General Live Streaming Services Lead to New Uses and Gratifications
Abstract
The uses and gratifications theory focus on the question, “What do people do with media?” instead of “What do media do to people." Most prior gratifications researchers have concentrated on gratifications motivated by social and psychological needs. However, with the development of technology and the advent of Web 2.0, the results of early gratifications research might not cover the gratifications arising in the new digital age. So Sundar and Limperos developed an hypothesis stating that new technologies can create new gratifications, which include modality-based gratifications, agency-based gratifications, interactivity-based gratifications and navigability-based gratifications [1]. Therefore, on the basis of uses and gratifications theory, this paper seeks to explore the four types of new gratifications above taken from the general live streaming service platform DOUYU in China.
References
Sundar S, Limperos A. Uses and Grats 2.0: New Gratifications for New Media. Journal of Broadcasting & Electronic Media 2013; 57(4): 504-525.Wei R, Lo V. Staying connected while on the move. New Media & Society 2006; 8(1): 53-72.
García-García C, Galán J, Izquierdo R. Social Live Streaming tools for the development of Virtual Workshops. Multidisciplinary Journal for Education, Social and Technological Sciences 2017; 4(1): 37.
Scheibe K, Fietkiewicz K, Stock, W. Information Behavior on Social Live Streaming Services. Journal of Information Science Theory and Practice 2016; 4(2): 6-20.
Payne K, Keith M, Schuetzler R, Giboney, J. Examining the learning effects of live streaming video game instruction over Twitch. Computers in Human Behavior 2017; 77: 95-109.
Jia A, Shen S, Epema D, Iosup A. When Game Becomes Life. ACM Transactions on Multimedia Computing, Communications, and Applications 2016; 12(4): 1-24.
Kariyawasam K, Tsai M. Copyright and live streaming of sports broadcasting. International Review of Law, Computers & Technology 2017; 31(3): 265-288.
Katz E, Blumler J, Gurevitch M. Uses and Gratifications Research. Public Opinion Quarterly 1973; 37(4): 509.
Ruggiero T. Uses and Gratifications Theory in the 21st Century. Mass Communication and Society 2000; 3(1): 3-37.
Rubin A. M. Media uses and effects: A uses-and-gratifications perspective. In: J. Bryant, D. Zillmann, editors. Media effects: Advances in theory and research. Hillsdale, NJ: Lawrence Erlbaum Associates, Inc; 1994. p. 417-436.
Papacharissi Z, Mendelson A. An Exploratory Study of Reality Appeal: Uses and Gratifications of Reality TV Shows. Journal of Broadcasting & Electronic Media 2007; 51(2): 355-370.
Stafford T, Stafford M, Schkade L. Determining Uses and Gratifications for the Internet. Decision Sciences 2004; 35(2): 259-288.
Ku Y, Chu T, Tseng C. Gratifications for using CMC technologies: A comparison among SNS, IM, and e-mail. Computers in Human Behavior 2013; 29(1): 226-234.
Wei R, Lo V. Staying connected while on the move. New Media & Society 2006; 8(1): 53-72.
Lichtenstein A, Rosenfeld L. Uses and misuses of gratifications research. Communication Research 1983; 10(1): 97-109.
Cutler N, Danowski J. Process Gratification in Aging Cohorts. Journalism Quarterly 1980; 57(2): 269-276.
Smock A, Ellison N, Lampe C, Wohn, D. Facebook as a toolkit: A uses and gratification approach to unbundling feature use. Computers in Human Behavior 2011; 27(6): 2322-2329.
Zeng L. More than Audio on the Go: Uses and Gratifications of MP3 Players. Communication Research Reports 2011; 28(1): 97-108.
Liu I, Cheung C, Lee M. User satisfaction with microblogging: Information dissemination versus social networking. Journal of the Association for Information Science and Technology 2015; 67(1): 56-70.
Meyrowitz J. Media Evolution and Cultural Change In: J. R. Hall et al, editors. Handbook of Cultural Sociology. New York: Routlege; 2010. p. 52-63.
Deuze M. Media Work. Oxford: Wiley; 2013.
Copyright (c) 2023 Shiya Huang
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.