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Gratification Perspective Shao
Gratification Perspective Shao
www.emeraldinsight.com/1066-2243.htm
The appeal of
Understanding the appeal of user-generated
user-generated media: a uses and media
gratification perspective
7
Guosong Shao
College of Communication and Information Sciences, University of Alabama, Received 17 April 2008
Tuscaloosa, Alabama, USA Revised 5 October 2008
Accepted 13 October 2008
Abstract
Purpose User-generated media (UGM) like YouTube, MySpace, and Wikipedia have become
tremendously popular over the last few years. The purpose of this paper is to present an analytical
framework for explaining the appeal of UGM.
Design/methodology/approach This paper is mainly theoretical due to a relative lack of
empirical evidence. After an introduction on the emergence of UGM, this paper investigates in detail
how and why people use UGM, and what factors make UGM particularly appealing, through a uses
and gratifications perspective. Finally, the key elements of this study are summarized and the future
research directions about UGM are discussed.
Findings This paper argues that individuals take with UGM in different ways for different
purposes: they consume contents for fulfilling their information, entertainment, and mood
management needs; they participate through interacting with the content as well as with other
users for enhancing social connections and virtual communities; and they produce their own contents
for self-expression and self-actualization. These three usages are separate analytically but
interdependent in reality. This paper proposes a model to describe such interdependence.
Furthermore, it argues that two usability attributes of UGM, easy to use and let users control,
enable people to perform the aforementioned activities efficiently so that people can derive greater
gratification from their UGM use.
Originality/value UGM are an extremely important topic in new media scholarship, and this
study represents the first step toward understanding the appeal of UGM in an integrated way.
Keywords Electronic media, Internet, User studies, Customer satisfaction
Paper type General review
1. Introduction
At the end of 2006, Time Magazine selected you, especially those people who
contribute to user-generated media, as its esteemed Person of the Year. When stating
the reason for singling you out, the cover storys author, Grossman (2006, p. 40), writes
with an inspiring style:
Look at 2006 through a different lens and youll see another story, one that isnt about conflict
or great men. It is a story about community and collaboration on a scale never seen before. It
The author wishes to thank Dr Jennings Bryant for providing invaluable comments and
Internet Research
suggestions on this research. He wishes to thank two anonymous referees and the editor Vol. 19 No. 1, 2009
handling this manuscript for providing constructive feedback. He is also indebted to his wife pp. 7-25
q Emerald Group Publishing Limited
Ying Zhang for providing intellectual support throughout the production and completion of this 1066-2243
study. DOI 10.1108/10662240910927795
INTR is about the cosmic compendium of knowledge Wikipedia and the million-channel peoples
network YouTube and the online metropolis MySpace. Its about the many wresting power
19,1 from the few and helping one another for nothing and how that will not only change the
world, but also change the way the world changes.
Although their influence on the world at large is still unclear, user-generated media
(UGM) are fundamentally changing the world of entertainment, communication, and
8 information, particularly thanks to their self-sustaining nature and ever-growing
audience size. The questions thus arise: What are user-generated media? How do
people use them? Why do people use them? Why are they so appealing to people?
These questions are of great importance to todays media and Internet researchers and
practitioners. However, there are few studies that have systematically addressed them.
The current paper attempts to fill this research gap.
Historically, UGM can be traced back to the bulletin boards on such portal sites as
Yahoo and AOL in the 1990s. Over time, they have evolved to encompass blogs, wikis,
picture-sharing, video-sharing, social-networking, and other user-generated web sites.
Some of them like Wikipedia function as a collective gathering of information; some
like MySpace and YouTube are to do with personal sites; and still others like Flickr are
a mix of collective and personal sites (Lanchester, 2006). Although coming in different
types, UGM can be summarized as follows, i.e. they refer to the new media whose
content is made publicly available over the Internet, reflects a certain amount of
creative effort, and is created outside of professional routines and practices
(Wunsch-Vincent and Vickery, 2006). UGM emphasize the concept of media rather
than content because they act like paid media (Blackshaw, 2007). They represent the
extension of media production through new technologies, such as podcasting, digital
video, and mobile phone photography, whihc are increasing accessible to the public
(Wikipedia, 2007).
Over the past few years, UGM have been experiencing dramatic traffic growth. A
study by Nielsen/NetRatings (2006) showed that five out of US top ten fastest growing
web sites from July 2005 to July 2006 were user-generated sites, including ImageShack,
Heavy.com, Flickr, MySpace, and Wikipedia. With a spectacular growth, UGM seem to
usher in a quiet revolution in peoples media consumption. YouTube, for example, has
become the market leader in online video. According to Hitwise, a global Internet
research company, the market share of US visits to YouTube in December 2006 was
five times more than the shares going to the four broadcast network sites combined
(including NBC, ABC, CBS, and Fox) (Prescott, 2007). UGM has also changed the way
people learn about and listen to music. Hitwise reported that MySpace Music
comprised less than 5 percent of the visits to the Hitwise Music category in December
2005, but the number increased to nearly 23 percent one year later (Prescott, 2007).
Even politicians have recognized the power of UGM. Virtually all of the US 2008
presidential candidates have advocated their candidacy through YouTube and
MySpace, where voters can easily look up campaign materials and make videos
supporting presidential candidates of their own.
The above evidence confirms that UGM have become a social phenomenon. The
fundamental question is: How can we explain this? This article argues that the appeal
of UGM can be analyzed through uses and gratifications theory (U&G). An influential
tradition in media research, U&G presents media use in terms of the gratification or
psychological needs of the individual (Blumler and Katz, 1974). It assumes that
audiences consciously choose the medium that could fulfill their needs and that they The appeal of
are able to recognize their reasons for making media choices (Katz et al., 1974). The user-generated
main objectives of U&G inquiry are to explain how people use the media to gratify
their needs; to understand motives for media behavior; and to identify functions or media
consequences that follow from needs, motives, and behavior (Katz et al., 1974). While
media industries continue to provide people with a wide range of media platforms and
content, U&G is considered one of the most appropriate perspectives for investigating 9
why audiences choose to deal with different media channels (LaRose et al., 2001;
Ruggiero, 2000). Media scholars have factually applied U&G not only to those
traditional media like newspapers, radio, television, and cable television (e.g., Babrow,
1987; Conway and Rubin, 1991; Elliott and Rosenberg, 1987; Mendelsohn, 1964), but
also to many kinds of nontraditional media such as VCR, pager, e-mail, mobile phone,
and the Internet (e.g., Dimmick et al., 2000; Eighmey, 1997; Ferguson and Perse, 2000;
Ko et al., 2005; Leung and Wei, 1999; Levy, 1987; Papacharissi and Rubin, 2000).
Indeed, whenever a new technology enters the stage of mass communication, peoples
motivations to use this technology have been examined through this perspective
(Elliott and Rosenberg, 1987). Moreover, analyzing the social and psychological
functions of the media, Katz et al. (1973) developed 35 needs that motivate people to use
media and put them into five categories: cognitive needs, affective needs, personal
integrative needs, social integrative needs, and tension release needs. Congruously,
McQuail (1983) summarized four common reasons for media use: information; personal
identity; integration and social interaction; and entertainment.
Based on U&G theory, this article provides an in-depth analysis of the appeal of
UGM. It first addresses the questions of how and why people use UGM. It then
addresses the question of what factors make UGM particularly appealing to people.
Finally, the key elements of this study are summarized and the future research
directions in relation to UGM are discussed.
Figure 1.
The salience of UGM in
information seeking
Compared with information seeking, entertainment may be more important in The appeal of
triggering media use (Rafaeli, 1986). For most people entertainment and mass media user-generated
are nearly synonymous (Ruggiero, 2000). Take YouTube as an example: the majority
of the most popular channels come from the entertainment-related categories such as media
entertainment, sports, music, comedy, and film and animation (see Figure 2)
(YouTubeData, 2007). Furthermore, the entertainment content on YouTube is often
like snack food: it is light, bright and digestible (see Idato, 2006). Such snack 11
content seems to be suited for people with limited time. Since they have many things
to do, modern consumers increasingly break their time into small periods and
distribute these variable-length periods over the course of the week (Wolf, 1999).
Accordingly, they come to consume pop culture like movies, television, and songs the
same way they enjoy cookies or chips in conveniently packaged bite-size nuggets
made to be munched easily with increased frequency and maximum speed (Miller,
2007). We have seen that YouTube and its many imitators limit each video to a few
minutes of clips for entertainment seekers. It can be considered a buffet of snack
videos, highly meeting peoples needs for high-speed entertainment munching.
Like consuming traditional media such as television and magazines, people may use
UGM for such entertainment ends as escaping from problems, relaxing, getting
aesthetic enjoyment, filling time, seeking emotional release and sexual arousal (see
Katz et al., 1973; McQuail, 1983). In addition, through the consumption of entertaining
messages, people are capable of altering prevailing mood states, and that the selection
of specific messages for consumption often serves the regulation of mood states. This
Figure 2.
Most popular YouTube
channels
INTR is known as mood management theory (see Bryant and Davies, 2006; Bryant and
19,1 Zillmann, 1984; Zillmann, 1988). In the case of YouTube, it provides users on a daily
basis with millions of video clips, including comedy, films, animation, music, news,
sports, and so on. Thus, stressed individuals can go there for relaxing clips while bored
individuals can visit for excitatory materials, and through this method individuals can
bring their physiological arousal and affect back to optimal, comfortable levels. To
12 some degree, YouTube can be regarded as a convergence of the traditional
entertainment choices of television, music, and film. It is thus plausible that mood
management theory dwelling on the use of traditional media can be applied to
YouTube and other similar sites. However, the users of YouTube seemingly have a
much broader range of stimuli choices than those of traditional media; meanwhile, the
users are often attracted to a couple of most viewed or most rated videos. So, how
does the huge variety of content choice as well as the common content-ranking practice
affect peoples selective exposure experience on user-generated sites? This question
needs to be addressed if we want to further investigate the mood management function
of UGM.
Figure 3.
Interdependence of
peoples consuming,
participating, and
producing on
user-generated media
INTR participating to producing is not followed by everyone. For example, some people may
19,1 not respond to others content but they may publish their own work on the sites. In
addition, there may be an involvement inequality among UGM users. It has been found
that most users do not participate or create: they simply lurk in the background. In
contrast, a minority of users usually accounts for a large amount of the content and
other system activity (see Bughin, 2007; Nielsen, 2006).
16 As shown in Figure 3, producing is on the top part of this model. It initiates the life
cycle of UGM since without user-produced content UGM would not exist. Specifically,
the content is produced by an individual for the purpose of attracting others attention
and soliciting others responses such as ranking, comment, and dissemination.
Through exchanging their opinion/information about such content, other users may
fulfill their social interaction needs, and even form virtual communities. On the other
hand, the responses of other users imply responses to producers self-expression and
self-actualization. Theoretically, such responses would encourage subsequent content
creation from the original producers. In addition, the participating population can be
considered a talent pool that includes many potential producers.
The content is also produced for attracting the attention of a larger number of
consumers, and dynamic producing provides abundant information and entertainment
for people to consume. Like participating, consuming can reinforce peoples producing
behavior since producers self-expression and self-actualization can be partly fulfilled
by consumers clicks. Also, as the bottom part of the model, the consuming population
constitutes a larger talent pool than the participating one, from which more producers
may emerge.
In addition, participating can contribute to peoples consuming. For example,
posting comments can help consumers further their understanding of certain content;
rating can help people easily find the most popular videos, music, or blogs; and
sharing with others directly brings certain contents to someone for his/her
consumption. On the other hand, consumers may become participants, thus helping
enlarge the participating population and develop virtual communities.
4. Conclusions
UGM have attracted an extraordinary audience and are changing the traditional media
landscape. This article presented an analytical framework for explaining the appeal of
UGM from a uses and gratifications perspective. It argued that individuals make use of
UGM in different ways for different purposes. First, individuals consume
user-generated contents for fulfilling their information, entertainment, and mood
management needs. As an emerging source of information, UGM have been heavily
influencing the concept and results of online searching. Compared with information
seeking, however, entertainment may be more important in triggering UGM use. In
particular, YouTube and its many imitators have dramatically reduced entertainment
content to light, bright, and digestible snack food so that users can consume it with
increased frequency and maximum speed. Also, through the consumption of the
entertaining messages, UGM users may be able to alter their prevailing mood states,
though the empirical test of this proposition is challenging.
Second, individuals take advantage of user-generated sites to interact with the
content and other human beings. This participating activity often functions in
enhancing social connections and virtual communities. The huge popularity of such
sites as MySpace and Facebook has provided support for the positive view that
individuals can fulfill their social needs through interacting online with one another.
Interaction among users can also contribute to the formation and maintenance of
virtual communities, where people gather due to shared interests, sociability, identity,
and s sense of communion. Given that virtual communities are often built around
user-generated contents, responding to content is argued to be an integral part of
community development since it can reinforce dynamic content creation.
Third, people produce their own contents on user-generated sites for self-expression
and self-actualization, both of which may ultimately be aimed at constructing their
own identity. Self-expression can be achieved through such online behaviors as
blogging and video casting. It not only allows the significance of who one is and what
one does to show himself/herself, but also enables one to control the impressions others
have of him/her. In addition to self-expression, peoples producing activity is also
driven by self-actualization, which is reflected in such goals of online producing as The appeal of
seeking recognition, fame, or personal efficacy. user-generated
Although the three UGM usages are analytically separate, in reality they are
interdependent. They support one another, directly or indirectly, by helping people media
fulfill their respective social and psychological needs. This article proposed a model to
describe such interdependence. It is noted that while these activities may represent a
path of gradual involvement with UGM, i.e. from consuming to participating, and 19
producing, such path is not followed by all users; also, there is an involvement
inequality among users.
Furthermore, this article argued that two usability aspects of UGM, easy to use
and let users control, enable people to consume, participate, and/or produce in a
highly efficient and controllable way so that people can derive greater gratification
from UGM use. Easy to use allows users to input very little, but the output for users
may come in abundance. This is consistent with utility theory, which suggests people
desire those things that will maximize their pleasure. Let users control involves
interpersonal control, content-based control, and interface-based control. It is argued
that these kinds of control appeals to people not only technically, but also
psychologically.
Notes
1. Sometimes individuals upload the content created by professional media companies. This
can be considered a kind of participating since it essentially involves privately sharing the
content with others; but it can also function as producing since the content is publicized on
the sites.
2. These data were obtained on September 20, 2007, from MySpace web site: http://groups.
myspace.com/index.cfm?fuseaction groups.categories
3. This information was retrieved on August 18, 2007, from YouTube web site: www.google.
com/support/youtube/bin/answer.py?answer 55746&topic 10525
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Further reading
Papacharissi, Z. (2002), The self online: the utility of personal home pages, Journal of
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Seelye, K.Q. (2007), Debates to connect candidates and voters online, available at: www.
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09908572&ei 5070# (accessed September 29, 2007).
Corresponding author
Guosong Shao can be contacted at: gshao@bama.ua.edu