6,033 research outputs found
A typology categorization of millennials in their technology behavior
Hay un interés creciente por los millennials; y sin embargo, hasta la fecha hay escasas segmentaciones de los millennials en cuanto a su comportamiento en relación a la tecnología. En este contexto, este estudio trata las siguientes cuestiones:”¿Son los millennials monolíticos o hay diferentes segmentos en esta generación en cuanto a su comportamiento tecnológico?”. Y si este fuera el caso: “¿Existen diferencias importantes en cuanto a la forma en que los millennials usan la tecnología?”. Nuestro objetivo consiste en examinar los potenciales perfiles de los millennials en relación a su comportamiento y uso de la tecnología. Los datos obtenidos de una muestra de 707 millennials se analizaron mediante un análisis de componentes principales y análisis clúster. A continuación, los segmentos se caracterizaron mediante un análisis MANOVA. Nuestros resultados revelan la existencia de cinco segmentos o tipologías de millennials en cuanto a su comportamiento tecnológico: los “devotos de la tecnología”, los “espectadores”, los “prudentes”, los “adversos” y los “productivos”. Este estudio contribuye de forma detallada al conocimiento sobre cómo las diferentes categorías de millennials usan la tecnología.There is an increasing interest for millennials; however, to date millennials’ segmentations regarding their technology behavior are scarce. In this context, this study addresses the following questions: “Are millennials monolithic, or are there segments within this generation group regarding the technology behavior?”. And if so: “Are there important variances in the way that millennial segments use technology?”. Our purpose is to examine the potential profiles of millennials regarding their technology use and behavior. Data from a sample of 707 millennials was gathered and analyzed through principal component analysis and cluster analysis. Then, millennials’ segments were profiled using a MANOVA analysis. Our findings revealed five different segments or typologies of millennials regarding their technology behavior: technology devotees, technology spectators, circumspects, technology adverse users and productivity enhancers. This study contributes with a detailed perspective of how different millennial segments use technology
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Native advertising : attitudes, value and purchase intention
textNative-form advertising in the digital space can most easily be defined as promotional content constructed to mimic the form and structure of the website that it is embedded on. With the rise of user generated content and social media, digital native advertising is fast becoming a popular promotional tactic for brands looking to engage with an online audience. This study examines whether this form of advertising significantly impacts consumer attitudes towards the ad, value of the ad and purchase intention of the promoted product across three product categories. Although not significant, results suggest that native advertising positively impacts entertainment- and lifestyle-based products, while information-based service industries, including cyber security, saw a negative reaction from respondents. That said, product category did influence attitude toward the ad and ad value regardless of the ad type. Moreover, a strong positive correlation between product involvement and purchase intention was found, indicating the need to target specific audiences with online native advertising.Advertisin
Social media recruitment : communication characteristics and sought gratifications
This study examines how social media pages can be used to influence potential applicants' attraction. Based on the uses and gratifications theory, this study examines whether organizations can manipulate the communication characteristics informativeness and social presence on their social media page to positively affect organizational attractiveness. Moreover, we examine whether job applicants' sought gratifications on social media influence these effects. A 2 x 2 between-subjects experimental design is used. The findings show that organizations can manipulate informativeness and social presence on their social media. The effect of manipulated informativeness on organizational attractiveness depends on the level of manipulated social presence. When social presence was high, informativeness positively affected organizational attractiveness. This positive effect was found regardless of participants' sought utilitarian gratification. Social presence had no significant main effect on organizational attractiveness. There was some evidence that the effect of social presence differed for different levels of social gratification
Effects of narcissism, leisure boredom, and gratifications sought on user-generated content among net-generation users
This research identifies the gratifications sought by the net-generation when producing user-generated content (UGC) on the internet. Members of the Net-generation want to vent negative feelings, show affection to their frieds and relatives, be involved in others' lives, and fulfill their need to be recognized. These gratifications were all found to be significantly associated with the users' various levels of participation in UGC (e.g., Facebook, YouTube, blogs, online forums, etc.) What's more, narcissism was predictive of content generation in social networking sites, blogs, and personal webpage, while leisure boredom was significantly linked to expressing views in forums, updating personal website, and participating in consumer reviews. In particular, the results showed the Net-geners who encountered leisure boredom had a higher tendency to seek interaction with friends online. Implications of findings are discussed. --Narcissism,leisure boredom,user-generated content,uses and gratifications
The role of an omnipresent pocket device : smartphone attendance and the role of user habits
Smartphones are convergent, always-on pocket devices that have taken up an important role in the life of their users. This warrants a closer look into how this medium is used in every-day situations. Are goal-oriented incentives the main drive for smartphone usage, or do habits play a critical role? This study with 481 Belgian smartphone users attempts to describe the precedents of smartphone attendance by validating the model of media attendance (MMA), a social-cognitive theory of uses and gratifications (LaRose & Eastin, 2004). We surprisingly did not find evidence for a significant effect of habits on smartphone usage. We suggest two explanations. First, we suggest some uncertainties concerning the MMA methodology. Second, we suggest a more complex reality in which several habitual use patterns are shaped, dependent on user, context and device. This warrants a more in-depth study, using more advanced measures for smartphone usage and habit strength
Designing online audiovisual heritage services: an empirical study of two comparable online video services
The purpose of this study is to seek input for a new online audiovisual heritage service. In doing so, we assess comparable online video services to gain insights into the motivations and perceptual innovation characteristics of the video services. The research is based on data from a Dutch survey held among 1,939 online video service users. The results show that online video service held overlapping antecedents but does show differences in motivations and in perceived innovation characteristics. Hence, in general, one can state that in comparison, online video services comply with different needs and have differences in perceived innovation characteristics. This implies that one can design online video services for different needs. In addition to scientific implications, the outcomes also provide guidance for practitioners in implementing new online video service
The effects of gratifications on intention to read citizen journalism news: The mediating effect of attitude
10.1016/j.chb.2014.03.054Computers in Human Behavior36129-13
Educators\u27 Perceptions of Twitter for Educational Technology Professional Development: A Uses and Gratifications Expectancy Model
Throughout the years, the practice of professional development amongst educators has evolved to adapt to the needs of a changing society and a shift to online professional development (OPD) opportunities has become popular for meeting the needs of educators. As a result, social media platforms, like Twitter, have grown in popularity as outlets for OPD; however, little research has been conducted to evaluate why educators are seeking professional development opportunities through social media platforms.
This exploratory study proposed to examine how educators\u27 uses and gratifications expectancy of Twitter for professional development influences their perceived e-learning experience. In addition, it sought to investigate the demographics of participants who were seeking educational technology knowledge through Twitter. Based on a review of literature, a uses and gratifications approach was the proposed theoretical model for evaluating how and why educators\u27 perceived e-learning experience was affected by four uses and gratification expectancy constructs.
The participants included any educators who utilized the #edtechchat hashtags on Twitter, which is devoted to the sharing of educational technology knowledge, as well as weekly, organized Twitter chats on topics related to educational technology. The data was collected through a Web-based survey based on an adapted version of Mondi, Woods, and Rafi (2008) Uses and Gratification Expectancy Questionnaire, where the researchers examined how and why students\u27 uses and gratification expectancy (UGE) for e-learning resources influenced their perceived e-learning experience.
The data was analyzed through Pearson correlation coefficient and a stepwise multiple regression to discover which UGE constructs predicted educators\u27 perceived e-learning experience. All four UGE constructs showed significant effects on perceived e-learning experience; however, the stepwise regression results showed cognitive uses and gratifications expectancy to be the only significant predictor of perceived e-learning experience. The findings of this research supports previous research into uses and gratifications of Internet-based tools and may help Twitter chat moderators plan their efforts for coordinating effective professional development experiences
An Expectancy-Value Analysis of Web Gratifications
The present study explored the mechanisms directing Web usage decisions to determine more reliable estimates of the importance of various influences involved.
A Web-based survey was administered to respondents who voluntarily participated by responding to a message posted to selected Internet discussion groups. Exploratory factor analysis and covariance structure model were employed to examine the relationships between attitude, expectancies, motivation, intention, and usage regarding the Web.
Research evidence spoke strongly against univariate or bivariate motivational schemes. In addition to surveillance and diversion functions that have been found in traditional mass media, the Web also provided two unique qualities, utility and interaction.
Approximately one-third of variance in Web usage was explained by expectancy-value judgments or motivations. Other influences, including non-sociological-psychological variables, attributed to Web usage variance remain to be explored.
Research findings also indicated that expectancy-value judgments and motives function similarly in determining intention and usage regarding the Web; however, user motives or gratifications appeared to further separate from the general attitude toward the Web. Further improvement in scaling expectancy-value and gratifications items is suggested to attain discriminant and convergent validity.
INDEX WORDS: Expectancy-Value, Uses and Gratifications, Web Usag
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