2013
DOI: 10.1080/08838151.2013.845827
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Uses and Grats 2.0: New Gratifications for New Media

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Cited by 695 publications
(769 citation statements)
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References 41 publications
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“…the use of self-report data to reflect audience activity). Two more drawbacks come to mind: U&Gs failure to account for media exposure, and its assertion that participants are cognizant of their inner-most motivations for their actions and are consistently able to explain them under any conditions (Sundar & Limperos, 2013).…”
Section: Background Of Uses and Gratificationsmentioning
confidence: 99%
“…the use of self-report data to reflect audience activity). Two more drawbacks come to mind: U&Gs failure to account for media exposure, and its assertion that participants are cognizant of their inner-most motivations for their actions and are consistently able to explain them under any conditions (Sundar & Limperos, 2013).…”
Section: Background Of Uses and Gratificationsmentioning
confidence: 99%
“…U&G researchers usually speak of motivations as gratifications sought, and describe why people consume certain media and the level of satisfaction they receive thereof (Ko, Cho, & Roberts, 2005). Recent studies (Smock, Ellison, Lampe, & Wohn, 2011;Sundar & Limperos, 2013) claim that needs can be triggered by features experienced while using a specific media. Hence, rather than being used to examine what media does to people, U&G has been employed to examine how and why people use media, or what they do with it (Dunne et al, 2010).…”
Section: Drivers Of Social Media Engagement Behaviours: the Uandg Approachmentioning
confidence: 99%
“…• Empowerment: It relates to the need of influencing other consumers or brands, playing the role of opinion maker (Muntinga, 2013;Sundar & Limperos, 2013). Social media constitutes an important channel for consumers to voice their opinions and to demand brand improvements (McCarthy et al, 2014).…”
Section: Drivers Of Social Media Engagement Behaviours: the Uandg Approachmentioning
confidence: 99%
“…This study is to apply the Technology Acceptance Model (TAM) and Uses and Gratifications theory (UGT), which are widely used in new technology and new media consumer acceptance research [25,26,29,30], as well as Integrated Behavioral Model (IBM) to investigate factors affecting consumer acceptance intention of AR game.…”
Section: Research Model and Hypothesesmentioning
confidence: 99%