Sundar Limperos 2013 Uses and Grats 2 0
Sundar Limperos 2013 Uses and Grats 2 0
Sundar Limperos 2013 Uses and Grats 2 0
0: New Gratifications
for New Media
S. Shyam Sundar and Anthony M. Limperos
This article responds to recent calls for conceptual and methodological re-
finement, issued by uses-and-gratifications scholars (Rubin, 2009; Ruggiero,
2000), for studying emergent media. Noting that studies on the uses of the
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Its really the messaging service we didnt know we needed until we had it
Biz Stone, co-founder, twitter.com
Thanks to the Internet, the concept of active audience has now reached a
pinnacle. Proposed by early uses-and-gratifications (U&G) researchers (e.g., Rubin,
1993) to capture the purposiveness and attentiveness in media consumption and
contrast it with the general assumption of a passive audience among media-
effects scholars (Rubin, 2009), the notion of an active audience has steadily moved
from an assumption to obvious reality. Internet audiences are so active now that
S. Shyam Sundar (Ph.D., Stanford University) is a distinguished professor of communication and co-director
of the Media Effects Research Laboratory at Penn State University. His research examines social psychological
aspects of technological affordances in digital media.
Anthony M. Limperos (Ph.D., Pennsylvania State University) is an assistant professor in the Division of
Instructional Communication & Research at the University of Kentucky. His research focuses on the uses
and effects of video games and new communication technologies in health, entertainment, and instructional
contexts.
The first author was supported in this research by the U. S. National Science Foundation (NSF) via Standard
Grant No. IIS-0916944 and by the Korea Science and Engineering Foundation under the WCU (World Class
University) program funded through the Ministry of Education, Science and Technology, S. Korea (Grant No.
R31-2008-000-10062-0) and awarded to the Department of Interaction Science, Sungkyunkwan University,
Korea (where he served as visiting professor).
2013 Broadcast Education Association Journal of Broadcasting & Electronic Media 57(4), 2013, pp. 504525
DOI: 10.1080/08838151.2013.845827 ISSN: 0883-8151 print/1550-6878 online
504
Sundar and Limperos/NEW GRATIFICATIONS FOR NEW MEDIA 505
affordances (Gibson, 1977) that are visually suggestive of the nature of user
interaction with the medium. Increasingly, these affordances are allowing Internet
users to not only experience media in newer ways, but also actively contribute
their own content, given the rise in interfaces and applications that are premised
on user-generated content (UGC).
While previously the notion of media referred to a handful of mass communi-
cation tools such as newspapers, radio, television, and film, the current academic
conception of media is broader, reflecting the proliferation of new communication
technologies in recent times. Media today range from a plethora of devices (smart
phones, robots) to channels (Internet, cable) to venues on those channels (social net-
working sites, home shopping network) and/or devices (smartphone apps), affording
users the ability to not only interact with these media (human-computer interac-
tion) but also interact through them to communicate with other users (computer-
mediated communication). As Sundar and Bellur (2011) note, it is problematic to
conceptualize convergent media like the Internet as a single monolithic source.
Instead, it is more useful to disaggregate such media into their constituent affor-
dances (e.g., interactivity) and study the uses and gratifications obtained from each
of those affordances. For example, we would make discoveries about the psychology
of interactivity per se, in a way that is independent of the medium offering that
interactivity so that we can generalize this knowledge to future technologies (Nass
& Mason, 1990). Some affordances are present to a greater degree in certain media,
with interactivity, for example, being lower in newspapers (given the structure of
letters to the editor and other feedback mechanisms) than in computer-based media
(Rafaeli, 1988). Sundar (2008) argues that the affordances of digital technologies
transform our media experience by inviting us to engage with content in such a
personal way that we not only act, but actively construct meaning.
Does this expanded scope of user interactions lead to a net increase in the grati-
fications obtained from modern media? If so, is this increase simply one of volume?
Or do we seek and obtain new gratifications from new technologies? Perhaps more
fundamentally, do new media create new needs, which they then proceed to gratify,
as suggested by the co-founder of Twitter? Historically, U&G research has been
criticized on the grounds that it is too audience-centered and does not consider
506 Journal of Broadcasting & Electronic Media/December 2013
how the technology itself can influence the selection ofand gratifications obtained
from usingmedia (Lichenstein & Rosenfeld, 1983; Ruggiero, 2000). Considering
that the focus of uses and gratifications studies is often not the technology of the
medium per se and considering that much of the research is governed by the tenets
and methods of traditional U&G research, it is likely that our understanding of new
media use is dominated by social psychological factors rather than medium-related
aspects. With this in mind, we elaborate upon the possibility that the technology
itself could be responsible for creating new gratifications, so that we can increase the
scope, relevance, and robustness of U&G research for explaining new media use in
initial stages and beyond. To do this, we review past U&G studies on different media
technologies and then discuss potential gratifications suggested by four classes of
affordancesmodality, agency, interactivity, and navigabilityin modern digital
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media, proposing specific new gratifications that can be measured in future U&G
studies that focus on such media.
motives (often modeled as latent constructs) reflect the gratifications that people
seek and potentially receive from media use (Rubin, 2009). In contemporary ap-
proaches to U&G, social and psychological factors guide behaviors which then
mold expectations about perceived or actual media use (Palmgreen et al., 1985;
Rubin, 2009).
Although the U&G perspective has been applied in a variety of ways to understand
media, the bulk of the work in this area has focused on understanding gratifications
of media use (So, 2012). U&G researchers have identified many gratifications
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over the past 60 years by using the classic two-step methodological approach of
focus groups followed by surveys (Greenberg, 1974; Lucas & Sherry, 2004; Rubin,
2009; Rubin & Bantz, 1987).
However, in recent years, U&G researchers have tended to dispense with the
first step of the two-step process and administered survey instruments from studies
of older media, modified slightly to suit the particular medium under investigation.
For example, Papacharissi and Rubin (2000) combined pre-existing measures of
interpersonal, traditional media, and new media motives/gratifications measures in
order to shed light on why people use the Internet. After assessing the responses
to their survey, the researchers found that people use the Internet for interpersonal
reasons, to pass time, information-seeking, convenience, and entertainment pur-
poses. Similarly, Haridakis, & Hansen (2009) used the pre-existing measures of
Internet gratifications (identified by Papacharissi, & Rubin, 2000) and television
viewing (Rubin, 1983) and found that people view and share YouTube videos
for convenient entertainment, interpersonal connection, convenient information-
seeking, escape, co-viewing, and social interaction. While these two examples are
revealing with regard to the general reasons that people use the Internet and specific
Web sites like YouTube, the reflected gratifications are almost identical to those
that have historically been identified as salient for traditional media like radio and
television.
Video games, the Internet, social networking sites, and devices such as MP3
players and tablets are considered to be relatively new types of media in popular
culture as well as in research. If these media are new, do they provide new types
of gratifications, leading to new felt needs among users? To further investigate this
claim, we identified and reviewed 20 U&G studies (see Figure 1) that contained
gratification typologies for major media from the 1940s to the present day. This
review of the literature revealed considerable overlap between gratifications for
both old and new media, suggesting that there are some core reasons for media
use that cut across specific media vehicles of the time. For example, many studies
have shown that arousal, escape, learning, habit, social interaction, companion-
ship, information-seeking, passing time, relaxation, and entertainment to be the
salient gratifications derived from watching television (Greenberg, 1974; Rubin,
508 Journal of Broadcasting & Electronic Media/December 2013
Figure 1
Gratifications Obtained from New Media (19402011)
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Each color represents a specific type of gratification identified in the U&G literature and shared
by two or more media. Gratifications that are unique to a given medium are not colored. Across
the landscape of U&G studies from 1940 to 2011, two trends are noteworthy: (1) As we move
from old to newer media, it appears that new gratifications do emerge with new technology;
(2) Some broad gratifications, especially those related to social and information functions, tend
to get more nuanced and specific with newer media.
1981, 1983). The entertainment gratification has been associated with television
(Greenberg, 1974; Rubin, 1983), the Internet (Papacharissi & Rubin, 2000), video
games (Lucas & Sherry, 2004), YouTube (Haridakis & Hansen, 2009), Facebook
(Joinson, 2008; Raacke & Bonds-Raacke, 2008), MP3 players (Zeng, 2011), and
Twitter (Liu, Cheung, & Lee, 2010). This should not come as a surprise because
researchers tend to borrow measures used with analogous older-media contexts,
but it does give rise to a larger question concerning the nature and specificity of
media-related gratifications. When comparing the gratifications from early television
studies to the Internet and new communication technologies, one is left with the
impression that newer media do not really afford any new gratifications that cannot
be found in traditional media. This could be due to the fact that there are fairly
consistent and overlapping gratifications that people have for using various media,
or could be a result of the measures that are often employed to understand new
media.
Sundar and Limperos/NEW GRATIFICATIONS FOR NEW MEDIA 509
& Johnson, 2002), interactive news (Yoo, 2011), YouTube (Hardakis & Hansen,
2009), and social-networking Web sites (Joinson, 2008; Raacke & Bonds-Raacke,
2008). Even when other researchers have identified seemingly unique gratifications
obtained from different types of new media, these too have been associated with
more traditional media, sometimes under different labels (see Figure 1). Although
it is entirely possible that we seek out new media for reasons that are similar to
those for selecting and using older media, we must also consider the possibility that
nuanced (and perhaps new) gratifications obtained from using the Internet and
other new communication technologies have not been fully specified, even though
they may be captured by gross measures of larger categories of gratifications.
Rubin (2009) recently pointed out that U&G would greatly benefit from in-
creased specificity, especially as attention is turned to new media (p. 176). In
the few instances where researchers have emphasized specific, rather than general,
gratifications, we have seen new gratifications emerge. These tend to be specific
to a given medium at the time it is introduced, but become a routinely sought
gratification from later media. For example, mobility was identified for the first time
as a gratification obtained from using cell phones (Wei & Lo, 2006), but is now
an integral gratification obtained from all mobile devices, including tablets such
as iPad (Kim, Sundar, & Park, 2011). Personal identity enhancement and photo
sharing were recognized as new gratifications from using Facebook, the popular
social networking site (Joinson, 2008), but are now obtained routinely from a whole
suite of Web 2.0 applications, including mobile photo-sharing applications such as
Instagram (Wortham, 2011).
Even though unique medium-specific gratifications have been identified in some
studies, a few broad categories of gratifications dominate the U&G literature on
most media technologies (see Figure 1). According to the original tenets of U&G,
gratifications are rooted entirely in social and psychological origins of needs (Katz
et al., 1974). U&G researchers would argue that some media meet certain needs
510 Journal of Broadcasting & Electronic Media/December 2013
while others fulfill a slightly different configuration of needs. If this is the case,
every emergent gratification that is obtained from each new medium is merely a
reflection of needs that already existed, signaling that gratifications from new media
are reflections of primary needs rather than manifestations of new needs.
However, this focus on a finite set of human needs is somewhat limiting, par-
ticularly when it comes to articulating newer gratifications derived from emergent
media. An exclusive focus on users needs would mean, as Elliot (1974) argued, that
U&G cannot predict anything useful past an elaborate construction of media use
based on individual differences. But, perhaps more important, it hinders the concept
of gratifications by surrogating it to needs (Becker, 1979). Conceptually, the gratifi-
cations that we derive from media need not necessarily be driven by innate needs,
but could be triggered by features we experience while using particular media.
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media in the last 2 decades, the time has come to take seriously the changing
nature of user interactions with media, and the newer, more specific gratifications
that they engender instead of simply relying on gratifications used in research with
older media.
A fundamental source of the changing nature of user gratifications is the tech-
nology of the medium itself. Ruggiero (2000) suggested that aspects of technol-
ogy (e.g., interactivity, demassification, and asynchronicity) would be important
for future U&G research, in that they will provide researchers an array of new
behaviors to examine. Newer media are characterized by newer functionalities,
thereby altering process gratifications. At the same time, they also determine
content gratifications by influencing the nature of content accessed, discussed,
and created when users interact with such media. For example, historically, U&G
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Modality-based Gratifications
Table 1
Possible New Gratifications from Media Technology
Note. This list is not exhaustive. Each new proposed gratification is theorized to originate
from one or more of the 4 broad classes of technological affordances.
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the content delivered through that experience. Newer stylish modalities like the
cover-flow feature on an iPod could cue the coolness heuristic on the one hand,
leading to a generally positive consideration of message content, but also cue the
novelty heuristic on the other hand, leading to uncertainty during the interaction.
In this way, the modality of presentation can be quite influential in dictating our
stance toward content delivered by Internet-based media.
As media users become saturated with devices and interfaces that offer such
modality affordances, their expectations from media are likely to be dictated by
these heuristics. For example, coolness is a gratification that we have now come
to seek with new interfaces released by Apple, and novelty is a gratification that
we seek in new video game consoles that include gestural modality in addition
to more traditional modalities of interaction. We anticipate greater realism from
news Web sites that have live video feeds in addition to text, and fully expect
to enter a new world when browsing a virtual environment such as Second Life.
The realism with which we can experience mediated portrayals of reality and the
feeling of being there in a mediated environment are examples of gratifications
made possible by innovations in the modality affordance of technologies underlying
modern-day media. (See Table 1 for a list of modality-based gratifications). When
mapped onto traditional U&G communication orientations, realism and being-there
gratifications would likely serve an instrumental purpose whereas coolness and
novelty would apply more to ritualized use of the medium.
Agency-Based Gratifications
Under the MAIN Model, the agency affordance of the Internet allows us all to be
agents or sources of information. While the role of gatekeeping has historically been
the domain of a privileged few, now anybody can serve as a gatekeeper of content
on the Internet. Blogs allow us to broadcast our own content or filter other content
on the Web. The rise of user-generated content, in the form of such platforms and
sites as YouTube and Facebook, has profoundly altered the sender-receiver equation
514 Journal of Broadcasting & Electronic Media/December 2013
Interactivity-Based Gratifications
Interactivity is defined as the affordance that allows the user to make real-time
changes to the content in the medium. The interactivity affordance goes to the heart
of audience activity by allowing users to interact with and through the medium.
News presentation is no longer static; the consumer dynamically manages it. Re-
search has shown that some interactive features such as drags (as on a map) are
physiologically significant, commanding heightened attention, while also tending to
impede the processing of content (Sundar & Constantin, 2004). Nevertheless, they
have become the norm on news Web sites, so much so that the presence of a map
on any media interface triggers the interaction heuristic (Sundar, 2008). If, upon
seeing a map on a non-interactive Web site, users drag their mouse on it unsuc-
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cessfully and are disappointed as a result, then this signals a need for interaction.
Likewise, several new gratifications are likely to be triggered by the proliferation
of interactive mediausers are likely to expect greater levels of activity from their
media experiences, they would want their media interfaces to be responsive to
their actions, they will expect to be given more choice and greater control, they
will expect more embedded hyperlinks to click through, more flow in their media
experiences, and so on. As a result, activity, responsiveness, choice, control, and
flow may well be the next generation of gratifications that we seek from interactive
media (Table 1).
In general, interactivity has proven to be a double-edged sword, with users
desiring more of it, but responding negatively to content delivered via high lev-
els of interactivity. For example, studies with political-candidate Web sites have
demonstrated that interactivity has a positive effect on user impressions of the
candidate up to a point, but too much interactivity is as bad as no interactivity,
partly because it entails more effort on the part of the user and partly because it
results in a rigorous scrutiny of content (Sundar, 2007). Interactivity assures intense
engagement with contentgood content will appear much better, but most content
on most Internet sites is mediocre, so interactivity is likely to highlight flaws in
content that might have otherwise been ignored. These characteristics can, over
time, drive a general preference toward interactive interfaces, making the need for
interactivity as common a gratification as information-seeking.
The very presence of interactivity on a Web site or any other digital application is
likely to convey meaning to users (Sundar, 2008). For example, it signifies openness
of information access and the participatory nature of a forum, which can directly
lead to positive perceptions of the content even without an effortful consideration
of the nature of the content. The usefulness of such mental shortcuts (or heuristics)
might indeed motivate a greater need for interactivity in media interfaces. It is akin
to accountability that we automatically expect from those in whom we entrust
responsibility. Just like we expect our bank accounts to be insured by FDIC, we
expect our media to be equipped with the ability to provide an open forum for user
feedback and participation.
516 Journal of Broadcasting & Electronic Media/December 2013
Navigability-Based Gratifications
Navigability is the affordance that allows user movement through the medium.
The fact that the Internet is a space rather than simply a window means that archi-
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tectural and interior design considerations enter into the communication equation,
making navigation a key aspect of the online user experience. Gratifications like
play and the quality of information scent (to follow, for example, in a search
engine; see Pirolli, 2007) are likely to predominate, indicating the broader range and
scope of information obtained and entertainment derived from Internet-based media.
Affordances designed to aid user navigation can convey rich meanings pertaining to
the presence of variety and the benevolence of the designer implied by the scaffolds
that are made available to the user.
The common activity of freely navigating from one site to another on the Internet
and checking out various links is said to trigger the browsing heuristic (Sundar,
2008). This has become an essential process gratification, which, when taken away,
leads to complaints. If a media interface limits user navigability, this is likely to lead
to dissatisfaction, meaning that browsing is a gratification that we have come to
expect. Likewise, we have come to expect that we will be scaffolded through every
step of the checkout process on an e-commerce Website. We expect error messages
and warnings before any drastic commitment is made on our behalf (e.g., Are you
sure you want to proceed?, Clicking the Submit button will charge your credit
card, and so on). The scaffolding gratification is a powerful one and probably drives
the bulk of our commercial transactions on Internet-enabled media devices. When
an e-commerce site charges our account without proper scaffolds, we complain
and demand our money back even though we pressed the purchase button. This
is because we expect sites to step us through the process, making it an important
gratification. So much so that we expect to be given the option to opt-in rather than
opt-out of default settings in social networking sites and other venues where privacy
is a major concern.
The play gratification, arising from the fun element of moving through spaces or
levels, is best realized in game interfaces that have superior navigability affordances
than less dynamic interfaces. The escapism and immersion that are induced by the
affective state of play are best realized when the navigational structure of the inter-
face affords a continuous sense of exploration and smooth transitions. In general, as
evident from the variety of spatial metaphors that we use to describe Internet-based
media (e.g., cyberspace, information superhighway, iway), it is clear that navigation
Sundar and Limperos/NEW GRATIFICATIONS FOR NEW MEDIA 517
is an essential gratification that we seek from these media. While browsing and
play gratifications signal a ritualistic orientation toward the medium, the scaffolding
gratification arises from a utilitarian orientation toward the transactions performed
via the medium.
To sum up, each technological affordance stimulates a unique set of gratifica-
tions. While the modality affordance is primarily associated with perceptual grat-
ifications, the agency affordance serves gratifications related to gatekeeping and
UGC, the interactivity affordance triggers gratifications related to user activity and
system responsiveness, and the navigability affordance caters to user movement
in the space created by the medium. Clearly, these gratifications are quite differ-
ent from the bulk of the gratifications identified in the U&G literature over the
decades. Table 1 provides a list of new gratifications emerging from expectations
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associated with new media and Table 2 lists potential measures to capture those
gratifications.
Table 2
Potential Measures of New Gratifications
Modality
Realism
Coolness
5. It is unique
6. It is distinctive
7. It is stylish.
Novelty
8. It is new
9. The technology is innovative
10. The interface is different
11. The experience is unusual.
Being There
Agency
Agency-Enhancement
Community-Building
(continued)
Sundar and Limperos/NEW GRATIFICATIONS FOR NEW MEDIA 519
Table 2
(Continued )
Bandwagon
Filtering/Tailoring
Ownness
Interactivity
Interaction
Activity
Responsiveness
Dynamic Control
(continued)
520 Journal of Broadcasting & Electronic Media/December 2013
Table 2
(Continued )
Navigability
Browsing/Variety-Seeking
Scaffolding/Navigation Aids
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Play/Fun
if one were to visit a virtual museum or plan a trip to Paris, chances are media
would not be able to provide information that would be helpful in planning the
trip. These days, Web sites offer an array of modality and interactivity affordances
that elicit heuristics such as being there and responsiveness. These heuristics are
likely to dictate the gratifications that one obtains from these media. A 360-degree
interactive panoramic view of the convention floor when visiting the Democratic
partys Web site might elicit the feeling of being there. This is made possible by
a modality affordance. With such affordances becoming commonplace, we have
come to expect virtual tours. It is now quite common for us to check out a place
online before visiting it physically, be it a park, restaurant, or neighborhood. We
have also become used to seeing user reviews of the place that we are planning to
visit (agency affordance) and pictures of the surrounding area (modality affordance).
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These elicit the bandwagon heuristic and realism heuristic respectively, each im-
pacting a different gratification.
One could make the argument that all of these affordances merely aid in fulfilling
the need of information-seeking. However, information-seeking encompasses almost
everything we do online. Although this broad category does provide insight into
general gratifications of Internet use, it is likely that information-seeking itself is a
very general term encompassing a collection of more nuanced gratifications. For
instance, information-seeking gratifications might be driven by a need for authen-
ticity (interactivity of hotel view) or consistency (user reviews matching your own
perceptions) or both. Identification of nuanced gratifications that map onto these
specific needs underlying the larger gratification of information-seeking addresses
Rubins (2009) call for greater specificity in U&G research with newer media (see
Table 1).
The needs fulfilled by various affordances of modern media can be disaggregated,
as we have suggested, in order to propose specific gratifications that meet those
specific needs rather than some generalized category of needs. The bulk of U&G
research has treated gratifications as somewhat static and arising from pre-existing
needs, but our approach motivates a focus on the process behind the formation of
gratifications. We suggest that technological innovations have given rise to new af-
fordances, which in turn have cultivated in users new needs that they seek to gratify
from their media experiences. The runaway success of social networking sites (e.g.,
Facebook) and microblogging services (e.g., Twitter) speak to technologys potential
to create and satisfy new gratifications. How these newly developed gratifications
impact user reception of traditional media as well as forthcoming media is an area
of future research with rich theoretical potential.
In conclusion, we recommend that U&G researchers adopt an affordance-based
framework for identifying gratifications sought and obtained from media. This means
triangulating the traditional emphasis on purely social and psychological needs
with technology-driven needs. The latter is best understood by investigating the
various affordances offered by newer media, such as the four classes identified
by the MAIN Model and discussed in this article. An understanding of how users
engage the affordances of newer media will help researchers devise more specific
522 Journal of Broadcasting & Electronic Media/December 2013
measures for capturing the nuanced and specific gratifications obtained from newer
media. The next step is to devise survey measures that will not only tap into
emergent uses and gratifications, but also deconstruct and specify them in ways
that help us distinguish the gratifications derived from different media, both old and
new. We have provided a list of measures in Table 2 as a starting point. A focus
on key technological affordances will help us situate the source of gratifications
in specific functionalities of media interfaces that may be offered to a different
degree by different media. This will not only head off the criticism that we are
proliferating a whole new set of gratifications for each new medium, but also help
build theories that relate technological affordances with human needs, in the context
of understanding the uses and gratifications sought and obtained from emergent
media.
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