Guest  

 
Search: 
Search By: SubjectAbstractAuthorTitleFull-Text

 

Showing 1 through 5 of 231 records.
Pages: Previous - 1 2 3 4 5 6 7 8 9 10 11 12 13 ... 47 - Next  Jump:
2010 - International Communication Association Pages: unavailable || Words: 13044 words || 
Info
1. Bartsch, Anne., Viehoff, Reinhold. and Mangold, Roland. "Emotional Gratification in Media Use: Exploring Experiential and Functional Types of Entertainment Gratification" Paper presented at the annual meeting of the International Communication Association, Suntec Singapore International Convention & Exhibition Centre, Suntec City, Singapore, Jun 22, 2010 Online <APPLICATION/DOWNLOAD>. 2019-09-22 <http://citation.allacademic.com/meta/p403720_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Review Method: Peer Reviewed
Abstract: Emotions are often assumed to be the heart of media entertainment. This paper reviews the research literature on affective factors in entertainment experience and presents a series of four studies designed to provide evidence of and measurement for two types of emotion-related gratification factors in individuals' experience of movies and TV series. Exploratory and confirmatory factor analyses of a pool of statements derived from qualitative interviews revealed three factors that reflect experiential qualities of emotions: 1) fun, 2) thrill, and 3) being moved, and four additional gratification factors that reflect the functionality of media induced emotions within the broader context of individuals' emotional lives: 4) thought-provoking emotional experiences, 5) vicarious emotional experiences, 6) social sharing of emotions, and 7) acting out emotions. Regression analyses revealed that all seven factors are predicted by the experience of emotions and meta-emotions and served, in turn, to predict different aspects of positive movie evaluation.

2015 - International Communication Association 65th Annual Conference Pages: unavailable || Words: 9665 words || 
Info
2. Choi, Moonhoon. "Media Competition for Time and Gratification in a Multimedia Environment: An Analysis of the Audience’s Gratification Niche among Mobile Media, Personal Computer, and Television" Paper presented at the annual meeting of the International Communication Association 65th Annual Conference, Caribe Hilton, San Juan, Puerto Rico, May 21, 2015 Online <APPLICATION/PDF>. 2019-09-22 <http://citation.allacademic.com/meta/p985881_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Review Method: Peer Reviewed
Abstract: This study has attempted to examine competition among mobile media, the PC, and TV. To develop the research questions, this study performed literature analysis of the niche gratification theory on previous literature. Three key factors, the cognitive factor, gratification opportunities factor, and affective factor, were drawn as specific gratifications for using various types of media devices. These three factors fit best with the cognitive and affective gratifications from Uses and Gratifications research.
The results showed that, overall, the smartphone provided the highest level of gratification, while TV had the narrowest niche breadth. This means that the smartphone is a generalist medium that may satisfy the needs of users in almost all dimensions, while TV is a specialist platform with a niche breadth score closer to 0 than 1. The smartphone and tablet devices have a strong gratification overlap and many common functions. It seems likely that continued innovation of these devices will go hand-in-hand with their ongoing mutual competition. For competitive superiority, the smartphone was the most superior medium, but not for the cognitive factor. This means that media users preferred the PC when they searched for information. PC technology is more mature than that of the smartphone and tablet. Thus, the PC has a more powerful ability to work on complex and sophisticated tasks than does the smartphone or tablet device. The results of this current study reflect the perspective of uses and gratifications theory and current trends in convergence of various media platforms. This study shows that although the usage of mobile media is increasing, individuals still use mobile media, personal computer, and TV together. Thus, these results demonstrate the converging trend of various media platform rather than displacement.

2005 - International Communication Association Pages: 34 pages || Words: 9174 words || 
Info
3. Hwang, HaSung. "Predictors of Instant Messaging: Gratifications Sought, Gratifications Obtained, and Social Presence" Paper presented at the annual meeting of the International Communication Association, Sheraton New York, New York City, NY, Online <PDF>. 2019-09-22 <http://citation.allacademic.com/meta/p14133_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: While numerous studies provide evidence on how Instant Messaging is used in the workplace, there is little empirical evidence on how IM is used among college students, the largest segment of the rapidly growing IM user population.
An online survey of college student IM users (N=443) was conducted to examine the role of three important concepts—gratifications sought (GS), gratifications obtained (GO), and social presence—in the context of IM use.
Results indicate that 1) College students used IM to seek fulfillment of social utility, interpersonal utility, convenience, entertainment/relaxation, and information needs and did so successfully through IM use. The two most salient gratifications (both sought and obtained) were convenience and social utility. 2) Social presence was positively and significantly related to GS and GO. The mediating role of social presence suggested that the relationship between GS and GO depends on the extent to which college students feel a sense of “being together.” 3) The convenience motive, followed by the entertainment/relaxation motive and the convenience benefit were the strongest predictors of IM use. 4) Both GS and GO were influenced by social presence and GS had a direct effect on IM use, while GO had an indirect effect.
Implications for extending uses and gratifications and social presence theory and research are discussed.

2007 - International Communication Association Pages: 24 pages || Words: 7897 words || 
Info
4. Shin, Dong Hee. and Kim, Won-Yong. "Uses and Gratifications and Wireless Portable Internet: Is Wireless Portable Internet Reinforced by Unrealized Gratifications?" Paper presented at the annual meeting of the International Communication Association, TBA, San Francisco, CA, May 23, 2007 Online <PDF>. 2019-09-22 <http://citation.allacademic.com/meta/p169693_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: Based on a telephone survey of 986 residents, this paper investigates the uses and gratifications of wireless portable broadband in Korea. Methodology includes exploratory factor analysis, confirmatory analysis, and multiple regression analysis of subsequent theoretical constructs. Results describe 3 key dimensions related to consumer use of wireless broadband, including process, content, and social gratifications as previously found in studies of the Internet, as well as an embedded gratification that is unique to wireless broadband use. All 4 dimensions of gratification are relevant to managing wireless broadband, and measures developed from the gratification profiles identified here can serve as trait-valid scales in future Internet research.

Pages: Previous - 1 2 3 4 5 6 7 8 9 10 11 12 13 ... 47 - Next  Jump:

©2019 All Academic, Inc.   |   All Academic Privacy Policy