This study analyzed the competition among three game platforms, PC, Console and Mobile in aspect of user's gratifications using niche analysis. To do this, four gratification factors, 'transportability and accessibility', 'liveliness and variety', 'availability and economic feasibility', 'relationship', were assessed. To investigate competition level among three game platforms, niche breadth, niche overlap, competitive superiority of four gratification factors were analyzed. The results of niche analysis show that mobile platform appeared as a most competitive platform because it utilized diverse resources for game user gratification and had competitive superiority in 'transportability and accessibility' which appeared as most important factor determining user's gratification. However there was no game platform which had competitive superiority in all four gratification factors.
Mutia Fadhila Putri;Ratna Juita;Achmad Nizar Nidayanto;Dedi I. Inan
Asia pacific journal of information systems
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v.32
no.4
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pp.750-769
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2022
Indonesia has the largest potential mobile payment (m-payment) market in Southeast Asia. The government has realised this through Government's National Non-Cash Movement to increase its adoption. This is then followed up by advocating its adoption massively. However, for this movement to be a success, ensuring its continued use is critical. Various studies have attempted to contribute to this issue. Incorporating game elements into the application that brings benefits and satisfaction to its user is envisaged as one of the most feasible ways. This study, therefore, sets out to investigate the effects of gamification on the m-payment application, which drive the intention to continued use by employing the Uses dan Gratification Theory (UGT). A total of 826 m-payment users were gathered to be analysed using Structural Equation Modelling. The results show that utilitarian, hedonic and social gratifications have significant effects on the continuance usage intention of m-payment. Theoretically, this study contributes to the literature by showing that gamification applied in the payment significantly affects the m-payment continuance usage intention. Practically, this research informs the m-payment providers to maintain the gamification elements in their applications to ensure their sustainable use. Limitations and future research directions are also discussed.
With the growth of information technology, people consume online video contents via mobile phone without time and location constraints. Drawing upon uses and gratification theory, this study examines the effects of usage motives and affinity on user activities on YouTube. Specifically, user activities are subdivided into pre-viewing and during-viewing activities in this study. Results show that convenient entertainment and social interaction are the significant indicators for pre-viewing activities, whereas five different motives significantly influence during-viewing activities. Furthermore, affinity is the significant determinant of the both activities. The theoretical and practical implications are also discussed.
This research which applied with Uses and Gratification Theory tried the comparative analysis between internet purchasers and internet non-purchasers by the user's motivation, attitudes, and behavior in Mongolia, By utilizing the two-group discriminant analysis method, which tested the hypotheses of this study. In Internet Market of Mongolia, This research classifies all internet consumers into internet purchasers, and non-internet purchasers and examines the differences in motivations, behaviors, and attitudes between the two groups; based on the assumption that these two groups have different needs and expectations while using the internet. The two group discriminant analysis was conducted to identify a lot of differences between the two groups. Research results show that important differences are found in motivations for using the Internet, attitudes toward the Internet, amount of Internet usage, and frequency of visiting a certain type of Web site. In the practical aspect, This result provides an understanding of the Mongolia Internet shopping, also it could give some valuable implication for the Internet company marketers who are trying to find out how to penetrate into Mongolia internet market.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.17
no.3
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pp.119-133
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2022
The COVID-19 pandemic is rapidly changing the behavior of members of society. Typically, the strong contagious power of the virus minimizes interaction between people in the real world, and they keep interaction activities to a minimum through online activities. Recently, as people demand online activities that enhance a sense of reality, the metaverse, which strengthens the 3D technology-centered sense of presence capability, is being chosen by people. The purpose of this study is to suggest a strategic direction for the establishment of the metaverse business model of startups by presenting factors for users' use and gratification of the metaverse. In detail, this study proposes the motivation for using the metaverse by reflecting the uses and gratification theory, and suggests a method to strengthen the motivation for the metaverse by reflecting the presences provided by the metaverse plotform and individual characteristics (normtive interpersonal influence). We surveyed people over 20 years of age who experienced metaverse and obtained 314 samples. In addition, we conducted the main effect analysis using the structural equation model and the moderating effect analysis using Process 3.1. As a result of hypothesis testing, we confirmed that metaverse presence (telepresence, social presence) has a positive effect on intention to continuous use by increasing metaverse's use and satisfaction factors (information, enjoyment, social interactivity). In addition, we found that individuals' normative interpersonal influence moderated the positive relationship between uses and gratification factors(enjoyment and social interactivity) intention to continuous use. Our study suggests strategies for establishing a user-centered business model for companies related to the metaverse.
Digital transformation and the COVID-19 pandemic have facilitated the rapid development and dissemination of non-face-to-face technologies such as self-service technologies (SSTs). This research investigates how motivation factors affect consumers' negative responses to digital shadow work (DSW) in SSTs which decreases their continuous use intention of SSTs. Also, we examine whether the grafication delay ability moderates the relationship between consumers' negative responses to DSW and their continuous use intention of SSTs. By an analysis of usable 450 user respondents via SmartPLS 4.0, perceived benefits was found to significantly influence consumers' negative responses to DSW. Also, consumers' negative responses to DSW can significantly decrease their intention to continue using SSTs. Further, the effect of negative responses to DSW on continuous use intention of SSTs is stronger in case of consumers with low gratification delay ability than in case of consumers with high gratification delay ability. The study findings contribute to providing some strategies for companies operating SSTs by examining the effects of consumer's responses to DSW and gratification delay ability on the continuous usage intention of SSTs.
Journal of Korea Society of Industrial Information Systems
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v.19
no.2
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pp.105-117
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2014
The change of social media market toward multimedia environment makes users select social media according to preference factor's gratification and this also causes competition among various social medias. So this study focused on competition among social media from the perspective of users' gratification while considering multimedia environment of social media market. The widely known Niche theory is used to confirm competitions among media in an environment with limited resource. According to research result, (1) Facebook and Kakao Talk mostly satisfies users' expectations; (2) Facebook and Kakao Talk form leading group and Blog, Youtube and Twitter form chasing group in this competition; (3) Kakao Talk greatly satisfies users' various expectations. The research result implies that, for social media to have competitive advantage in the market, it is better to provide convenience and real-time responsiveness in mobile environment and to improve service so that users could more easily utilize network.
The purpose of this study is to empirically analyze the factors influencing user's intention to share photos in Instagram, a representative SNS whose main function is photo sharing. For this purpose, based on the results of reviewing related literature such as uses and gratification theory, the motivation factors for use that are expected to influence the formation of positive perception of Instagram users are derived. The results of empirical analysis of 251 Instagram users are as follows. First, the archive, self-expression, and social relations of Instagram have a positive effect on the usefulness. Second, Instagram's self-expression, social relationship and playfulness were found to have a positive effect on favorable attitude. Lastly, the user's perceived usefulness on Instagram has a positive effect on the favorable attitude, and both the usefulness and favorable attitude have a positive effect on the to photo sharing intention. Based on the results of this study, strategic implications were drawn to enable the spread of services through the positive recognition and the improvement of photo sharing intention of Instagram users.
This paper empirically examines factors that potentially influence the success of a Web-based semantic search engine. A research model has been proposed that shows the impact of quality-related factors upon the effectiveness of a semantic search engine, based on DeLone and McLean's(2003) information systems success model. An empirical study has been conducted to test hypotheses formulated around the research model, and statistical methods were applied to analyze gathered data and draw conclusions. Implications for academics and practitioners are offered based on the findings of the study. The proposed model includes three quality dimensions of a Web-based semantic search engine-namely, information quality, system quality and service quality. These three dimensions each have measures designed to collectively assess the respective dimension. The model is intended to examine the relationship between measures of these quality dimensions and measures of two dependent constructs, including individuals' net benefit and user satisfaction. Individuals' net benefit was measured by the extent to which the user's information needs were adequately met, whereas user satisfaction was measured by a combination of the perceived satisfaction with search results and the perceived satisfaction with the overall system. A total of 23 hypotheses have been formulated around the model, and a questionnaire survey has been conducted using a functional semantic search website created by KT and Hakia, so as to collect data to validate the model. Copies of a questionnaire form were handed out in person to 160 research associates and employees working in the area of designing and developing semantic search engines. Those who received the form, 148 respondents returned valid responses. The survey form asked respondents to use the given website to answer questions concerning the system. The results of the empirical study have indicated that, of the three quality dimensions, information quality was found to have the strongest association with the effectiveness of a Web-based semantic search engine. This finding is consistent with the observation in the literature that the aspects of the information quality should serve as a basis for evaluating the search outcomes from a semantic search engine. Measures under the information quality dimension that have a positive effect on informational gratification and user satisfaction were found to be recall and currency. Under the system quality dimension, response time and interactivity, were positively related to informational gratification. On the other hand, only one measure under the service quality dimension, reliability was found to have a positive relationship with user satisfaction. The results were based on the seven hypotheses that have been accepted. One may wonder why 15 out of the 23 hypotheses have been rejected and question the theoretical soundness of the model. However, the correlations between independent variables and dependent variables came out to be fairly high. This suggests that the structural equation model yielded results inconsistent with those of coefficient analysis, because the structural equation model intends to examine the relationship among independent variables as well as the relationship between independent variables and dependent variables. The findings offer some useful implications for owners of a semantic search engine, as far as the design and maintenance of the website is concerned. First, the system should be designed to respond to the user's query as fast as possible. Also it should be designed to support the search process by recommending, revising, and choosing a search query, so as to maximize users' interactions with the system. Second, the system should present search results with maximum recall and currency to effectively meet the users' expectations. Third, it should be capable of providing online services in a reliable and trustworthy manner. Finally, effective increase in user satisfaction requires the improvement of quality factors associated with a semantic search engine, which would in turn help increase the informational gratification for users. The proposed model can serve as a useful framework for measuring the success of a Web-based semantic search engine. Applying the search engine success framework to the measurement of search engine effectiveness has the potential to provide an outline of what areas of a semantic search engine needs improvement, in order to better meet information needs of users. Further research will be needed to make this idea a reality.
Journal of Information Science Theory and Practice
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v.11
no.4
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pp.90-108
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2023
The purpose of this study is to investigate how uses and gratifications motivations increase social media stickiness, with a special focus on media engagement as a key mediator. Data were gathered via a survey questionnaire from Bangladeshi Z Generation social media users, which was quantitative in nature. For the analysis of 258 survey samples, structural equation modeling methodology was used. The results show that social media engagement and social media stickiness are positively impacted by uses and gratifications motivations such as social interaction, information, convenience, and entertainment. The study also found evidence of a relationship between uses and gratification motivations and social media stickiness, which is also mediated by emotional attachment. Understanding the motivations and gratifications sought by Z Generation users on social media platforms can help design strategies to enhance engagement and loyalty, ultimately leading to improved user retention and platform success. By identifying and addressing the specific needs and desires of the Z Generation, social media platforms can tailor their features, content, and user experiences to foster a stronger sense of connection and satisfaction, resulting in increased user engagement and prolonged usage.
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