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1 – 10 of 709
Article
Publication date: 8 July 2020

Abaid Ullah Zafar, Jiangnan Qiu and Mohsin Shahzad

Growing evidence asserts that individuals are inclined to buy impulsively in the social commerce environment due to interactive elements. However, extant literature does not…

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Abstract

Purpose

Growing evidence asserts that individuals are inclined to buy impulsively in the social commerce environment due to interactive elements. However, extant literature does not reveal the influence of emerging digital celebrities and their communities on impulse buying, although users may encounter them synchronously. Hence, this study explores the impact of parasocial relationships and social climate on impulse buying following the stimulus–organism–response framework with the incorporation of the urge to buy. Besides, this research investigates the role of hedonic and utility gratification-seeking behavior in parasocial relationships following uses and gratifications theory (UGT).

Design/methodology/approach

An empirical research study was conducted on Facebook, and data were collected from Pakistani users who followed digital celebrities. Partial least squares structural equation modeling (PLS-SEM) approach was employed to analyze the valid data of 231 respondents.

Findings

The results indicate that integrated constructs significantly influence impulse buying with complementary partial mediation of urge to buy. Besides, social climate significantly interacts the relationship of parasocial relationships and impulse buying. Further, passing time, enjoyment and information seeking has a significant impact on parasocial relationships, except for self-presentation.

Originality/value

This research provides key knowledge to comprehend the overall phenomenon of emerging digital celebrities through the integration of their parasocial relationships and the social climate of their communities, with potential intervening and interaction effects. This study also unveils the role of gratifications in building digital celebrities' parasocial relationships.

Article
Publication date: 29 January 2020

Shivinder Nijjer and Sahil Raj

The high rate of internet penetration has led to the proliferation of social media (SM) use, even at the workplace, including academia. This research attempts to develop a…

Abstract

Purpose

The high rate of internet penetration has led to the proliferation of social media (SM) use, even at the workplace, including academia. This research attempts to develop a topology and thereby determine the dominant use motive for faculty’s use of SM.

Design/methodology/approach

In this two-part study, a two-stage research design has been adopted for topology development based on the application of Uses and Gratifications Theory. In the second part, the Technology Acceptance Model is applied to discern the dominant motive for SM use in academia.

Findings

The work is able to develop a seven-item topology, conforming to the basic three use motives, namely, hedonic, utilitarian and social. The work shows faculty attach more value to the instrumental utility of SM, while the hedonic function is also significant.

Practical implications

Discerning dominant motive implies that SM use at the workplace should not be banned, rather effective regulated use will instil the faculty to enhance work outcomes. The conceptualisation of topology for SM use in academia at the workplace can aid in designing an effective organisation policy, and design of an internal SM platform.

Originality/value

The study is unique towards topology development for academic faculty and has many important implications for management and academia, especially towards policy design for SM use at the workplace.

Details

Journal of Information, Communication and Ethics in Society, vol. 18 no. 2
Type: Research Article
ISSN: 1477-996X

Keywords

Article
Publication date: 14 February 2023

Hua Pang

By building and examining an integral model, the principal objectives of this research are to systematically explore how indirect and direct network externalities lead to user…

Abstract

Purpose

By building and examining an integral model, the principal objectives of this research are to systematically explore how indirect and direct network externalities lead to user loyalty toward WeChat through the mediating effect of perceived gratifications.

Design/methodology/approach

The data were collected through an online survey of 688 young people in Mainland China. To empirically assess the conceptual model, zero-order correlation analyses and structural equation modeling were carried out utilizing web-based data.

Findings

Path analysis results demonstrate that indirect network externalities and direct network externalities exert a significant impact on users' hedonic gratifications and utilitarian gratifications. Moreover, the study discovers the significant mediating influences of utilitarian gratifications on the association between indirect network externalities and user loyalty.

Research limitations/implications

Theoretically, this article may extend the scope of diverse studies on the association between network externalities and perceived gratifications and offer fresh insights into how mobile social media could actually improve user loyalty through enhancing perceived values among younger generation. Practically, this research assists mobile social media practitioners in retaining users and gaining competitive advantages over rival applications.

Originality/value

Although the extraordinary growth of WeChat has successfully become the dominant media by which individuals develop interpersonal network and contact with others, the roles of perceived gratifications between network externalities and user loyalty toward WeChat have not yet been investigated in depth. These obtained outcomes not only enrich the existing literature regarding the relationship between network externalities and affective response, but also offer fresh insights to mobile social media designers, marketers and users.

Details

Aslib Journal of Information Management, vol. 76 no. 3
Type: Research Article
ISSN: 2050-3806

Keywords

Open Access
Article
Publication date: 26 April 2023

Xuan Cu Le

Hedonic value is commonly conceded as a determinant of behavioral intentions toward location-based advertising (LBA). However, the careful consideration of a mechanism behind…

2451

Abstract

Purpose

Hedonic value is commonly conceded as a determinant of behavioral intentions toward location-based advertising (LBA). However, the careful consideration of a mechanism behind hedonic motivation and its subsequent impact on continuance intention is inadequate. This study aims to explore the formation of hedonic value and its motivation for prolonged usage toward LBA.

Design/methodology/approach

A sample of 486 mobile users was recruited to evaluate the research model using structural equation modeling (SEM).

Findings

Results reveal that perceived utility and promotional offers are the strongest indicators of hedonic value. Moreover, social support and contextual convenience play an essential role in heightening hedonic value. Furthermore, the research lenses attempt to clarify the direct, indirect influences of hedonic value, irritation and perceived credibility on continuance intention.

Practical implications

The findings offer practitioners an understanding of how to improve hedonic value and continuance intention and develop effective LBA strategies in emerging markets.

Originality/value

This study narrows the gap of current literature by formulating a hedonic value-based continuance intention model based on uses and gratifications theory (UGT). Additionally, this work illuminates the insights into hedonic value toward LBA by identifying its motivations, including perceived utility, promotional offers, social support and contextual convenience.

Details

Revista de Gestão, vol. 31 no. 1
Type: Research Article
ISSN: 1809-2276

Keywords

Article
Publication date: 9 November 2015

Chunmei Gan and Weijun Wang

– The purpose of this study is to explore the general and specific gratifications obtained from using microblog and WeChat.

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Abstract

Purpose

The purpose of this study is to explore the general and specific gratifications obtained from using microblog and WeChat.

Design/methodology/approach

To shed light on the difference of gratifications to use microblog and WeChat, 18 interviews with social media users in China were conducted.

Findings

Results reveal that three types of gratifications were obtained from using both microblog and WeChat: content gratification, social gratification and hedonic gratification. Also, the strength and components of each gratification for microblog and WeChat were different. Content gratification plays the most salient role in using microblog, while social gratification is the most important for WeChat usage. In addition, content gratification of microblog usage is related to information seeking and information sharing, while social gratification of WeChat usage is constituted by private social networking and convenient communication. Furthermore, content gratification of WeChat usage refers to high-quality information provided and information sharing, and entertainment and passing time develop hedonic gratification of microblog usage, while that of WeChat usage refers to entertainment.

Originality/value

Extant research has mainly focused on the gratifications of one social media and lacks studies comparing the motivations in using different social media. Also, only little research has identified the components of different gratifications and how they affect the adoption of different social media. The current study attempts to fill these research gaps.

Details

Journal of Systems and Information Technology, vol. 17 no. 4
Type: Research Article
ISSN: 1328-7265

Keywords

Article
Publication date: 18 September 2023

Xiao-Yu Xu, Syed Muhammad Usman Tayyab, Qingdan Jia and Albert H. Huang

Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental…

Abstract

Purpose

Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental elements, gratifications and user pre-existing attitudes in VGS, this paper presents the development of an extended model of uses and gratification theory (EUGT) for predicting users' behavior in novel technological context.

Design/methodology/approach

The proposed model was empirically tested in VGS context due to its popularity, interactivity and relevance. Data collected from 308 VGS users and structural equation modeling (SEM) was employed to assess the hypotheses. Multi-model comparison technique was used to assess the explanatory power of EUGT.

Findings

The findings confirmed three significant types elements in determining VGS viewers' engagement, including gratifications (e.g. involvement), environmental cues (e.g. medium appeal) and user predispositions (e.g. pre-existing attitudes). The results revealed that emerging technologies provide potential opportunities for new motives and gratifications, and highlighted the significant of pre-existing attitudes as a mediator in the gratification-uses link.

Originality/value

This study is one of its kind in tackling the criticism on UGT of considering media users too rational or active. The study achieved this objective by considering environmental impacts on user behavior which is largely ignored in recent UGT studies. Also, by incorporating users pre-existing attitudes into UGT framework, this study conceptualized and empirically verified the higher explanatory power of EUGT through a novel multi-modal approach in VGS. Compared to other rival models, EUGS provides a more robust explanation of users' behavior. The findings contribute to the literature of UGT, VGS and users' engagement.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 20 September 2019

Bela Florenthal

A comprehensive operational framework is proposed to explain young consumers’ (i.e. generations Y and Z) engagement with brands on social media sites (SMSs). This paper aims to…

8800

Abstract

Purpose

A comprehensive operational framework is proposed to explain young consumers’ (i.e. generations Y and Z) engagement with brands on social media sites (SMSs). This paper aims to synthesize two motivational theories: uses and gratifications (U&G) theory and the technology acceptance model (TAM).

Design/methodology/approach

A selective literature review was conducted to examine recent publications related to young consumers’ brand-driven engagement behavior on SMSs in which either TAM or U&G theory was applied. A three-stage method was used: an initial search was followed by vertical and horizontal searches and then a targeted search of scholarly publications. At each stage, the university’s library databases and Google Scholar were searched for relevant, mainly peer-reviewed articles, using appropriate filters and keywords. The articles’ references and the studies that cited those articles were added to the initially identified research pool (vertical search), coupled with publications of a similar nature based on keywords (horizontal search). The final stage, the targeted search, involved identifying and adding specific articles (e.g. literature reviews and integrated models).

Findings

After a review of a significant number of U&G and TAM studies, similarities and differences of the two theories were identified, and an integrated operational framework was developed. Based on empirical findings of existing U&G and TAM studies, testable propositions were presented.

Research limitations/implications

The proposed hybrid model and the associated propositions provide a research opportunity to empirically examine how young consumers’ motivational (i.e. motivating and demotivating) drivers, normative influence, perceived value and attitudes (toward brand content and engagement) predict intention or actual brand-related behavior on SMSs.

Practical implications

Much of current research indicates that generations Y and Z (“digital natives”) spend considerably more time on SMSs than any of the older generations (“digital immigrants”). Thus, brands that aim to target this cohort need to develop successful engagement strategies (e.g. gamification and influencer marketing) on current and emerging SMSs. The suggested conceptualization provides guidelines for companies to effectively use such communication strategies to motivate young people to engage with their brands on sites such as Twitter, Instagram and Facebook.

Originality/value

A review of TAM research indicates that it lacks rich motivating/demotivating constructs, and thus borrows from other theories to complement this weakness. An examination of U&G frameworks, particularity Ducoffe (1996)-based models, indicates that these frameworks mainly test engagement with social media advertising but seldom other types of brand-driven engagement on SMSs. In addition, many U&G studies focus less than TAM studies do on outcome variables such as behavioral intentions and behavior. Thus, the authors propose a synthesized U&G and TAM framework that mitigates both theories’ weaknesses and builds on their strengths, enriching the growing research on brand-driven engagement behavior via SMSs.

Article
Publication date: 15 May 2017

Sangjae Lee and Byung Gon Kim

Although there are a number of studies on the factors affecting the continuance usage intention for social network services (SNS), the studies on the integrated model encompassing…

3738

Abstract

Purpose

Although there are a number of studies on the factors affecting the continuance usage intention for social network services (SNS), the studies on the integrated model encompassing SNS qualities (information, system, and service quality, and hedonic value, which are gratifications for SNS usage), flow, relationship quality (which are trust and satisfaction), and continuance intention are almost non-existent. Based on Bagozzi’s self-regulation framework, the IS success model, uses and gratification theory, and flow theory, the purpose of this paper is to examine the qualities and hedonic value of SNS, which have an influence on flow experience and relationship quality which are posited to affect the continuance usage intention.

Design/methodology/approach

This study used an e-mail survey method to collect 460 questionnaires for the final sample. The sample of the study includes college students or job workers who have experience in using SNS. Various user categories in terms of gender, school degree, occupation, usage years, and daily time of usage were included.

Findings

The study results show that system, service quality, and hedonic value have an impact on flow experience, information and service quality, and hedonic value influence the relationship quality of SNS. The flow experience and relationship quality while using SNS affect the continuance usage intention of SNS. This results show that the consideration of various SNS qualities, hedonic value, flow experience, and relationship quality is necessary to actively explore the factors for continuance usage intention for SNS.

Practical implications

IS managers trying to understand reuse intent can use surveys on information, system, and service quality, and hedonic value. Practitioners should constantly incorporate and develop various activities or useful applications to allow people to reach out to each other, to reinforce users’ attention, interaction, and increase social connections, trust, satisfaction, and further intensify users’ intention to use, increasing SNS value. The findings explain a mechanism through which SNS users’ continuance intention is built. Understanding this mechanism provides valuable information for practitioners to understand the qualities driving SNS users’ intention to revisit SNS.

Originality/value

This study sheds light on the existing literature on website usage that focuses on the design qualities as this paper has combined website quality perspective, i.e., information, system, and service quality, and hedonic value, and the flow and relationship perspective to investigate how these constructs would affect users’ intention to continuously use SNS. On the basis of four theories, Bagozzi’s self-regulation framework, IS success model, users and gratification theory, and flow theory, this study extended the previous studies on SNS by adding information, system, and service quality, hedonic value, flow and relationship quality as second-order constructs affecting continuance intention.

Details

Management Decision, vol. 55 no. 4
Type: Research Article
ISSN: 0025-1747

Keywords

Article
Publication date: 2 February 2024

Renming Liu, Abu Bakar Abdul Hamid and Noor Inayah Ya'akub

Cross-border e-commerce live streaming morphs into an epidemic shopping scenario, yet there is a paucity of research on impulse purchasing in this context. The purpose of this…

Abstract

Purpose

Cross-border e-commerce live streaming morphs into an epidemic shopping scenario, yet there is a paucity of research on impulse purchasing in this context. The purpose of this study is to empirically investigate the adoption motivation of cross-border e-commerce live streaming and its influence mechanism on intrinsic response and purchase impulse and to highlight the mediating role of browsing behavior.

Design/methodology/approach

Based on the use and gratification lens, a new conceptualization model is established to captivate the theoretical relationships between perceived stimuli, individual attitudes, browsing behavior and impulsive purchases. A questionnaire survey was used to collect cross-sectional data from 427 Malaysian consumers and the estimated framework was validated through AMOS-structural equation modeling technique.

Findings

The findings confirm that perceived interactivity, perceived information usefulness and perceived enjoyment significantly influenced positive attitudes toward live-streaming, which in turn induced impulsive purchases; however, perceived affective gratification did not stimulate positive attitudes. Consumers’ utilitarian browsing had a stronger effect on impulse purchases than hedonic browsing and utilitarian browsing behavior mediated the relationship between positive attitudes and impulse buying; however, hedonic browsing had neither a direct nor a mediating effect on impulsive purchases.

Practical implications

This research enhances the literature on the impact of cross-border e-commerce live streaming, an emerging technology, on consumer behavior and offers managerial implications for e-commerce practitioners to gain insights into consumer impulse purchasing behavior.

Originality/value

The findings revamp conventional knowledge and provide new angles for understanding the formation mechanisms of impulse purchases, motivations for virtual media use and browsing behavior mediating effects in the context of live streaming.

Details

Journal of Systems and Information Technology, vol. 26 no. 1
Type: Research Article
ISSN: 1328-7265

Keywords

Article
Publication date: 10 June 2021

Hafida Boudkouss and Souad Djelassi

The purpose of this research is twofold: (1) to identify and understand consumer motivations to use interactive technologies in stores through the lens of the uses and

2297

Abstract

Purpose

The purpose of this research is twofold: (1) to identify and understand consumer motivations to use interactive technologies in stores through the lens of the uses and gratifications (UGT) approach and (2) to understand how these gratifications differ between different interactive technologies (interactive kiosks and self-checkouts).

Design/methodology/approach

This research presents a dual qualitative study based on 32 in-depth interviews with 20 consumers, eight salespersons and four phygital experts.

Findings

The data analysis identified three specific gratifications sought in using interactive kiosks (information-seeking, hedonic and social interaction) and two gratifications common to both interactive kiosks and self-checkouts (control and time-saving).

Originality/value

From a media perspective (UGT), this research provides a deeper understanding of gratifications sought in using interactive technologies in a phygital store. It also contributes significantly to previous research by highlighting that gratifications differ between different technology types.

Details

International Journal of Retail & Distribution Management, vol. 49 no. 12
Type: Research Article
ISSN: 0959-0552

Keywords

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