This paper will describe the rationale and findings from a multinational study of online uses and gratifications conducted in the United States, Korea, and the Netherlands in spring 2003. A survey research method of study was conducted using a questionnaire developed in three languages and was presented to approximately 400 respondents in each country via the Web. Web uses and gratifications were analyzed cross-nationally in a comparative fashion and focused on the perceived involvement in different types of on-line communities. Findings indicate that demographic characteristics, cultural values, and Internet connection type emerged as critical factors that explain why the same technology is adopted differently. The analyses identified seven major gratifications sought by users in each country: social support, surveillance & advice, learning, entertainment, escape, fame & aesthetic, and respect. Although the Internet is a global medium, in general, web use is more local and regional. Evidence of media use and cultural values reported by country and online community supports the hypothesis of a technological convergence between societies, not a cultural convergence.
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The aim of this study was to understand the motives for using the Internet, and its associations with users' attitudes, social values, and relational involvement. Also, this study attempted to crossculturally compare the difference in the pattern of motives and the associations among three countries ' the US, the Netherlands, and S. Korea. The design of methods was based on examination and revision of uses and gratification approach toward Internet users. Findings from factor analysis revealed that information seeking and Self-Improvement were the dominant and common reasons for using the Internet across three countries. The differences in the composition of motives in each country were also reported. Strong correlations across countries were found between all the motives and satisfaction of the Internet. Expectation and positive evaluation of the Internet were also important attitudes associated with Internet use motives. Postmaterialist value showed strong association with motives of information seeking and Self-Improvement. Community involvement was significantly associated with Internet use motives in Korean users.
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Local online retail platforms (LORPs) are gaining popularity as digital channels that can increase physical retail agglomerations’ attractiveness and viability by stimulating online sales and consumer footfall. However, insights are needed to enrich academic understanding and guide practitioners in their decision-making process regarding use and optimization of these platforms for boosting retail agglomeration vitality. Drawing on uses and gratifications theory, an online survey of 442 Dutch consumers revealed that positive attitudes toward browsing LORPs induced both online purchase and offline visit intentions. Interestingly, despite LORPs' local focus, non-place-specific motives more substantially impacted positive browsing-related attitudes toward LORPs than place-specific ones.
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The number of people that intentionally avoid the news is growing. This could have several personal and societal implications. Previous research exposed various motives to avoid news, which lead to different manifestations of news avoidance, and consequently different implications. However, so far less is known about the differences in news avoidance types. In this study, we aim to explore different profiles of news avoiders beyond demographics, based on their motives to avoid news, values in life and personality traits. We analyze how this relates to background characteristics, the degree of news avoidance (occasional, regular, consistent), and news consumption. We rely on a survey conducted in The Netherlands (N = 2798) in March 2022. We conducted a Latent Profile Analysis and found seven news avoiders’ profiles: (1) interested occasional avoider; (2) emotive occasional avoider; (3) critical occasional avoider; (4) status-driven occasional avoider; (5) skeptical frequent avoider; (6) news outsider; and (7) convinced frequent avoider. This provides a nuanced picture of news avoidance.
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The design of health game rewards for preadolescents Videogames are a promising strategy for child health interventions, but their impact can vary depending on the game mechanics used. This study investigated achievement-based ‘rewards’ and their design among preadolescents (8-12 years) to assess their effect and explain how they work. In a 2 (game reward achievement system: social vs. personal) x 2 (game reward context: in-game vs. out-game) between-subjects design, 178 children were randomly assigned to one of four conditions. Findings indicated that a ‘personal’ achievement system (showing one’s own high scores) led to more attention and less frustration than a ‘social’ achievement system (showing also high scores of others) which, in turn, increased children’s motivation to make healthy food choices. Furthermore, ‘out’-game rewards (tangible stickers allocated outside the game environment) were liked more than ‘in’-game rewards (virtual stickers allocated in the game environment), leading to greater satisfaction and, in turn, a higher motivation to make healthy food choices.
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Social media zijn vandaag de dag niet meer weg te denken. Het online gesprek gaat over merken, bedrijven, mediapersonality’s en meer. Liggen er ook kansen op social media voor educatieve instellingen zoals het Leeuwarder Lyceum om deze social media in te zetten?
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Social media lijken bij uitstek geschikt voor gebruik in het hoger onderwijs. Samenwerken, overleggen, co-creatie: de mogelijkheden zijn talrijk. Toch signaleren we bij Sowijs een kloof. Studenten gebruiken nauwelijks social media bij het bestuderen van lesstof, waar ze in privésituaties juist heavy users zijn. En docenten zetten social media nog slechts zeer beperkt in
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Facebook, Instagram, Snapchat: de student van nu is de hele dag in de weer met zijn smartphone. Bij Sowijs vroegen we ons af: hoe ontwikkelt het social mediagebruik van studenten zich? Veranderen de motieven om social media te gebruiken? En veranderen de onderwerpen die ze posten?
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Welke social media gebruiken studenten? Waarom gebruiken studenten deze media? Welke verwachtingen hebben ze van het onderwijs? In dit whitepaper delen we de resultaten van ons onderzoek naar de betekenis van social media in het leven van de hedendaagse student.
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In media audience research we tend to assume that media are engaged with when they are used, however ‘light’ such engagement might be. Once ‘passive media use’ was banned as a reference to media use, being a media audience member became synonymous with being a meaning producer. In audience research however I find that media are not always the object of meaning making in daily life and that media texts can be hardly meaningful. Thinking about media and engagement, there is a threefold challenge in relation to audience research. The coming into being of platform media and hence of new forms of media production on a micro level that come out of and are woven into practices of media use, suggests that we need to redraft the repertoire of terms used in audience research (and maybe start calling it something else). Material and immaterial media production, the unpaid labour on the part of otherwise audience members should for instance be taken into account. Then, secondly, there is the continuing challenge to further develop heuristically strong ways of linking media use and meaning making, and most of all to do justice, thirdly, to those moments and ways in which audiences truly engage with media texts without identifying them with those texts.
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