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SundarLimperos2013-UsesandGrats2.0-1.pdf

Uses and Grats 2.0: 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

Internet have generated a list of gratifications that are remarkably similar to

those obtained from older media, it identifies two measurement artifacts—

(1) measures designed for older media are used to capture gratifications from

newer media; and (2) gratifications are conceptualized and operationalized

too broadly (e.g., information-seeking), thus missing the nuanced gratifications

obtained from newer media. It challenges the notion that all gratifications are

borne out of innate needs, and proposes that affordances of media technology

can shape user needs, giving rise to new and distinctive gratifications. A

sample of new gratifications and potential measures for those are provided.

‘‘It’s really the messaging service we didn’t 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 researchexamines 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. 504–525 DOI: 10.1080/08838151.2013.845827 ISSN: 0883-8151 print/1550-6878 online

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Sundar and Limperos/NEW GRATIFICATIONS FOR NEW MEDIA 505

we seldom refer to them as ‘‘audiences.’’ Instead, we call them ‘‘users,’’ in keeping

with the letter and spirit of the U&G paradigm.

Usage implies volitional action, not simply passive reception. What explains this

transformation in our media consumption? The answer may lie in the nature of the

media themselves. The tools offered by modern media have expanded the range and

scope of our interactions with media content. While a simple dial characterized the

sum total of user interactions with a traditional radio receiver and a remote-control

device channeled our interactions with a television set, current-day media technolo-

gies (e.g., the computer) offer a wide variety of action possibilities for the user—the

keyboard invites us to type, the mouse to point, the hyperlink to click, the joystick

to navigate, the haptic sensors to scroll, and so on. Human-computer interaction

researchers (Norman, 1999) have conceptualized these ‘‘actionable properties’’ as

‘‘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

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506 Journal of Broadcasting & Electronic Media/December 2013

how the technology itself can influence the selection of—and gratifications obtained

from using—media (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

affordances—modality, agency, interactivity, and navigability—in modern digital

media, proposing specific new gratifications that can be measured in future U&G

studies that focus on such media.

U&G Research in Mass Communication

According to Katz, Blumler, and Gurevitch (1974), U&G research is concerned

with ‘‘(1) the social and psychological origins of (2) needs, which generate (3) ex-

pectations from (4) the mass media or other sources, which lead to (5) differential

patterns of media exposure (or engagement in other activities), resulting in (6) need

gratifications and (7) other consequences, perhaps mostly unintended ones’’ (p. 20).

This approach assumes that people have innate needs that can be satisfied by media.

Gratifications are conceptualized as ‘‘need satisfactions,’’ which are obtained when

a person’s needs are met by certain types of media sources that match their ex-

pectations (Katz et al., 1974). This original outline of U&G from the 1970s governs

scholarly research on media gratifications to this day.

Broadly, U&G is an audience-centered approach, which posits that individuals

have particular needs that drive selection of certain types of media (Rubin, 2009).

The overarching goal of U&G research is to understand the interaction between the

origins of media user needs and context (Palmgreen, Wenner, & Rosengren, 1985).

Regardless of medium or context, the emphasis of traditional U&G research is on

individual differences and active audience members (Haridakis, 2002), meaning that

gratifications obtained from media are largely based on a given user’s pre-existing

needs, rather than on specific technological features of media.

In keeping with this assumption, U&G researchers have often focused on social

and psychological variables as determinants of motivation to use certain types

of media (e.g., Conway & Rubin, 1991; Rubin, 2009). Others have focused on

the difference between gratifications that are ‘‘sought’’ and ‘‘obtained’’ through

media use (e.g., Palmgreen & Rayburn, 1979; Palmgreen, Wenner, & Rayburn,

1980), further underscoring user determinism in the media-use equation. In essence,

the dominant belief appears to be that motives or needs drive the actual use or

gratification obtained from different types of media. Accordingly, in U&G research,

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Sundar and Limperos/NEW GRATIFICATIONS FOR NEW MEDIA 507

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).

Media Gratification Typologies

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’’

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,

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508 Journal of Broadcasting & Electronic Media/December 2013

Figure 1

Gratifications Obtained from New Media (1940–2011)

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.

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Sundar and Limperos/NEW GRATIFICATIONS FOR NEW MEDIA 509

Could the overlap in gratifications be a result of using gratifications measures de- signed for older media and therefore not reflective of the new gratifications poten- tially obtained from newer media?

Overlap in gratification typologies is very common across the communication

literature. For example, the research on the uses and gratifications of video games

identified such gratifications as competition and challenge (Lucas & Sherry, 2004),

which were noted 60 years earlier as gratifications derived from listening to radio

talk shows (Herzog, 1944). In the earliest studies involving U&G of television,

Greenberg (1974) and Rubin (1981, 1983) identified gratifications like entertain-

ment, social interaction, and information-seeking. Roughly 35 years later, the same

gratifications have been identified for a variety of new media like blogging (Kaye

& 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.

Could the overlap in gratifications be a result of using overly broad categories of gratifications (e.g., information-seeking, entertainment) and therefore not sensitive enough to identify the specific gratifications obtained from newer media?

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

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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.

The interactivity of most modern media makes possible such a conceptualization

whereby users are not always goal-directed at the beginning of their engagement of

media, but tend to develop needs during the course of their media interaction. U&G

scholars have historically distinguished between ‘‘content gratifications’’ (obtained

from media content) and ‘‘process gratifications’’ (from using the media) (Rubin,

2009). But, neither the content nor the process is fixed or finite when users browse

through different Web sites or navigate their way through video game worlds.

Stafford, Stafford, and Schkade (2004) claim that this gives rise to a third kind of

gratification, relating to the use of media as a social environment.

Beyond these three broad classifications of process, content, and social gratifica-

tions, the literature on U&G studies does not offer specific insight into the changing

nature of media-related gratifications. In order to capture the increasing volume and

diversity of gratifications being obtained by such heavily used media products as

Twitter, Facebook, and mobile games, it is time that we broaden our focus beyond

social and psychological origins of needs, and also consider potential influences of

the perceived capabilities of the media technology upon our gratifications.

Technology as a Source of Gratifications

Lichtenstein and Rosenfeld (1983) first proposed that medium-specific gratifi-

cations are predicted by characteristics of media themselves rather than innate

needs or perceptions of use. This essentially means that certain gratifications are

predicted by using different types of technologies, rather than felt needs. The idea

that gratifications obtained are not necessarily predicated on strong pre-existing

needs was evident even in non-interactive media, with researchers noticing that the

gratifications sought from the media do not always predict gratifications obtained

from them (Palmgreen et al., 1985). Recently, Rubin (2009) offered a nuanced

definition of gratifications (as ‘‘expectations and desires that emanate from, and are

constrained by, personal traits, social context, and interaction’’ p. 167), noting that

the media user’s ‘‘degree of initiative or activity : : : has been seen as more variable

than absolute’’ (p. 168) in recent times. With the explosive growth of interactive

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Sundar and Limperos/NEW GRATIFICATIONS FOR NEW MEDIA 511

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

researchers have treated the pursuit of these gratifications as being motivationally

driven (e.g., Hearn, 1989), with media users orienting either to the medium in

a ‘‘ritualized’’ way for diversion or to its content in an ‘‘instrumental’’ way for

achieving a particular utilitarian goal (Rubin, 1984). It is clear that newer media

have ushered in new rituals (e.g., game-playing, checking Facebook news feed)

and new instrumental activities (e.g., using a search engine, pulling up smartphone

apps for tracking one’s health behaviors). Furthermore, new features (e.g., mobility,

augmented reality) offered by each new medium can themselves provide process

gratifications. For example, the affordance of mobility has quickly resulted in a

number of new rituals, such as flipping out a phone when the plane lands and

watching a movie on one’s tablet during one’s subway commute. Such gratifications

may reflect latent needs that were hitherto unfulfilled, but their realization is clearly

driven by the new possibilities offered by the technology of the medium. Content

gratifications, especially when construed broadly as the pursuit of information and

entertainment, may not be altered by the technology, but the process gratifications

relating to the context and method of consuming information and entertainment are

likely to be influenced by the interaction opportunities offered by the medium.

How users interact with a given medium is dictated at least in part by the affor-

dances in the technology of the medium (Norman, 2002). The notion of affordances

is rooted in perceptual and evolutionary psychology and is based on the argument

that visual stimuli in our environment suggest how we are supposed to interact with

them (Gibson 1977, 1986). For example, a computer invites a person to type and

the shape of a shoe implies that it is to be worn on your foot. Gibson (1986) also

viewed affordances in a constructivist way, consisting of the interaction between

the world and an actor. For instance, a news Web site affords users the possibility of

browsing current news items much like in a newspaper. Additionally, some of these

Web sites now allow users to post news and submit stories that end up being part

of actual news feeds. In sum, affordances visually suggest not only how users can

interact with the interface, but also how they can contribute and construct content

by using that interface.

That said, there are numerous affordances offered by modern media, raising the

need for a systematic approach to categorizing them and studying their contribution

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512 Journal of Broadcasting & Electronic Media/December 2013

to specific gratifications. The variable-centered approach (Nass & Mason, 1990)

offers a solution by disaggregating technologies into their constituent variables.

One such class of variables, called task variables, relates closely to the notion

of affordances. The MAIN Model (Sundar, 2008) identifies four classes of tech-

nological affordances in digital media—modality, agency, interactivity, and navi-

gability—that have been shown over the years to have significant psychological

consequences. The model posits that these affordances provide cues to media

users, which then trigger cognitive heuristics (mental shortcuts) about character-

istics of the content that they consume. These heuristics, or snap judgments, can

lead to either quick or ‘‘heuristic processing’’ (Chaiken, 1980) of content or guide

more effortful ‘‘systematic processing’’ of content. The cues could come in the

form of the mere existence of an affordance on an interface (e.g., presence of

chat function) and/or metrics (e.g., # of Facebook friends) assembled by an af-

fordance.

Given this, a distinct possibility is that the affordances of modern media will

lead users to expect certain gratifications and thereby shape the fulfillment that

they receive by using these media. We illustrate this with a few examples of new-

media gratifications derived by users when they engage with the four technological

affordances identified by the MAIN Model.

Modality-based Gratifications

Modality refers to the different methods of presentation (e.g., audio or pictures) of

media content, appealing to different aspects of the human perceptual system (e.g.,

hearing, seeing). The Internet’s ability to provide content in multiple modalities (text,

pictures, audio, video) is the reason why we sometimes refer to it as ‘‘multimedia.’’

Research indicates that presenting information in multiple modalities is not simply

convenient, but also perceptually and cognitively significant. As it turns out, we

process information from one modality quite differently than another, expending far

more cognitive effort with textual information and experiencing greater distraction

with audiovisual representation of information (e.g., Sundar, 2000). Moreover, some

modalities unique to the Internet, such as animation and pop-ups, are shown by

research to evoke visceral responses in users, commanding our attention while

simultaneously inviting our wrath (Diao & Sundar, 2004). In addition to dictating

how we perceive and process content, modality enhancements in digital media

serve to cue cognitive heuristics about the quality of underlying content. The MAIN

Model argues that the visual modality is more trusted than text, i.e., pictures cue

the ‘‘realism heuristic’’ leading us to quickly conclude that if something is pho-

tographed, then it must be more real than if it is simply written about in textual

form. We feel that a meeting via videoconferencing is more real than one via

audioconferencing because of the additional affordance of video. More advanced

modalities like virtual reality can cue the ‘‘being-there heuristic,’’ leading us to factor

in the authenticity and intensity of our experience when making judgments about

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Sundar and Limperos/NEW GRATIFICATIONS FOR NEW MEDIA 513

Table 1

Possible New Gratifications from Media Technology

Modality Agency Interactivity Navigability

Realism Agency-Enhancement Interaction Browsing/Variety-Seeking

Coolness Community building Activity Scaffolds/Navigation aids

Novelty Bandwagon Responsiveness Play/Fun

Being There Filtering/Tailoring Dynamic control

Ownness

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.

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

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514 Journal of Broadcasting & Electronic Media/December 2013

of communication, but more importantly given rise to new gratifications (Shao,

2009). Studies show that digital media users are more agentic and like to assume

the role of sender or source of information, thanks to widespread proliferation of

customization technologies (Sundar, Oh, Bellur, Jia, & Kim, 2012). They are also

motivated to build community, as manifested in their efforts to participate in online

forums in large numbers, post comments on others’ blogs and contribute willingly

to collaborative filtering applications that dominate so many Web sites. In fact, they

rate content chosen or favored by other users as being more worthy than that offered

by professional journalists (Sundar & Nass, 2001). Therefore, agency-enhancement

and community-building are gratifications driven by affordances that (a) let users

to serve as sources of content, both individually and collectively, and (b) convey

others’ reception of their postings (Stavrositu & Sundar, 2012).

In terms of transmitting meaning, self-agency can connote own-ness whereas

other-agency may lead to the application of either the expertise heuristic, machine

heuristic, or bandwagon heuristic, depending on whether the other is a professional

gatekeeper, a bot, or the collective user base respectively. Again, these heuristics

serve as repositories of meaning for users, especially in terms of deriving gratifica-

tions from the media being used. The fact that other-agency leads to the application

of bandwagon heuristic is quite well established (e.g., Sundar, Oeldorf-Hirsch &

Xu, 2008). When we are given information about what other customers bought on

Amazon.com or what the most forwarded news stories of the day are, we tend to

be swayed by the choices of our unknown peers. But, this heuristic becomes a

gratification when we begin to expect them on interfaces and feel disadvantaged

when they are unavailable. Consider this example: Before the diffusion of travel

Web sites, most of us booked hotel rooms in remote locations, often over the phone,

without ever knowing the experiences of previous hotel guests. Today, the hotel-

booking routine for most of us is quite different. We have come to expect guest

ratings and comments about the hotels under consideration before we book them

online. Even if one other user has left a comment saying that they found a cockroach

in the bathroom of the hotel suite in which they stayed, that will likely give us pause.

More generally, we have begun to expect some general consensus information about

the value of a product or service when we go to e-commerce Web sites, in the form

of numeric cues (e.g., star ratings) and/or user comments. This need for assessing

the bandwagon around a service, commodity, or an issue is a classic example of a

need facilitated by user interactions with affordances offered by new media. Clearly,

advances in collaborative filtering technology have made us seek this gratification

(of viewing collective opinions of others) when using modern-day media, be it other

customers’ experiences on an e-commerce site or other readers’ views on a news

site.

In general, agency-based gratifications such as agency-enhancement, community-

building, bandwagon, filtering/tailoring, and ownness (Table 1) are made possible

by a suite of new interface tools relating to customization and crowd-sourcing,

serving mostly instrumental goals of highly motivated and involved users.

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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-

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 media—users 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 content—good 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.

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In sum, the proliferation of interactive features has expanded our expectations as

well as bandwidth for the degree of interaction and activity that we prefer to have

with modern media interfaces. Moreover, we expect our media to be responsive to

our actions in real-time and provide us dynamic control over the interface. Together,

the various gratifications related to interactivity (Table 1) suggest that this affordance

serves a highly utilitarian orientation toward the medium and its operation.

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-

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

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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

associated with new media and Table 2 lists potential measures to capture those

gratifications.

New Technology, New Gratifications?

In a recent review of U&G research, Krcmar and Strizhakova (2009) stated,

‘‘while it is certainly true that different media have different motivations for use,

generating typologies with little attempt to integrate them at a broader level may

do little to forward uses and gratifications as a meaningful approach’’ (p. 56).

When one examines the larger body of gratification typologies and how scattered

it is, the suggestion of condensing the multitude of gratifications into three or four

broad typologies is certainly a sensible one. In fact, integrating typologies seems

to be emerging as the primary and most parsimonious way to apply U&G to new

communication technologies. Much of the current literature in this area (Chen,

2011; Haridakis & Hansen, 2009; Papacharissi & Mendelson, 2007; Yoo, 2011)

shows a great deal of conceptual overlap from previous studies, but also clearly

indicates that more nuanced gratifications are emerging. For example, Papacharissi

and Mendelson (2011) found in their study of Facebook gratifications that question-

naire items relating to historically distinct gratifications (‘‘habit’’ and ‘‘pass time’’;

‘‘relaxation’’ and ‘‘entertainment’’) loaded together, suggesting that the configuration

of gratifications is changing for newer media. It is clear that relying simply on broad

categories of gratifications and existing measures may indeed be obfuscating our

ability to understand potentially new gratifications. One of the strengths of the U&G

approach is that it is flexible and allows us to understand what people are doing

with the media, in an inductive manner. In this article, we have argued that many

gratifications that emanate from technological affordances have remained untapped

across the broader U&G literature.

Research has shown that technological affordances are indeed perceptually and

psychologically significant (Reeves & Nass, 2000; Sundar, 2008). If U&G researchers

continue to view media gratifications as solely governed by innate human states or

psyche (e.g., cognitive, motivational, or emotional factors), then our descriptions of

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Table 2

Potential Measures of New Gratifications

I use communication technology (e.g., Second Life, iPod, Blackboard) because : : :

Modality

Realism

1. I know the content is real and not made up

2. It is like communicating face-to-face

3. The experience is very much like real life

4. It lets me to see it for myself.

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

12. It helps me immerse myself in places that I cannot physically experience

13. It creates the experience of being present in distant environments

14. I feel like I am able to experience things without actually being there.

Agency

Agency-Enhancement

15. It allows me to have my say

16. It allows me to assert my identity

17. It allows me to send my thoughts to many

18. It gives me the power to broadcast to my followers.

Community-Building

19. I can connect with others

20. It allows me to expand my social network

21. It makes me realize that I am part of a community

22. It allows me to build social capital.

(continued )

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Table 2

(Continued )

Bandwagon

23. It allows me to review opinions of others before I make decisions

24. It comforts me to know the thoughts and opinions of others

25. It allows me to compare my opinions with those of others.

Filtering/Tailoring

26. It allows me to set my preferences

27. I can avoid viewing things that I do not want to see

28. It allows me to sort through information and share it with others.

Ownness

29. Once I use it, I feel like it is mine

30. It features content that is a true reflection of myself

31. It allows me to customize so that I can make it my own.

Interactivity

Interaction

32. I expect to interact with the system

33. I can perform a number of tasks

34. I can specify my needs and preferences on an ongoing basis.

Activity

35. I feel active when I use it

36. It is not a passive interaction

37. I get to do a lot of things on it.

Responsiveness

38. It is responsive to my commands

39. It responds well to my requests

40. It can anticipate my needs.

Dynamic Control

41. It gives me control

42. It allows me to be in charge

43. I am able to control my interaction with the interface

44. I am able to influence how it looks

45. I am able to influence how it works.

(continued )

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Table 2

(Continued )

Navigability

Browsing/Variety-Seeking

46. It allows me to obtain a wide variety of information

47. It helps me to skim and check out various links

48. It allows me to surf for things that I am interested in

49. It allows me to browse freely.

Scaffolding/Navigation Aids

50. The interface helps me every step of the way

51. The device is easy to use and explore

52. It allows me to link to other pieces of information

53. It offers a number of visual aids for more effective use

54. It will double-check with me before performing a risky transaction.

Play/Fun

55. It is fun to explore

56. It lets me play

57. I enjoy escaping into a different world.

the uses and gratifications of emerging communication technologies will be very

similar to what we already know about traditional media. This will not only limit

our understanding of the appeal of new media, but also curtail our efforts to connect

media uses and gratifications to specific behavioral and cognitive effects.

In our earlier review of gratification typologies, each specific medium was dis-

cussed in terms of the gratifications that it could provide. Some of these typologies

are broad and encompassing (e.g., gratifications of television) while others are

more nuanced and diverse. After studying a variety of different traditional media,

McQuail, Blumler, and Brown (1972) concluded that diversion, personal relation-

ships, personal identity, and surveillance were the broad motives and gratifications

for using traditional media. Of these gratification concepts, surveillance and its

related concepts (e.g., information-seeking) remain constant across most gratification

studies. Now, consider the following example, which illustrates how current U&G

approaches capture what people are doing with new media: Surveillance is an

identified and inherent need that has strong social and psychological origins. This

much is beyond dispute. However, the broad notion of a surveillance gratification

may be understood in a completely different way when one considers technological

affordances. It has become common practice for Internet users to seek opinions

when they watch entertainment online, make purchases or plan events. In the past,

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Sundar and Limperos/NEW GRATIFICATIONS FOR NEW MEDIA 521

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

party’s 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).

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

Rubin’s (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 technology’s 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

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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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