Uses and gratifications sought by pre-adolescent and adolescent TikTok consumers

CB Bossen, R Kottasz - Young consumers, 2020 - emerald.com
Purpose The purpose of this paper was to explore the uses and gratifications sought by the
primary target market (pre-adolescent and adolescent groups) of a new social media site …

[HTML][HTML] Purchase and continuation intentions of over-the-top (OTT) video streaming platform subscriptions: a uses and gratification theory perspective

D Menon - Telematics and Informatics Reports, 2022 - Elsevier
Over-the-top video streaming (OTT) platforms, by their consummate artistry, are changing
how people watch television. No past research has investigated the relationship between …

Understanding Ant Forest continuance: effects of user experience, personal attributes and motivational factors

M Ashfaq, Q Zhang, AU Zafar, M Malik… - … Management & Data …, 2022 - emerald.com
Purpose Technology has emerged as a leading tool to address concerns regarding climate
change in the recent era. As a result, the green mobile application–Ant Forest–was …

Uses and gratifications on augmented reality games: An examination of pokémon go

S Bueno, MD Gallego, J Noyes - Applied Sciences, 2020 - mdpi.com
Users are attracted by augmented reality games to fulfil their needs. Two objectives are
proposed:(1) to research the motivations of those using augmented reality mobile games;(2) …

Hedonic and utilitarian gratifications to the use of TikTok by Generation Z and the Parasocial relationships with influencers as a mediating force to purchase intention

JA Flecha-Ortiz, V Feliberty-Lugo… - Journal of Interactive …, 2023 - Taylor & Francis
New social network platforms such as TikTok have grown into new, more interactive content
formats that appeal to younger generational groups. Through uses and gratifications (U&G) …

A multi-model approach for the extension of the use and gratification theory in video game streaming

XY Xu, SMU Tayyab, Q Jia, AH Huang - Information Technology & …, 2023 - emerald.com
Purpose Video game streaming (VGS) is emerging as an extremely popular, highly
interactive, inordinately subscribed and very dynamic form of digital media. Incorporated …

Exploring the adoption patterns of matrimonial apps: An analysis of user gratifications

G Sowmya, D Chakraborty, A Polisetty… - Journal of Retailing and …, 2024 - Elsevier
Matrimonial applications have become an indispensable component of the matrimonial
landscape in India, facilitating individuals to expand their search for possible matches and …

Los efectos de los medios de comunicación de masas

V Hernández-Santaolalla - 2018 - torrossa.com
El estudio de los efectos de la comunicación, y específicamente el de la comunicación de
masas, está repleto de ambigüedades y controversias, surgidas en primer lugar por los …

Modeling the factors that stimulates the circulation of online misinformation in a contemporary digital age

D Hu, OD Apuke - International Journal of Human–Computer …, 2024 - Taylor & Francis
This study modeled the factors that influence misinformation spreading behavior among
social media users, with a focus on Nigerian social media users. We used an online survey …

Media use and gratification sought by the public during the Coronavirus outbreak in Indonesia: A national survey

M Rochyadi-Reetz, E Maryani… - Jurnal Komunikasi Ikatan …, 2020 - jurnal-iski.or.id
The recent coronavirus outbreak is without a doubt a global crisis event that has affected
almost all nations of the world. This study aims to contribute to crisis communication …