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A Systematic Literature Review and Future Research Agenda for the Gratification Discrepancies Approach

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Museums have shown keen interest in providing XR experiences, in particular, augmented reality (AR) and virtual reality (VR), as part of their exhibitions. However, little is known about how visitors feel about such experiences and how exposure to them affects visitor interest in topics. In this study, the authors conducted a pre/post-usage survey among visitors at a museum with VR installation. Four research models were compared to determine the most suitable model for studying gratifications. Our results showed that visitors expect to be entertained, yet they are less entertained than expected. VR provides positive learning effects, and scholars can rely on post-usage measures to assess the experience.
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Contemporary Management Research
Pages 1-33, Vol. 18, No. 1, 2022
doi:10.7903/cmr.21583
A Systematic Literature Review and Future Research Agenda for
the Gratification Discrepancies Approach
Hamza Shahab
Faculty of Business and Economics, University of Malaya, Kuala Lumpur, Malaysia
Department of Management Sciences, University of Wah, Pakistan
hamzashahab@ymail.com
Ezlika Ghazali
Faculty of Business and Economics, University of Malaya, Kuala Lumpur, Malaysia
ezlika@um.edu.my
Mozard Mohtar
Faculty of Business and Economics, University of Malaya, Kuala Lumpur, Malaysia
mozardt@um.edu.my
ABSTRACT
Uses and gratifications theory helps in studying the underlying needs for using
media that lead to positive behavioral intention and satisfaction. One of its approaches is
gratification discrepancies (i.e., the difference between gratifications obtained and
gratifications sought [GO-GS]) helps to explore the gratifications of using media and the
results obtained after using media. The GO-GS approach provides an opportunity to collect
the data two times, both before and after the usage of media. Several researchers have
suggested this approach as a suitable method for investigating attitudinal change, beliefs,
satisfaction, and behavioral intentions. Despite the importance of the GO-GS approach,
there is a lack of systematic literature review to summarize the developments in academic
literature related to GO-GS. Therefore, this review addresses this gap by assessing the
articles using the GO-GS approach published from 19792020. A research string was
developed using Boolean operators to search the literature. A total of 4,184 articles were
considered for the initial screening, but only 23 articles met the inclusion criteria. These
articles were critically analyzed, and seven main realms are proposed, grounded in
2 Contemporary Management Research
developments in the literature, such as research context, regions of research, media,
gratifications, consumer behavior, other theories or models, and different
conceptualizations to study gratification discrepancies.
Keywords: Gratifications sought and obtained (GO-GS), uses and gratifications theory
(U&G), systematic literature review (SLR), theory-based review.
INTRODUCTION
Uses and gratifications (U&G) theory is a widely used theory in consumer
technology and media contexts (Kamboj, 2020; Whiting & Williams, 2013), answering the
fundamental question of why people use them (Whiting & Williams, 2013). Katz et al.
(1974) provided in-depth details regarding the U&G theory, including key concepts,
theoretical background, and explained the three main sources of audience gratification: (i)
content of media, (ii) exposure to media, and (iii) social context. The reason for introducing
U&G theory was the lack of a theory dealing with the social and psychological needs of
users for using mass media (Ruggiero, 2000). Hence, Katz et al. (1974) proposed a theory
to understand the users’ needs and motivations for using mass media. Prior to U&G theory,
the literature predominantly focused on the effects of media on users (Katz et al., 1974).
Subsequently, researchers started to use U&G theory to understand the influence of
different technologies on users, such as television (Palmgreen & Rayburn, 1979), radio
(Houghton-Larsen, 1982), printed media (Garramone, 1984), mobile phones (Wang &
Tchernev, 2012), social media (Bae, 2018; Gibbs et al., 2014), augmented reality (AR)
(Rauschnabel, 2018), and virtual reality (VR) (Kim et al., 2020).
An important approach of the U&G theory is gratification discrepancies (GO-GS),
which provide an opportunity to examine the gratifications sought (GS), and gratifications
obtained (GO), thus identifying the expectations and fulfillment gained from using media.
This discrepancy in GO and GS provides an exact idea about the successful function of
media in meeting the user’s expectations (Rokito et al., 2019). It is also evident from past
research that comparing the results of pre- and post-media usage reflects actual attitudinal
change and beliefs (Bhattacherjee & Premkumar, 2004), satisfaction, and continued use
intentions (Bae, 2018). Despite the importance of the GO-GS approach in studying
consumer behavior, there is a lack of research summarizing the developments in academic
literature related to GO-GS. Therefore, the purpose of this systematic literature review
paper is to explore the answers to the following research questions:
Contemporary Management Research 3
RQ1- What are the developments in academic literature related to the GO-GS approach in
terms of the (i) research context, (ii) regions of research, (iii) media, (iv)
gratifications, (v) consumer behavior, (vi) other theories or models, and (vii)
different conceptualizations?
RQ2- What are the prospects for the GO-GS approach?
LITERATURE REVIEW
Uses and Gratifications Theory
According to Katz et al. (1974), U&G theory deals with (1) the social and
psychological origins of (2) needs, which generate (3) expectations 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). The basic premise of U&G theory
is “active audience” technology users select media and interact with it to fulfill their needs,
which leads to satisfaction (Palmgreen & Rayburn, 1985). This theory assumes that
audience members are not passive consumers of media (Katz et al., 1974; Lariscy et al.,
2011). For example, social media can fulfill social needs; hence, people seeking
socialisation may prefer to use social media (Basilisco & Jin, 2015; Ha et al., 2015; Korhan
& Ersoy, 2016). U&G theory is being studied in relation to different technologies to
understand the consumer behavior, such as usage behavior with AR (Lin & Chen, 2017),
media migration behaviors in entertainment television (Shade et al., 2015), purchase
intentions formed through websites (Ko et al., 2005), satisfaction from e-commerce (Luo,
2002), social media usage behavior (Whiting & Williams, 2013), and behavioral intention
with VR (Kim et al., 2020).
Initially, U&G theory was used to measure gratification by collecting data only after
media usage, which prevented the comparison of pre- and post-usage gratification (see
Katz et al., 1974). To address this gap, Palmgreen and Rayburn (1979) introduced the GO-
GS approach. Specifically, the attraction towards reusing a type of media depends on the
gratifications obtained against the gratifications sought. The obtained outcome of a
technology or media experience must exceed the expectation (i.e., GO > GS) in order to
engage the user and elicit positive behavior towards the adoption of a technological
medium (Ko et al., 2005; Lin & Chen, 2017; Palmgreen & Rayburn, 1979).
4 Contemporary Management Research
GO-GS
Gratifications sought mainly relates to the desire of a person to use a technological
medium, and gratifications obtained relates to the outcome received by a person from using
the media (Bae, 2018). This GO-GS approach explains that the gratifications sought from
using the media is not always the same as that obtained after the use (Palmgreen & Rayburn,
1985). On occasion, the expected gratifications are not obtained, or the obtained
gratifications may not have been expected by the user.
A technological medium must fulfill GS (GO=GS), and it is ideal for the medium
to over-fulfill GS, meaning GO is higher in comparison to GS (i.e., GO > GS; Palmgreen
& Rayburn, 1979). Indeed, the over-fulfillment of GS results in the adoption of a medium,
frequent usage, and greater dependency (Palmgreen & Rayburn, 1979). Conversely, under-
fulfillment occurs when a medium cannot fulfill the GS and performs poorly in comparison
to the individual’s expectations (Palmgreen & Rayburn, 1979; Wenner, 1986). This
discrepancy is also directly linked with the satisfaction from using media (Palmgreen &
Rayburn, 1985) and continuance usage behavior (Rokito et al., 2019). Several scholars
have suggested that the method of studying pre- and post-media usage is a suitable way to
measure attitudinal change, beliefs, continued use intentions, and satisfaction (Bae, 2018;
Bhattacherjee & Premkumar, 2004). This approach has been used by researchers with
several media, such as radio and magazines (Houghton-Larsen, 1982), written memos
(Dobos, 1992), television (Barton, 2009), social media (Bae, 2018), and video games
(Palomba, 2018).
METHODOLOGY
There are several ways to conduct a systematic literature review, such as a structured
review, framework-based review, bibliometric review, hybrid review, theory-based review,
and meta-analysis review (Paul & Criado, 2020). A theory-based review was used in this
research by adopting the research methodology from extant research (Gilal et al., 2019;
Paul & Rosado-Serrano, 2019) to review a specific theory in order to extend its application
to new technologies (Shahab et al., 2021). We searched databases including Emerald,
SAGE, Taylor & Francis, Science Direct, Wiley, and also Google Scholar to retrieve all
the relevant published articles. There are two ways to search the literature, for instance,
through keywords or a research string using Boolean operators (Boland et al., 2017). We
adopted Boolean operators in a research string to identify the articles from databases
(Boland et al., 2017) that had the following key terms in their title, abstract, or keywords:
Contemporary Management Research 5
(gratificatio* sought) AND (gratificatio* obtained) AND (gratification discrepanc*)
In this string, the word “and” indicates that all three terms must be available in the
text. In contrast, the symbol * denotes that multiple terms can be searched with the same
stem, such as gratification and gratifications or discrepancy and discrepancies.
Palmgreen and Rayburn introduced the GO-GS approach in 1979; hence, the time frame
of 1979 to 2020 was selected to search the databases. In order to increase the efficiency of
the search process, the Preferred Reporting Items for Systematic Reviews and Meta-
Analyses (PRISMA) framework was adopted (Moher et al., 2010), which is presented in
figure 1.
The search across all databases provided 4,176 research articles, and a careful search
of google scholar presented eight more research articles. Therefore, a total of 4,184 articles
were considered for the initial screening. The initial screening of these articles was
conducted based on the following criteria:
(i) Articles published in peer-reviewed journals
(ii) Articles having (gratificatio* sought), (gratificatio* obtained) and
(gratification discrepanc*) key terms in the article’s title, abstract, or
keywords
After an extensive screening of these articles, only 29 met the initial screening
criteria, excluding a total of 4,155 articles. The primary reason for exclusion was that most
of the articles did not study the GO-GS approach.
The remaining 29 articles were evaluated comprehensively by applying the
succeeding criteria:
(i) Articles published in a peer-reviewed journal
(ii) Articles written in the English language
(iii) Articles used the GO-GS approach
(iv) Articles using a quantitative research design
A total of six articles were further removed, and only 23 research articles met the
outlined criteria (see figure 1).
6 Contemporary Management Research
Figure 1 PRISMA Framework
OVERVIEW OF ARTICLES
This sub-section discusses the journals that had published these 23 research articles
and the research methodologies used in them.
Publication Outlets
The list of all articles published by the journals is given in Table 1. The
Communication Research journal published six articles, while Computers in Human
Behavior disseminated three articles. Journalism Quarterly and Communication
Monographs published two articles each, and the journals that published one article are
listed in Table 1. The number of published research documents relating to the GO-GS
approach has decreased over time (see Table 2). A total of 13 articles were published from
19791999, whereas only 10 articles were published from 20002020.
Contemporary Management Research 7
Table 1 Journals disseminating GO-GS research
Journals
#
References
Communication Research
6
Dobos (1992), Levy and Windahl (1984),
Palmgreen et al. (1980, 1981), Palmgreen and
Rayburn (1979), Wenner (1982)
Computers in Human Behavior
3
Bae (2018), Palomba (2018), Rokito et al. (2019)
Journalism Quarterly
2
McLeod et al. (1982), Rayburn et al. (1984)
Communication Monographs
2
Palmgreen and Rayburn (1985), Wenner (1986)
Journal of Broadcasting & Electronic
Media
1
Barton (2009)
Communication Quarterly
1
Barton (2013)
Journalism & Mass Communication
Quarterly
1
Garramone (1984)
International Journal of Sport
Communication
1
Gibbs et al. (2014)
Canadian Journal of Communication
1
Houghton-Larsen (1982)
Information discovery and delivery
1
Hussain et al. (2020)
Contemporary Educational
Technology
1
Karimi et al. (2014)
Human Communication Research
1
Lin (1993)
Journal of Communication
1
Wang and Tchernev (2012)
Communication Theory
1
Yoo (2011)
Table 2 Publishing trends 19792020
Year
Number of articles
1979
1
1980
1
1981
1
1982
3
1984
3
1985
1
1986
1
1992
1
1993
1
2009
1
2011
1
2012
1
2013
1
2014
2
2017
1
2018
1
2019
1
2020
1
8 Contemporary Management Research
Research Methodology
The countries surveyed, populations, and data collection methods are presented in
Table 3. The data were collected from eight different countries; 18 out of 23 articles were
published using data from the USA, followed by Canada with two articles. The data for the
remaining articles were collected from Pakistan and Sweden, except for the study by
Karimi et al. (2014), which was conducted in Iran, Malaysia, the United Kingdom, and
South Africa.
We have categorized the study populations into two general groups: students and
others (e.g., users, voters, and employees). Most of the studies were conducted with users,
voters, and employees, whereas very few studies collected data from students. All the
articles used a survey design, except Levy and Windahl (1984) and Gibbs et al. (2014),
which used interviews and surveys together.
Table 3 Country of research, study population, and data collection methods
Surveyed
countries
Selected
Populationa
Methodologya
Referencesa
USA
Othersb: 13
Students: 6
Survey: 18
Bae (2018), Barton (2009), Barton
(2013), Dobos (1992), Garramone (1984),
Lin (1993), McLeod et al. (1982),
Palmgreen and Rayburn (1979),
Palmgreen et al. (1980, 1981), Palmgreen
and Rayburn (1985), Palomba (2018),
Rayburn et al. (1984), Rokito et al.
(2019), Wang (2012), Wenner (1982),
Wenner (1986), Yoo (2011)
Canada
Others: 1
Students: 1
Survey: 1
Interview & survey: 1
Gibbs et al. (2014), Houghton-Larsen
(1982)
Pakistan
Others: 1
Survey: 1
Hussain et al. (2020)
Sweden
Others: 1
Interview & survey: 1
Levy and Windahl (1984)
Iran
Students: 1
Survey: 1
Karimi et al. (2014)
Malaysia
Students: 1
Survey: 1
Karimi et al. (2014)
United
Kingdom
Students: 1
Survey: 1
Karimi et al. (2014)
South
Africa
Students: 1
Survey: 1
Karimi et al. (2014)
a The totals exceed the actual number because some researchers have collected data from more than one
country and population.
b Others = users, voters, and employees.
Contemporary Management Research 9
Discussion and Suggestions for Future Research
This sub-section is written based on the systematic literature review (Paul & Benito,
2018; Shahab et al., 2021), discussing the reviewed articles to develop a future research
agenda. Seven main realms can be identified that are grounded in the literature
developments: (i) research context, (ii) regions of research, (iii) media, (iv) gratifications,
(v) consumer behavior, (vi) other theories or models, and (vii) different conceptualizations
to study gratification discrepancies.
Research Context
These 23 articles have contributed overwhelmingly to the academic literature in
terms of psychology, communication, and sports (see Table 4). However, several other
important research contexts have been overlooked by researchers, such as education,
entrepreneurship, environment, health, marketing, public administration, and tourism.
Therefore, future research involving the GO-GS approach should also focus on diverse
research contexts.
Table 4 Research contexts of the reviewed articles
Research context
#
References
Role of the media in user’s
behavioral intentions, satisfaction,
recurring usage, and exposure
7
Bae (2018), Levy and Windahl (1984), Lin
(1993), Palmgreen and Rayburn (1985),
Rokito et al. (2019), Wang and Tchernev
(2012), Yoo (2011)
GS and GO from different television
programs
6
Barton (2009, 2013), Palmgreen et al. (1980,
1981), Wenner (1982, 1986)
Differences in GS and GO based on
different demographic
characteristics, and personality traits
5
Houghton-Larsen (1982), Hussain et al. (2020),
Karimi et al. (2014), Palmgreen and Rayburn
(1979), Rayburn et al. (1984)
Role of the different media in voting
2
Garramone (1984), McLeod et al. (1982)
Employee’s satisfaction from
different media: electronic media,
written memos, and face-to-face
conversation
1
Dobos (1992)
Satisfaction from media for getting
updates on football
1
Gibbs et al. (2014)
Media consumption experience for
video games
1
Palomba (2018)
10 Contemporary Management Research
Regions of Research
North America was the most surveyed region, with 20 out of the 23 identified
articles, whereas two articles were published from Europe and Asia. Karimi et al. (2014)
took their data from Asia, Europe, and Africa. Therefore, the regions of Oceania and South
America have been overlooked by researchers. Additionally, other countries with strong
research contributions have not published any research articles on the GO-GS approach,
such as China (2nd highest contributor), Germany (3rd), Japan (5th), France (6th),
Switzerland (8th), South Korea (9th) and Australia (10th; Crew, 2019). Therefore, there is a
need to conduct research on the GO-GS approach in these countries to understand user
behavior better.
Types of Media
The reviewed articles have made breakthrough contributions by studying the impact
of diverse communication media on users. For example, television, printed media, social
media, computer-related media, radio, mobile phones, phonographs, and face-to-face
conversations have been studied (see Table 5). New technologies such as AR, chatbots,
location-based services (LBS), smartphone applications, smartwatches, and VR have been
under-researched by scholars. These technologies, especially AR and VR, have a great
potential to be considered the main media in the future (Rauschnabel et al., 2022).
Therefore, a research gap exists in studying the GO-GS approach with new technologies.
Contemporary Management Research 11
Table 5 Communication medium in the identified studies
General
Category
Sub-Category
#a
References a
Television
Reality programs: The
Apprentice, The Bachelor,
Survivor, American Idol,
Dancing with the Stars,
America’s Got Talent
News programs: World
News Tonight, evening
news, nightly news, network
evening news, 60 minutes
General news
Advertisements
15
Barton (2009, 2013), Garramone
(1984), Houghton-Larsen (1982),
Levy and Windahl (1984), Lin
(1993), McLeod et al. (1982),
Palmgreen et al. (1981, 1980),
Palmgreen and Rayburn (1979,
1985), Rayburn et al. (1984), Wang
and Tchernev (2012), Wenner (1982,
1986)
Social media
Social networking sites
Facebook
Twitter
5
Bae (2018), Gibbs et al. (2014),
Hussain et al. (2020), Karimi et al.
(2014), Rokito et al. (2019)
Printed media
Newspaper
Magazines
Books
Written memos
5
Dobos (1992), Garramone (1984),
Houghton-Larsen (1982), McLeod et
al. (1982), Wang and Tchernev
(2012)
Computer-
related
mediums
Video games
Online newspaper
Electronic media
4
Dobos (1992), Palomba (2018),
Wang and Tchernev (2012), Yoo
(2011)
Radio
N/A
2
Houghton-Larsen (1982), Wang and
Tchernev (2012)
Mobile
phones
N/A
1
Wang and Tchernev (2012)
Phonographs
N/A
1
Houghton-Larsen (1982)
Face-to-face
conversation
N/A
1
Dobos (1992)
a The totals exceed the actual number because several articles used more than one media
N/A = Not applicable
Gratifications
Table 6 presents the diverse types of gratification studied by the researchers that are
according to the nature of the communication medium. For example, social media provides
socialization; hence, Bae (2018) studied a social support gratification. In the same way,
information seeking has been widely studied in the context of television and “seeking
12 Contemporary Management Research
fantasy in relation to video games. Several other gratifications are given in Table 6.
Sundar and Limperos (2013) extended the usage of U&G theory by proposing its 2.0
version for new technologies, as “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…gratifications are conceptualized and operationalized too broadly (e.g.,
information-seeking), thus missing the nuanced gratifications obtained from newer media”
(p. 504). U&G theory 2.0 version provides variables for measuring gratifications such as
novelty, being there (telepresence), realism, dynamic control, coolness, agency
enhancement, community-building, interaction, activity, responsiveness, browsing, and
navigation aids (Sundar & Limperos, 2013).
In order to provide a rigorous future research agenda, we also searched uses &
gratifications key terms in google scholar to obtain articles published using U&G theory.
Table 6 explicitly presents the gratifications studied using the GO-GS approach.
Additionally, Table 7 provides an extensive list of the gratifications and media studied in
the literature using U&G theory. By comparing these two tables, we have developed a
triangle figure (see figure 2) to summarize the contributions of the GO-GS approach in the
extant literature and future research agenda for GO-GS. Through this, we propose new
gratifications that should be studied with new media elements. For example, these include
novelty, realism, coolness, activity, responsiveness, achievement, challenge, and
telepresence.
Contemporary Management Research 13
Table 6 Other theories, gratifications, and outcomes studied using the GO-GS approach
1
References
Other theories or
models
Gratifications
Outcome
Bae (2018)
-
Information, entertainment, escapism, social support,
convenience
Satisfaction, continuance
intention
Barton (2009)
-
Personal utility, social utility, pass time, perceived
reality, vicarious participation
Groupings based on three
programs
Barton (2013)
-
Schadenfreude, personal utility, social utility, TV
personalities, vicarious participation, perceived
reality, pass time
Groupings based on three
programs
Dobos (1992)
-
Production, maintenance, innovation
Satisfaction and channel choice
Garramone
(1984)
Drive reduction model,
Exposure learning
model
Surveillance-vote guidance
Groupings based on three
media
Gibbs et al.
(2014)
Expectancy value
theory, SERVQUAL
Interaction, promotion, live game updates, news
Satisfaction
Houghton-
Larsen (1982)
-
Relaxation, entertainment, information,
companionship, forget loneliness, enjoyment,
excitement, local information, information on
international events, detailed information on national
events, information on movies, detailed information
on international events and weather, time, music
Analysis based on gender,
income, watching habits, and
age brackets
Hussain et al.
(2020)
-
Cognitive
Groupings based on gender and
profession
Karimi et al.
(2014)
-
Interpersonal utility, pass time, entertainment,
information seeking, convenience
Groupings based on different
countries
Levy and
Windahl
(1984)
-
Entertainment, parasocial interaction, interpersonal
utility, surveillance
Inattentive behavior, exposure
Lin (1993)
-
Informational guidance, interpersonal
communication, parasocial interaction, entertainment,
diversion
Viewing satisfaction
14 Contemporary Management Research
References
Other theories or
models
Gratifications
Outcome
McLeod et al.
(1982)
Drive reduction model,
Exposure learning
model
Surveillance-vote guidance, contest-excitement,
communication utility
Groupings based on age and
time of decision
Palmgreen and
Rayburn
(1979)
-
Relaxation, learning about things, communicatory
utility, forget, pass time, companionship,
entertainment
Analysis based on viewers vs.
non-viewers, education,
income, number of children,
number of TV sets, and
perceptions of public television
Palmgreen et
al. (1980)
-
General information seeking, decisional utility,
entertainment, interpersonal utility, parasocial
interaction
Groupings based on three
programs
Palmgreen et
al. (1981)
-
General information seeking, decisional utility,
entertainment, interpersonal utility, parasocial
interaction
Analysis based on
discrepancies between the
programs, viewership, interest
in politics, discussion of
politics, radio news exposure,
newspaper readership, family
income, age, and education
Palmgreen and
Rayburn
(1985)
Gratifications obtained
model, Modified
gratifications obtained
model, Expectancy
value model, Absolute
value discrepancy
model, Simplified
discrepancy model,
Expectancy value
discrepancy model
General information seeking, decisional utility,
entertainment, interpersonal utility, parasocial
interaction
Media satisfaction
Palomba
(2018)
Expectancy value
model
Seeking fantasy, seeking information and reflection,
positive virtual engagement, virtual distractions
Media consumption experience,
gratifications obtained
Contemporary Management Research 15
References
Other theories or
models
Gratifications
Outcome
Rayburn et al.
(1984)
-
General information seeking, decisional utility,
entertainment, interpersonal utility, parasocial
interaction, current affairs
Analysis based on anchor-
persons discrepancies, program
style discrepancy, program
quality discrepancy, GO-GS
discrepancy, education, and
income
Rokito et al.
(2019)
-
Social information, pass time, sociability, self-relief,
self-affirmation
Recurring Facebook use
Wang and
Tchernev
(2012)
-
Emotional, cognitive, social, habitual
Multi-tasking behavior
Wenner (1982)
-
Surveillance, entertainment, interpersonal utility,
parasocial interaction
Analysis based on GO-GS
discrepancies, obtained
gratification from two
programs, dependency,
attention, habit, education,
income, age, and gender
Wenner (1986)
-
Surveillance, entertainment, interpersonal utility,
parasocial interaction
Frequency of viewing and
dependency on programs
Yoo (2011)
-
Socialization, entertainment, information seeking,
pastime
Attitude towards the online
newspaper, repeat visit
intention
Note. Outcomes mentioned in italic depicts analysis based on groups, for instance, age, gender, country, and programs etc.
2
3
16 Contemporary Management Research
Table 7 Focus of articles published using the U&G theory
4
Media
Gratifications
References
Print media
Surveillance, diversion, interaction, entertainment,
pastime, relaxation, information, personal identity,
social interaction, transformation, guidance,
inspiration, retrospection, social prestige, respite,
occupation, ritual, security, companionship, forget
loneliness, contest-excitement, communication
utility, habitual, follow celebrities, loving sports
Carter (2013), de Bock (1980), Garramone (1984),
Houghton-Larsen (1982), Kim et al. (2015), McLeod et al.
(1982), Payne et al. (1988), Payne et al. (2003), Randle
(2003), Van Reijmersdal et al. (2005), Wang and Tchernev
(2012), Wei (2009)
Radio
Relaxation, entertainment, information,
companionship, forget loneliness, habitual, pastime,
variety-seeking, education, communication,
diversion, surveillance, habit, follow celebrities,
loving sports
Albarran et al. (2007), Houghton-Larsen (1982), Lin
(2006), Safi and Iqbal (2015), Wang and Tchernev (2012),
Wei (2009)
Television
Information, social prestige, respite, occupation,
ritual, security, Personal utility, social utility, pass
time, perceived reality, vicarious participation,
schadenfreude, surveillance, relaxation,
entertainment, diversion, contest-excitement,
communication utility, decisional utility, habitual,
follow celebrities, loving sports
Barton (2009, 2013), de Bock (1980), Garramone (1984),
Houghton-Larsen (1982), Levy and Windahl (1984), Lin
(1993), McLeod et al. (1982), Palmgreen et al. (1980,
1981), Palmgreen and Rayburn (1979, 1985), Rayburn et al.
(1984), Wang and Tchernev (2012), Wei (2009), Wenner
(1982, 1986)
Internet
Surveillance, diversion, interaction, entertainment,
pastime, relaxation, information seeking,
socialization, follow celebrities, loving sports, self-
expression, extrinsic rewards, convenience, access to
information, escape, intertext, anonymity, process,
pleasing visuals, self-development, wide exposure,
user-friendly, career opportunities
Chou and Hsiao (2000), Cuillier and Piotrowski (2009),
Khang et al. (2013), Ko et al. (2005), Larose et al. (2001),
Liu et al. (2020), Payne et al. (2003), Randle (2003), Roy
(2009), Stafford et al. (2004), Wei (2009), Yoo (2011)
Contemporary Management Research 17
Media
Gratifications
References
Video game
Action, companionship, passing time, solitude,
substitute for friends, seeking fantasy, seeking
information and reflection, positive virtual
engagement, virtual distractions, emotional,
competition, challenge, tension release
Chang et al. (2006), Ferguson and Olson (2013), Ghazali et
al. (2019a, 2019b), Granic et al. (2014), Greenberg et al.
(2010), Jang and Liu (2019), Jansz and Martens (2005),
Khang et al. (2013), Lucas and Sherry (2004), Palomba
(2018), Rauschnabel et al. (2017), Sherry et al. (2006),
Sjöblom and Hamari (2017)
Smartphone
or tablet
Relaxation, personal influence, social influence,
global influence, sexually explicit content, emotional,
cognitive, habitual, pass time, accessibility, following
the trend, caring for others, escapism, entertainment,
instant messaging, email, internet/websites, games,
music/podcasts/radio, taking pictures/videos,
watching videos/TV/movies, reading
books/magazines, maps navigation
Ahad and Anshari (2017), Elhai et al. (2017, 2018), Harun
et al. (2015), Joo and Sang (2013), Khang et al. (2013),
Kim (2017), Kim and Shin (2013), Leung and Zhang
(2016), Park and Lee (2012), Reychav and Wu (2014),
Sutanto et al. (2013), Wang and Tchernev (2012),
Wolniewicz et al. (2018)
Social media
Seeking friends, social support, entertainment,
information, convenience, escapism, interaction,
promotion, pastime, sociability, self-relief, self-
affirmation, organizing, designing, conforming,
trendgaging, inspiring, reaching, summarizing,
endorsing, maintain relationships, meet new people,
realism, high-tech, social events, status-seeking,
sharing photos and videos
Bae (2018), Basilisco and Jin (2015), Dolan et al. (2016),
Ezumah (2013), Froget et al. (2013), Gibbs et al. (2014),
Korhan and Ersoy (2016), Lee and Ma (2012), Rauschnabel
et al. (2019), Rokito et al. (2019), Sheldon (2008), Wang et
al. (2012)
Virtual or
augmented
reality
Hedonic, emotional, social, sensual, symbolic,
utilitarian, achievement, escapism, challenge
Ghazali et al. (2019a, 2019b), Jang and Liu (2019), Kim et
al. (2020), Rauschnabel (2018), Rauschnabel et al. (2017)
5
6
18 Contemporary Management Research
Figure 2 Gratifications and media for future research
7
8
9
Note. AR=augmented reality, LBS=location-based services, VR=virtual reality
10
Contemporary Management Research 19
In this sub-section, we have only discussed those gratifications that can be studied
11
with new media in future. Novelty is defined as a situation that has not been previously
12
encountered or experienced by a person (Barto et al., 2013). Sundar and Limperos (2013)
13
explained novelty as an unusual experience of a new technology that has a different
14
interface. Empirically studying novelty gratification may enhance the U&G theory by
15
deepening the understanding of users nuanced gratifications. Realism is a user’s
16
perception of reality in which visual-related stimuli generate a sense of a more realistic
17
virtual environment than non-visual forms (Meijer et al., 2009). For example, video
18
conference is considered more realistic than audio conference or text (Sundar & Limperos,
19
2013). Coolness relates to a user’s perceptions of liking and approving of new ideas,
20
services, or products, which are generally positive (Kerner & Pressman, 2007). Individuals
21
prefer to use new technology that makes them look cool (Liu & Mattila, 2019), and that is
22
also unique, distinctive, and stylish (Sundar & Limperos, 2013). Activity is a user’s active
23
interaction with a technology through which a user can perform many tasks (Sundar &
24
Limperos, 2013). The perfect example of this gratification is the AR Pokémon GO game,
25
in which users actively participate in catching Pokémon.
26
Responsiveness is a technological characteristic that enables users to obtain a quick
27
response from the technology in order to fulfill their need for active interaction (Sundar &
28
Limperos, 2013). Achievement and challenge are gratifications that have recently been
29
studied in relation to the AR Pokémon GO game (Ghazali et al., 2019a), but there exists a
30
gap in the literature to study these gratifications using the GO-GS approach. Specifically,
31
achievement is a user’s motivation to advance rapidly and attain a significant goal, and it
32
can be applied to achieving knowledge, a promising career, or success in video games
33
(Salvador & Carmen, 2001; Wu et al., 2010). Conversely, challenge is gratification that
34
has primarily been studied in the context of video games, and Liu and Shiue (2014) defined
35
it as the overcoming of perceived difficulties, including competition from other
36
players…which provides a sense of accomplishment (p. 127).
37
Sundar and Limperos (2013) explained being there as the immersive feeling of
38
being in a 360-degree interactive panoramic view shown through the technology. In the
39
literature on new technologies, the phenomenon of being there is mainly referred to as
40
telepresence. Specifically, telepresence is the characteristic of a technology replicating a
41
real scenario in a computer-mediated environment, with users being deeply involved in
42
that environment (Suh & Chang, 2006). The gratifications mentioned above can be adopted
43
in different scenarios; for example, novelty, realism, coolness, activity, responsiveness, and
44
20 Contemporary Management Research
telepresence are suitable for tourism-related multi-sensory VR, whereas novelty, coolness,
45
activity, achievement, and challenge can be used with AR games. These two cases are
46
examples, but researchers can use these gratifications according to their problem statement
47
and course of study.
48
49
Outcomes
50
Table 6 demonstrates that some articles have explored consumer-related factors,
51
such as attitude, intention, or behavior (Bae, 2018; Levy & Windahl, 1984; Rokito et al.,
52
2019; Wang & Tchernev, 2012; Yoo, 2011), and satisfaction (Bae, 2018; Dobos, 1992;
53
Gibbs et al., 2014; Lin, 1993; Palmgreen & Rayburn, 1985), thus neglecting the study of
54
loyalty and decision-making. The study of loyalty and decision-making is considered a key
55
factor in the literature on consumer behavior; therefore, future research should explore the
56
role of the GO-GS approach in under-researched areas of consumer behavior.
57
58
Other Theories or Models
59
The theories or models studied with the GO-GS approach are provided in Table 6.
60
For example, these include the drive reduction model, exposure learning model,
61
expectancy-value theory, SERVQUAL, gratifications obtained model, modified
62
gratifications obtained model, absolute value discrepancy model, simplified discrepancy
63
model, and expectancy-value discrepancy model. These theories or models have been
64
successfully adopted in the GO-GS approach, but the literature is unable to highlight the
65
best model for measuring the consequences of media consumption by comparing all
66
models. Palmgreen and Rayburn (1985) attempted to compare eight models using
67
hierarchical regression analysis, such as (1) ∑GO, (2) ∑ eGO, (3) ∑be, (4) ∑ │GS-GO│,
68
(5) (GO-GS), (6) e(GO-GS), (7) (GS+GO), and (8) e(GS+GO). Their results
69
overall showed that models 3 and 4 did not perform well also, “introducing the respondent's
70
affective evaluation of gratification-related attributes did not result in the consistent
71
superiority of model 2 (∑ eGO) and model 6 ( e[GO-GS]) over their non-evaluative
72
counterparts [models 1 and 5, respectively]” (Palmgreen & Rayburn, 1985, p. 343).
73
Despite the importance of their research, Palmgreen and Rayburn (1985) neglected
74
the use of models dealing with the gratifications sought and the user’s personal importance.
75
Therefore, due to scant research in this context, there is a need to compare models by
76
considering the gratifications sought and the user’s personal importance through strong
77
statistical analysis, including structural equation modeling.
78
Contemporary Management Research 21
Different Conceptualizations of Gratification Discrepancies in a Theoretical
79
Framework
80
Two different methods have been used to conceptualize the gratifications sought
81
and obtained in a theoretical framework. The first method involves subtracting the values
82
of gratifications sought from gratifications obtained (GO-GS) and using the discrepancy
83
scores as an independent variable (see Bae, 2018, and Palmgreen & Rayburn, 1985). Indeed,
84
this type of conceptualization is the most popular and widely used in the literature.
85
However, another unique conceptualization is to use GS as an independent variable,
86
followed by an intervening variable that leads to GO, with the resulting GO subsequently
87
leading to attitude and intention (see Yoo, 2011). This second type of conceptualization
88
provides a more complex model. The visual depiction of both conceptualizations is given
89
in figure 3. The second conceptualization requires the researcher to explore the underlying
90
mechanisms existing between gratifications sought and obtained.
91
22 Contemporary Management Research
Figure 3 Different conceptualizations of gratifications sought and obtained
92
93
94
Conceptualization 1 Conceptualization 2
95
96
Contemporary Management Research 23
CONCLUSION
97
For the first time, this theory-based systematic literature review analyzes the
98
existing research on the GO-GS approach for recommending a future research agenda.
99
Previously, researchers have used this approach with several communication media and
100
diverse gratifications, such as information seeking, entertainment, escapism, social utility,
101
promotion, and surveillance-vote guidance, among others. However, the extant literature
102
has not adopted the GO-GS approach with new media nor highlighted the impact of
103
nuanced gratifications, such as novelty, realism, coolness, activity, responsiveness,
104
achievement, challenge, and telepresence. This review proposes seven realms that can be
105
considered grounded in the current literature developments, including research contexts,
106
regions of research, media, gratifications, consumer behavior, other theories or models, and
107
different conceptualizations to study gratification discrepancies. As well as the theoretical
108
implications, empirically studying these research agendas may also help manufacturers and
109
content creators to improve their technology, as the GO-GS approach compares the
110
expectations for using a media and the fulfillment of those expectations after usage.
111
112
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Dr. Hamza Shahab is a PhD scholar at University of Malaya, Malaysia. He has been
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working as a Lecturer at University of Wah since 2014. His main areas of research interest
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are digital marketing and tourism. Hamza has publications in well-reputed journals such as
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Computers in Human Behavior, International Journal of Consumer Studies, International
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Journal of Human-Computer Interaction and others. He has also worked as an assistant
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editor of UW Journal of Management Sciences (UWJMS).
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Dr. Ezlika Ghazali is an Associate Professor at the University of Malaya in Malaysia. Her
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Ph.D. is from Warwick University in England. Her research interests include consumer
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behavior, switching barriers, augmented-reality marketing, online retailing, sustainable
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marketing, and social entrepreneurship. Ezlika has authored over 130 academic articles,
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conferences, and books.
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Dr. Mozard Mohtar (Corresponding author) is a senior lecturer in the Department of
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Management, Faculty of Business and Economics, University of Malaya. He received his
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PhD in Marketing from Aston University (UK) and MBA from University of Malaya
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(Malaysia). He teaches marketing-related subjects with a deep research interest in
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advertising, marketing, and consumer psychology. He did various consulting works for
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various organizations including the Islamic Tourism Centre of the Ministry of Tourism and
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Culture on profiling mosques as tourism attractions.
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... In this classification, the informative value refers the digital content's utility of providing new, timely, and valuable brand-related information [6]. The entertainment value describes the capacity of digital corporate content to meet the entertainment and emotional needs of consumers [6,36], such as diversion, relaxation, or escape [37,38]. Further, the social value of content pertains to gratifications that stem from its capacity to gain social benefits, such as gaining popularity among others, interacting with others about specific content, sharing content, connecting with others, or self-expression [6,24]. ...
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Augmented reality (AR) has attracted the attention of researchers in recent years. Despite researchers’ interest, a research gap exists to conduct a bibliometric analysis of the literature on AR in business to identify essential papers and writers, their collaboration network, major research themes, and future research agenda. Web of Science (WOS) database is used to collect data for this bibliometric analysis. A total of 327 articles met the inclusion criteria and were considered for the final analysis. The main contributions in AR literature are divided into five categories: tourism, advertising, e-commerce (mostly retailing), AR acceptance by customers, and their experience with AR. Several areas still need attention from researchers and are presented as a future research agenda, for instance, AR’s role in increasing or decreasing herding behaviour, longitudinal research comparing the sales volume before and after an AR ad campaign, AR’s role in reducing brand hate, and others.