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Bahiyah Omar,Wang Dequan
Pág. pp. 121 - 137
Internet users are increasingly becoming self-publishing consumers. Applying the Uses and Gratifications (U&G) perspective, this study investigated how people use TikTok in terms of consuming, participating and producing behaviors, and examined the role ...
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Humaizi Humaizi,Sakhyan Asmara,Rany Listiawati Sis,Muhammad Yusuf
Pág. pp. 133 - 148
The rapid development of technology eases people to do many things such as shopping, paying bill, transferring money, and so on. This study is intended to discover consumers? motives and gratifications in using online marketplace website through uses and...
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Ira Puspitasari,Elzha Odie Syahputra,Indra Kharisma Raharjana,Ferry Jie
Pág. 131 - 138
One of the key success factors in video game industry, including multiplayer video game (MVG), is the user?s continuance intention. The MVG industry runs in a highly competitive market. Users can shift to another game as soon as they discover a slightly ...
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Yi-Ting Huang and Sheng-Fang Su
Instagram is currently the most popular social media app among young people around the world. More than 70% of people between the ages of 12 and 24 are Instagram users. The research framework of this study was constructed based on smartphone addiction an...
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Michael L. Best,Thomas N. Smyth,John Etherton,Edem Wornyo
Pág. pp. 91 - 108 pgs.
Liberia is a country emerging from years of protracted and devastating civil conflict. Left without any fixed-line telephone infrastructure, it relies solely on the mobile phone for telephony. This study investigates the usage of mobile phones in this im...
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