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1.
The present study approaches the Internet as a social space, where university students make use of computer mediated communication (CMC) applications, i.e. e-mail, instant messaging and social network sites, in order to satisfy social and academic needs. We focus on university students, because they represent one of the most avid groups of CMC users and additionally, because they are expected to carry their perceptions of media with them into the work place and their social life. In order to investigate this issue, we conducted an empirical research using, as a target group, a sample of students from a specific Greek University. Grounded in the “uses and gratifications” perspective, we investigated the various profiles of CMC use by students along with (a) the students’ perceptions about social and academic usefulness of CMC applications, (b) the extent up to which these perceptions are correlated with students’ prior experience with the use of CMC applications, and (c) how both of these factors can predict the frequency of present use of CMC for social or academic purposes respectively. The results reveal that although these three CMC applications constitute “functional alternatives” (media that satisfy similar needs) they are different to the degree of their “functionality” for the gratification of social and academic needs. Furthermore, the degree of CMC use by students is not correlated with the years of CMC experience, but with the profile of use that students dynamically adopt according to their daily needs and preferences. The results provide evidence for the current CMC use by university students and can be useful for the implementation of further academic policies regarding CMC use in Higher Education settings.  相似文献   

2.
College students use information and communication technologies at much higher levels and in different ways than prior generations. They are also more likely to multitask while using information and communication technologies. However, few studies have examined the impacts of multitasking on educational outcomes among students. This study fills a gap in this area by utilizing a large-sample web-based survey of college student technology usage to examine how instant messaging and multitasking affect perceived educational outcomes. Since multitasking can impede the learning process through a form of information overload, we explore possible predictors of academic impairment due to multitasking. Results of this study suggest that college students use instant messaging at high levels, they multitask while using instant messaging, and over half report that instant messaging has had a detrimental effect on their schoolwork. Higher levels of instant messaging and specific types of multitasking activities are associated with students reporting not getting schoolwork done due to instant messaging. We discuss implications of these findings for researchers studying the social impacts of technology and those in higher education administration.  相似文献   

3.
For middle-aged and elderly adults with potential capabilities in finance, eagerness to keep up with the times using a mobile instant messenger (MIM) is an indispensable quality. Mobile social networking services take a wide range of forms, among which an MIM, which logs in when one opens an app (application), is a representative “core service” of the information technology (IT) system. LINE is a good example of an MIM and is particularly popular in Taiwan. This article aims to understand, through the study of other social messengers, middle-aged and elderly adults’ uses of and gratifications related to for the LINE system; this study also aims to provide opinions and suggestions related to future app design, development, and research. The results show that middle-aged and elderly adults use MIM to maintain their social activities and relationships for purposes related to affection, information, stress relief, popularity, concern, and applications. We further confirm that if middle-aged and elderly adults use a larger number of LINE features, they will use them for longer time per day and more frequently per week, and they will receive more gratification from their “behavior of use.”  相似文献   

4.
This study focused on the Uses and Gratification (U&G) Theory and analyzed the seven most highly sought gratifications using SMS text messaging and discovered current trends as to which uses and gratifications are most and least popular as well as significant differences between male and female texters when U&G is applied. A total of 513 college students who voluntarily participated in the study revealed that there were sex differences among specific uses and gratifications sought through text messaging.  相似文献   

5.
The use of Snapchat – a time-limited instant messaging service – has been rapidly rising amongst adolescents. However, the exact nature of Snapchat use remains difficult to examine due to the self-destructive nature of content sent and received via this service. We report an online survey conducted with the use of a memory sampling method to enquire about the specific details of the very last image or video each participant sent and received via Snapchat. We found that users mainly share ‘selfies’, typically embed text and ‘doodles’ with photos they share, use it mostly at home, and primarily for communication with close friends and family as an ‘easier and funnier’ alternative to other instant messaging services. We also found that high intensity of Snapchat use was more associated with bonding rather than bridging social capital. We discuss those findings in the context of existing studies on the use of instant messaging services and social networking sites.  相似文献   

6.
It has long been a challenge for online game providers that online game players frequently switch to alternative games without much hesitation. Current IS continuance theories are mainly developed to interpret user continuance of general utilitarian IS and are ineffective in interpreting user continuance of hedonic IS. In this study based on the uses and gratifications theory, a hedonic IS continuance model is developed by incorporating three types of gratification: hedonic gratification (enjoyment, fantasy and escapism); social gratification (social interaction and social presence); and utilitarian gratification (achievement and self-presentation). Age and gender are the moderating factors in the model. The research model is empirically assessed based on 3919 validated responses from the users of a social network game in China. In this study we found that three types of gratification affect an individual’s continuance intention to use a social network game: hedonic gratification (enjoyment, fantasy and escapism), utilitarian gratification (achievement) and social gratification (social interaction and social presence). The results provide weak support for the moderating effect of gender on the relationship between each antecedent and continuance intention, but offer strong support for the moderating effect of age on the relationships.  相似文献   

7.
The present study examined the influence of gender and personality on individuals’ use of online social networking websites such as Facebook and MySpace. Participants were 238 undergraduate students who reported being members of Facebook, MySpace, or both. Based on prior research examining online behavior, we expected that gender and scores on the Big Five personality scale would moderate online social networking behavior. The results supported our predictions. Specifically, men reported using social networking sites for forming new relationships while women reported using them more for relationship maintenance. Furthermore, women low in agreeableness reported using instant messaging features of social networking sites more often than women high in agreeableness, whereas men low in openness reported playing more games on social networking sites compared to men high in openness. Overall, these results indicate the importance of examining individual differences in online behavior.  相似文献   

8.
Despite rapid adoption of social media as a means of music listening, little is known about users’ motivations. This study applies the uses and gratifications approach to users’ motivations for using music listening applications on Facebook. Participants completed an online survey, and 153 out of 576 respondents indicated that they used a Facebook music listening application. A principal axis factor analysis identified three different motivations for this usage, namely entertainment, communication, and habitual diversion gratifications. The entertainment and communication gratifications replicate those found in prior uses and gratifications research concerning other social networking features, illustrating the strong similarity between uses of music and social media. However, the habitual diversion gratification may serve to distinguish listening applications from other features. Identifying and explaining these factors is relevant to social media users, musicians and application designers, as they explain what motivates a means of music listening that is gaining prominence.  相似文献   

9.
Although use of social networking sites has been linked to both positive and negative changes in young people's mental health, it is likely that these contributions may vary based on users' motivations and social status. For sexual minority youth, for example, the sites could provide means for social support and connections with like-minded others. Accordingly, our study sought to examine the relations between sexual minority youth's social networking site use and their social support, sexual identity strength, and mental health. We conducted an online survey, sampling 146 sexual minority youth respondents (M = 21 years; SD = 2.87 years) and 477 heterosexual youth respondents (M = 20 years; SD = 2.76 years). Results indicated that although both sexual minority and heterosexual youth use social networking sites at equal rates, sexual minority youth indicated that they use sites more for identity development and social communication. Moreover, using sites for general identity expression or exploration predicted negative mental health outcomes, whereas using sites specifically for sexual identity development predicted positive mental health outcomes. These results provide greater insight into how social networking sites may impact the mental health of marginalized groups, and provide a framework for understanding differences in social networking site use by sexuality.  相似文献   

10.
Past research in gender differences in the overall Internet use has been contradictory. Some asserted men used it more than women, while others asserted there were no gender difference. Both camps concluded that men and women differed in their motivation and utilization of time spent online. The purpose of the present research was to take a contemporary look at these gender differences. Using an online survey, we asked participants about their experiences with multiple forms of mediated communication: social networking sites, e-mail, video calls, instant messaging, texting, and phone calls. Our results indicated that women, compared to men, are generally more frequent mediated communication users. Compared to men, women prefer and more frequently use text messaging, social media, and online video calls. These results suggest that the nature of mediated social interaction is changing.  相似文献   

11.
Social networking sites (SNS) have become a significant component of people's daily lives and have revolutionized the ways that business is conducted, from product development and marketing to operation and human resource management. However, there have been few systematic studies that ask why people use such systems. To try to determine why, we proposed a model based on uses and gratifications theory. Hypotheses were tested using PLS on data collected from 148 SNS users. We found that user utilitarian (rational and goal-oriented) gratifications of immediate access and coordination, hedonic (pleasure-oriented) gratifications of affection and leisure, and website social presence were positive predictors of SNS usage. While prior research focused on the hedonic use of SNS, we explored the predictive value of utilitarian factors in SNS. Based on these findings, we suggest a need to focus on the SNS functionalities to provide users with both utilitarian and hedonic gratifications, and suggest incorporating appropriate website features to help users evoke a sense of human contact in the SNS context.  相似文献   

12.
In this study, I examined reported frequency of text messaging, use of textese and literacy skills (reading accuracy, spelling and reading fluency) in a sample of American college students. Participants reported using text messaging, social networking sites and textese more often than was reported in previous (2009) research, and their frequency of textese use varied across contexts. Correlational analyses revealed significant, positive relationships between text messaging frequency and literacy skills (spelling and reading fluency), but significant, negative relationships between textese usage in certain contexts (on social networking sites such as MySpace? and Facebook? and in emails to professors) and literacy (reading accuracy). These findings differ from findings reported in recent studies with Australian college students, British schoolchildren and American college students. Explanations for these differences are discussed, and future directions for research are presented.  相似文献   

13.
This study examined teens’ use of socially interactive technologies (SITs), such as online social sites, cell phones/text messaging, and instant messaging (IM), and the role that social anxiety plays on how teens communicate with others (technologically or face-to-face). Participants included 280 high school students from a large western city. On average, 35–40% of teens reported using cell phones/text messaging and online social sites between 1 and 4 h daily, 24% reported using IMs 1–4 h daily and only 8% reported using email between 1 and 4 h daily. Females tended to use cell phones/text messaging and online social sites more so than did males. In assessing social anxiety, analyses revealed a positive relationship between social anxiety (not comfortable talking with others face-to-face) and (1) talking with others online and (2) talking with others via text messaging. In contrast, there was a positive relationship between the lack of social anxiety (feeling “comfortable” talking with others) and making friends online. Assessing gender differences and social anxiety also revealed significant differences. Results revealed females reported more social anxiety (not comfortable talking with others in person) than did males. In addition, females, more than males, reported feeling more comfortable using SITs (text messaging and online social sites only) rather than talking with others face-to-face.  相似文献   

14.
Previous work has begun to incorporate psychological constructs into our understanding of media multiplexity (i.e., use of multiple media in a single interpersonal relationship). Following this approach, this investigation examined how a user's enjoyment of a communication medium might both predict medium use frequency and alter the extent to which closeness is an outcome of such use. Results supported this model across six popular interpersonal communication media (voice telephone, text messaging, e-mail, instant messaging, video chat, and social networking sites) in relationships with extended family members. Specifically, at low levels of medium enjoyment, use of a medium was not associated with relational closeness. Practically, these results suggest that communicating via an unsatisfying medium may not foster relational closeness; theoretically, these results argue for including psychological processes to strengthen MMT as a theory of interpersonal media choice.  相似文献   

15.
Computer-mediated communication (CMC) technologies like instant messenger have been increasingly used as a tool for interpersonal relationship development and maintenance. To better understand such use of CMC, we investigate copresence—defined as a communicator's perception of being with other communication partners through CMC—and its role in affecting the intention to continue using the medium. We explore three social-relational antecedents of copresence: prior use of the medium, perceived critical mass, and user commitment to maintain the relationship with others. Hypotheses are tested with survey data on the use of instant messenger. In general, the results support the research hypotheses. We suggest that the concept of copresence can be a novel and helpful theoretical perspective for understanding the use of CMC for social-relational purposes.  相似文献   

16.
The emergence of social media provides a new platform for developing brand–consumer relationships. The aim of the current study is to examine the differences in Chinese users’ gratifications of different social media and the impact of brand content strategies on the quality of brand–consumer communication via social media. In the first study, 209 SNS and 161 microblog users were surveyed. Five dimensions of social media gratifications emerged from the factor analysis. Significant differences in the strengths of gratifications were found between SNS and microblog users. Usage patterns of SNS and microblog are analyzed and compared. In the second study, we examined the impact of users’ gratification and the type of social media on the effectiveness of different brand content strategies through a two-week experiment involving 60 SNS users and 61 microblog users. Implications for developing branding strategies on different social media platforms are discussed.  相似文献   

17.
Drawing from Uses and Gratifications Theory, this study explores the influence of the gratifications derived from use of the social networking site Qzone on Chinese adolescents’ positive mood. Qzone is the social networking site that is most preferred and used by Chinese adolescents. Hypothesized relationships are analyzed by structural equation analysis in a sample of 220 Chinese adolescents aged 14–19 with an online Qzone profile. Gratifications that Chinese adolescents receive from use of the online social network Qzone, such as socializing, information-seeking, and entertainment are found to have a significantly positive influence on their positive mood. Findings of this study extend the existing theoretical framework on the application of the Uses and Gratifications Theory to social networking sites. In addition, findings are in line with those of a number of authors who suggest that social networking site use may have positive consequences for teenagers. Theoretical and practical implications are discussed.  相似文献   

18.
User loyalty or continued use is critical to the survival and development of any website. Focusing on the social network services (SNSs) context, this study proposes a research model for investigating individuals’ use motivations and the moderating role of habit with regard to gratification and continuance intention. This research integrates two influential media communication theories, media system dependency (MSD) and uses and gratifications, to examine SNSs-related behaviors. To comprehend online users’ motivations in depth, three motivations derived from MSD (understanding, orientation and play dependency relations) are operationalized as reflective, second-order constructs. The three motivations are theorized to affect parasocial interaction positively, and parasocial interaction is hypothesized to positively affect the gratification that individuals derive from SNSs usage. Furthermore, this study hypothesizes that gratification positively affects individuals’ continuance intention. Finally, we theorize that habit moderates the impact of gratification on continuance intention. Data collected from 657 Facebook users provide strong support for all six hypotheses. The results indicate that individuals’ motivations (i.e., the understanding, orientation and play dependency relations) positively affect parasocial interaction, which in turn has a positive effect on gratification, and subsequently continuance intention. In addition, the results show that habit has a small but negative moderating effect on the relationship between gratification and continuance intention. Implications for theory and practice are discussed, and suggestions are made for future research.  相似文献   

19.
ABSTRACT

A packet-based network to provide telecommunication services independent from the underlying access and transport technologies is known as a next generation network. An IP multimedia subsystem (IMS) provides an architectural framework for the next generation networks and includes variety of services such as presence, instant messaging, push-to-talk over cellular, multiparty conference, and so forth. IMS-based instant messaging is available in two flavors (immediate messaging and session-based messaging). Both flavors are subject to different types of security threats. An attacker can generate an immediate messaging flood by sending enormous number of messages to deny the services to a group of users or to an individual. Session-based messaging is facing threats such as invite flooding attack, session modification attack, and session teardown attack. In this paper, we developed a security mechanism, consisting of three layers, to secure the messaging service from flooding attacks and session-based attacks and the like. The simulation results show a good improvement in the existing security mechanism of the IMS-based instant messaging service.  相似文献   

20.
《Information & Management》2014,51(6):774-782
This paper incorporates dual theories from communication research (uses and gratifications) and psychology research (online flow) to examine consumer behavior in the use of social network services. In particular, the study proposes that consumers’ online experience of interaction and arousal serves as the mediator of the relationship between social motivations and use behaviors. The empirical results indicate that arousal fully mediates the relationship between social gratifications and problematic social network service use. Furthermore, both interaction and arousal are partial mediators of the relationship between social gratifications and the intention to revisit social networking websites.  相似文献   

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