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Open AccessJournal ArticleDOI

It is not for fun: An examination of social network site usage

TLDR
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 S NS context.
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This article is published in Information & Management.The article was published on 2012-07-01 and is currently open access. It has received 388 citations till now. The article focuses on the topics: Uses and gratifications theory.

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Citations
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Social networking on smartphones: When mobile phones become addictive

TL;DR: It is found that the use of SNS mobile applications is a significant predictor of mobile addiction and the result shows that theUse of S NS mobile applications are affected by both SNS network size and SNS intensity of the user.
Journal ArticleDOI

What motivates customers to participate in social commerce? The impact of technological environments and virtual customer experiences

TL;DR: A model to investigate the effects of technological features of social commerce on customers' virtual experiences and subsequently their participation intention indicates that social commerce intention is determined by social support, social presence and flow experiences.
Journal ArticleDOI

Risk, trust, and the interaction of perceived ease of use and behavioral control in predicting consumers use of social media for transactions

TL;DR: The empirical results support the hypothesis that perceived ease of use significantly amplifies (positively moderates) the effect of perceived behavioral control and indicate that perceived risk and trust play significant roles as antecedents in consumer decision making, and that risk-taking propensity has a direct effect on behavioral intention.
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Determinants of users’ continuance of social networking sites: A self-regulation perspective

TL;DR: A research model on the determinants of user continuance using Bagozzi's framework of self-regulation as the theoretical foundation found that appraisal factors were strong determinant of emotional reaction (user satisfaction and sense of belonging).
Journal ArticleDOI

Why do users continue using social networking sites? An exploratory study of members in the United States and Taiwan

TL;DR: An extended Uses and Gratifications Theory (UGT) is drawn on to explore factors that affect members' continued use intention toward Social Networking Sites (SNSs) and to theorize about the intricate relationships among a variety of UGT constructs.
References
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Journal ArticleDOI

User acceptance of hedonic information systems

TL;DR: The paper concludes that the hedonic nature of an information system is an important boundary condition to the validity of the technology acceptance model and perceived usefulness loses its dominant predictive value in favor of ease of use and enjoyment.
Journal ArticleDOI

Why do people play on-line games? an extended TAM with social influences and flow experience

TL;DR: This study applies the technology acceptance model (TAM) that incorporates social influences and flow experience as belief-related constructs to predict users' acceptance of on-line games to reveal that social norms, attitude, andflow experience explain about 80% of game playing.
Journal ArticleDOI

Quo vadis TAM

TL;DR: The present commentary discusses concerns about the intense focus on TAM, speculates on the possible contributions to the current state of affairs, and makes several suggestions to alleviate the problems associated with TAM and to advance IT adoption research to the next stage.
Journal ArticleDOI

Managing User Trust in B2C e-Services

David Gefen, +1 more
- 10 Jul 2003 - 
TL;DR: Findings show that social presence affects consumer trust and that trust subsequently has a stronger effect on purchase intentions than TAM beliefs, and implications for e-services are discussed in terms of whether the benefits from adopting an IT depend more on website characteristics like usefulness and ease of use or on consumer trust in the vendor.
Journal Article

How Large U.S. Companies Can Use Twitter and Other Social Media to Gain Business Value

TL;DR: To gain business value, organizations need to incorporate community building as part of the implementation of social media to incorporate business value in the creation of virtual customer environments.
Related Papers (5)
Frequently Asked Questions (6)
Q1. What are the contributions mentioned in the paper "It is not for fun: an examination of social network site usage" ?

To try to determine why, the authors proposed a model based on uses and gratifications theory. Based on these findings, the authors 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. 

After  they  start  deriving  utilitarian  gratifications,   hedonic  gratifications  get  less  important  and  predictive  in  SNS  usage. 

SNS  can  support  four  types  of  organization  activities  –  branding,  sales,  customer   service  and  support,  and  product  development  [3]. 

They  choose   to  participate  in  SNS  activities  due  to  the  functionalities  offered  by  them  as  opposed   to  engaging  in  activities  simply  because  they  are  enjoyable  or  satisfy  certain  types  of   socio-‐psychological  needs. 

Magni  et  al.’s   [16]  work  showed  that,  as  time  passes,  the  effects  of  hedonic  factors  decrease   whereas  the  effects  of  utilitarian  factors  (e.g.,  performance  expectancy)  increase   people’s  intentions  to  explore  technologies. 

         for  RQ1,  we  found  that  affection,  coordination,  disclosure,  escape,  immediate  access,   leisure,  and  stylishness  were  the  seven  gratifications  that  individuals  seek  in  using   SNS.