahl bestimmter Medienangebote ausschlaggebend sind. Werden die Erwartungen erfüllt, erhält der Rezipient die gewünschte Gratifikation, dann erhöht sich die Wahrscheinlichkeit, dass dasselbe Medienangebot auch zukünftig wieder ausgewählt wird. Der Uses-and-Gratifications-Ansatz, der durch das Schlüsselwerk von Katz, Blumler und Gurewitch (1973) einen wesentlichen Schub erfahren hat, geht somit davon aus, dass sich die Nutzer ihrer Motive bewusst sind und diese auch artikulieren können. Seit vielen Jahrzehnten bezieht sich die Nutzungs- und Wirkungsforschung auf den Uses-and-Gratifications-Ansatz und hat diesen im Kontext neuer Medien wieder aufleben lassen. Der Siegeszug des Internets hat dem Ansatz zahlreiche neue Impulse gegeben, denn die Publikumsaktivität ist durch digitale Nutzungs- und Navigationsoptionen enorm erweitert worden. Dennoch ist in den langen Jahren seiner Wirkungsgeschichte die Kritik an diesem Ansatz nicht gänzlich verstummt.
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המחקר מאפיין את המשתתפים הערבים בתוכניות לצמצום אי־השוויון הדיגיטלי, ובודק את השפעות ההשתתפות בהכשרות מעין אלה לטווח הקצר ולטווח הארוך
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Whilst research into the association between social media and mental health is growing, clinical interest in the field has been dominated by a lack of theoretical integration and a focus on pathological patterns of use. Here we present a trans-diagnostic cognitive behavioural conceptualisation of the positive and negative roles of social media use in adolescence, with a focus on how it interacts with common mental health difficulties. Drawing on clinical experience and an integration of relevant theory/literature, the model proposes that particular patterns of social media use be judged as helpful/unhelpful to the extent that they help/hinder the adolescent from satisfying core needs, particularly those relating to acceptance and belonging. Furthermore, it introduces several key interacting processes, including purposeful/habitual modes of engagement, approach/avoidance behaviours, as well as the potential for social media to exacerbate/ameliorate cognitive biases. The purpose of the model is to act as an aide for therapists to collaboratively formulate the role of social media in young people’s lives, with a view to informing treatment, and ultimately, supporting the development of interventions to help young people use social media in the service of their needs and values. Key learning aims (1) To gain an understanding of a trans-diagnostic conceptualisation of social media use and its interaction with common mental health difficulties in adolescence. (2) To gain an understanding of relevant research and theory underpinning the conceptualisation. (3) To gain an understanding of core processes and dimensions of social media use, and their interaction with common mental health difficulties in this age group, for the purpose of assessment and formulation. (4) To stimulate ideas about how to include adolescent service users’ online world(s) in treatment (where indicated), both with respect to potential risks to ameliorate and benefits to capitalise upon. (5) To stimulate and provide a framework for clinically relevant research in the field and the development of interventions to support young people to flourish online.
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While playing videogames at an arcade serves some of the same needs as watching television, it also does something TV cannot-provide an active involvement with an electronic medium.
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Based on uses and gratifications theory, the aim of this paper is to identify the reasons for using Internet among teenagers and to check different variables in order to predict types of uses. After conducting a representative survey applied to 397 high school students in Community of Madrid (Spain), Internet users' gratifications and their relationships with variables related to adolescent characteristics, family context and time of online exposure are analyzed. The article concludes that daily use of Internet predicts higher consumption of communication and social relationships.
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Purpose – The purpose of this paper is to present findings from a large-scale study which examined the uses and gratifications of communities of practice of the Israeli Ministry of Social Services. Design/methodology/approach – A twofold research methodology was applied: content analysis of 7,248 posts, as well as 71 semi-structured interviews with community members. Findings – Cognitive uses were perceived by community members as the key uses and gratifications from the communities of practice. The implications of these uses and gratifications, such as the de-isolation of isolated workers and personal empowerment, are studied. Originality/value – Contrary to much recent literature, the study presents the communities not mainly as platforms for social relations or emotional support, but rather as exchange platforms where information is transmitted between providers and consumers to the benefit of all community members.
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This article employs uses and gratifications theory to conduct an audience analysis on crime drama viewership. To the best of our knowledge, this theory has not yet specifically been applied to this genre, thus providing a basis for the research study. Three independent variables (age, sex, frequency of crime drama viewing) were tested against four dependent variables (curiosity/information, identification, social interaction, and entertainment), as well as all variables together (full gratification) in order to determine if they were statistically significant predictors of each specific type of gratification. Results indicated that frequency of viewing crime dramas was a statistically significant predictor for only full gratification and curiosity/information. The study‟s limitations and future research directions are discussed.
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Despite explosive growth in the number of Facebook users, little research has investigated the use of different Facebook features. Thus, this study explored what motivates people to use various Facebook features as well as the social impact of using the website itself. Users with experience in both social interaction and social game features offered by Facebook were invited to participate in a survey. Our proposed research model was evaluated using the partial least-squares (PLS) method. Results show that social needs, enjoyment needs, and trend-following significantly influence the use of the social interaction features on Facebook, while immersion needs and achievement needs significantly influence the use of social games associated with the website. Interestingly, we found that different clusters of individuals have different sets of motivations. Furthermore, both social interaction features and social game features have positive correlations with social ties.
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Although a significant amount of research has focused on traditional media choice and use, and even on some "new" media, these studies have either neglected the Internet and World Wide Web or were conducted prior to their recent popularity. This study offers a novel exploration of individuals' use of three Internet functions (information retrieval, information giving, and conversation capabilities) in the context of the use of other communication media. Data from 684 individuals demonstrate that the Internet is a multidimensional technology used in a manner similar to other, more traditional media. Specifically, conversation features of the Internet align with mediated interpersonal technologies (the telephone and electronic mail), whereas the Internet's information-retrieval and information-giving features are used in ways similar to mass media channels (newspapers, television, and books and magazines). In addition, needs fulfilled by these channels cluster in ways consistent with past research, regardless of the technologies employed to meet them.
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This article responds to recent calls for conceptual and methodological refinement, issued by uses-and-gratifications scholars (Rubin, 200944. Rubin , A. M. 2009. “The uses-and-gratifications perspective on media effects.”. In Media effects: Advances in theory and research , 3rd ed. Edited by: Bryant , J. and Oliver , M. B. 165–184. New York, NY: Routledge.. View all references; Ruggiero, 200046. Ruggiero , T. E. 2000. Uses and gratifications theory in the 21st century. Mass Communication & Society, 3: 3–37. doi: 10.1207/S15327825MCS0301_02 [Taylor & Francis Online], [CSA]View all references), for studying emergent media. Noting that studies on the uses of the Internet have generated a list of gratifications that are remarkably similar to those obtained from older media, it identifies two measurement artifacts—(1) measures designed for older media are used to capture gratifications from newer media; and (2) gratifications are conceptualized and operationalized too broadly (e.g., information-seeking), thus missing the nuanced gratifications obtained from newer media. It challenges the notion that all gratifications are borne out of innate needs, and proposes that affordances of media technology can shape user needs, giving rise to new and distinctive gratifications. A sample of new gratifications and potential measures for those are provided.