The studies of Katz and his colleagues laid a theoretical foundation for building the uses and gratifications approach. Since then, the research on this subject has been strengthened and extended. The current status of uses and gratifications is still based on Katz's first analysis, particularly as new media forms have emerged in an electronic information age when people have more options of media use.
Mobile phone usage Mobile phones, a comparatively new technology, have many uses and gratifications attached to them. Due to their nature of mobility, constant access, and options to both add and access content, this field is expanding with new research on the motivations behind using mobile phones. In general, people use mobile phones for the following uses and gratifications: sociability, entertainment, status, immediate access, instrumentality, mobility, and psychological reassurance. Researchers have also identified that the uses and gratifications for contributing mobile content differ from those for retrieving mobile content. The specific function of text messaging has also been studied to find its uses and gratifications and explore any potential gender differences. Seven uses and gratifications, in order of importance, have been proposed: accessibility, relaxation, escape, entertainment, information seeking, coordination for business, socialization, status seeking. The results also displayed gender differences, implying that social and societal expectations for females around independence and connection were a factor in their uses and gratification seeking.
Internet usage The
Internet provides a new and deep field for exploring UGT. It was found to have three main categories of gratifications: content gratification, process gratification, and social gratification. Content uses and gratification include the need for researching or finding specific information or material, which are gratified with content. Process uses and gratification involve the experience of purposeful navigating or random browsing of the Internet in its functional process. Social uses and gratification encompass a wide range of forming and deepening social ties. Scholars like LaRose utilize UGT to understand Internet usage via a socio-cognitive framework. This reduces uncertainties that arise from homogenizing an Internet audience and explaining media usage in terms of only positive gratifications. LaRose also created measures for
self-efficacy and self-disparagement and related UGT to negative outcomes of online behavior, such as
internet addiction.
Social media usage Whereas
basic research finds that socialization motivates use of friend-networking sites, uses and gratifications theory suggests that individual users will continue to be engaged with social networking sites if their gratifications and needs are fulfilled by such tools. Some further exploration has demonstrated that although emotional, cognitive, social, and habitual uses are motivational to use social media, not all uses are consistently gratified. Overall, users have the following motivations: social and affection, need to vent negative feelings, recognition, entertainment, cognitive needs. Users who share news are motivated by the uses and gratifications of socializing and status seeking, especially if they have had prior experience with social media. Users also engage in cyberbullying in order to fulfil a need to be vengeful and malicious, while avoiding face-to-face contact.
Online gaming Achievement, enjoyment and social interaction are all motivations for starting to play an online game, with success at the game and the extent to which gamers' uses were gratified predicting continuance in playing. In 2017, researchers applied UGT to study user behavior among
Pokémon Go players. Results show that enjoyment, physical activity, nostalgia, image, normative influences and flow drive various forms of user behavior. In addition, perceived physical risks, but not perceived privacy risks, lead to weaker forms of usage.
Entertainment media Research has shown that media taken in for entertainment purposes have a wide range of uses and emotional gratifications, and that these are not mutually exclusive but can overlap with each other. Rehman (1983) demonstrated a relationship between gratifications sought and obtained from the movies and movie attendance. The most prominently cited emotional gratification of media use of mood management. UGT proposes that people prefer to maintain a state of intermediate arousal. When in a bad mood, bored, or over-aroused, people will seek media as regulation for or distraction from their mood. Another emotional gratification is affective disposition, which involves people experiencing gratification when rooting for characters depicted as good and moral. Other emotional gratifications include excitation transfer, sensation seeking, downward social comparison, mood adjustment, and competence. Additionally, the modes of reception of entertainment media correlates with emotion involvement and can facilitate the pursuit of other goals. Entertainment media allows users to live out gender-socialised roles, satisfy parasocial relationships, live vicariously through fictional characters, and find meaning and purpose.
Virtual Workplaces and "Zoom Fatigue" Following the
Covid-19 Pandemic which sent almost all employees home during quarantine, many businesses embraced a virtual workplace. Workplaces implemented the use of
Zoom,
Teams, or other platforms which allowed employees to communicate with each other and work from home, with the option to still see one's co-workers with a camera option. A study published in 2025 by Lim, C., Ratan, R., Foxman, M., Beyea, D., Jeong, D., & Leith, A. P. examines the connection between impression management and the negative self-evaluation stemming from heightened self-monitoring in virtual meetings, which the researchers referred to as "Zoom Fatigue". This study found that women of color are more susceptible to Zoom Fatigue and report higher levels of dissatisfaction from virtual meetings. Individuals impacted by Zoom Fatigue may experience feelings of anxiety or stress before a virtual meeting, or feeling tired, exhausted, burnt out, or having feelings of despair after the virtual meeting. This can result from too much eye contact, the increased cognitive load, reduced mobility, and the mirror effect (or how the camera inverts one's face while on virtual platforms) which users have to face on the virtual meetings. The study performed to examine Zoom Fatigue also found that this phenomenon can also negatively impact individuals perceptions of their sense of self. In 2022, another study performed by Ratan, R., Miller, D., and Bailenson, J., examined the correlation between Facial Appearance Dissatisfaction and its impact on Zoom Fatigue. The researchers found that Virtual Meeting fatigue is higher for women than men, Virtual Meeting Fatigue is positively associated with facial dissatisfaction, and that the effects of gender and race on Virtual Meeting Fatigue are mediated by facial dissatisfaction.
Online dating With the uprise of technology and social media use, the development and use of dating apps has only increased. The use of
Tinder,
Hinge,
Facebook Dating, and
Bumble has continued to rise. Uses and Gratifications theory could help explain the trend of this. UGT suggests that users will seek out different platforms of media to satisfy their needs. For users of dating apps, these needs might stem from romantic goals and drives, need for social connection, or entertainment. A study performed by Veera Bhatiasevi examined UGT of social media and their impact on social relationships and well-being. The study found that of all generations,
Generation Y, or Millennials, use social media the most, with 93.7% of participants who were Generation Y in the study admitting to using social media. Shortly behind Generation Y are
Generation X and
Generation Z, with 87.9 of Gen X and 87.1 of Gen Z participants admitting to using social media, with only 82.5 of
Baby Boomer participants using social media. A study performed by Li, N., Wang, B., Li, Y., Pang, H., & Han, X. examined the role of technology, social media, and dating apps in the realm with the goal of defining success versus unsuccessful relationships when formed online. Researchers found a correlation between the strength of connections formed online and media literacy, motivation, and knowledge dynamics in today's digital age. In regard to dating, motivation plays a large role in digitally dating, with it significantly impacting attitudes and behaviors. The Pew Research center examined roles of gender and sexual orientation pertaining to online dating. Researchers found that three-in-ten adults in the United States have used dating apps. They also found that on average, more men use dating apps than women, with 34% of men and 27% of women in the study using dating apps. This may be the result from the Male Loneliness epidemic, a trend where men between the ages of 18 and 34 are experiencing more loneliness than ever before, with rates being 18% higher than women in this age bracket. Applying this to UGT, men who experience loneliness will seek out media to satisfy this need; thus they may resort to using dating apps to experience a connection or to feel less lonely.
Artificial Intelligence (AI) Another post-pandemic development is the widespread acceptance and use of
Artificial Intelligence, or AI. Platforms such as
ChatGPT,
Google Gemini, Amazon Web Services (AWS), and
Microsoft Copilot have all developed and introduced an AI platform for individuals to utilize in their day-to-day lives. Uses and Gratifications theory may be able to explain the uprise in this technology and peoples' perception of AI. AI makes things simpler; it provides convenient and quick answers to almost any question or request provided by the user. This is appealing to users and drives the motivation of AI use.
Artificial Intelligence (AI) in Education In a study conducted by Campbell Academic Technology Services, researchers looked at use of AI by students in higher education. This study performed from 2024 to 2025 showed that 86% of students use AI in their studies, with 54% of students using AI weekly, and one in four students using it daily. With the uprise of AI use, the Pew Research Center concluded from a study that one in four teachers in the United States say that AI and AI tools are causing more harm than good in K-12 education. Although, AI has a negative connotation when used in academics, the uses of AI are not always negative. Students report using AI to get help with unanswered questions, drafting outlines, brainstorming, and as a space to explore and create.
Artificial Intelligence (AI) and Relationships Not only is Artificial Intelligence being used for academics and in academic settings, individuals are also using AI to form new relationships - both platonically and romantically. A study performed in 2025 by Joyce, C. I., Welch, T. S., Knox, D., Adriatik, L., & Tsay, A. C. examined the acceptance of robots; especially in regards to love and companionship. The researchers examined the degree of companionship and intimacy that can be achieved by the inclusion of robots as emotional, intimate, and romantic partners. The study found that of all participants, individuals of Asian descent were most accepting of robot partners, with a M of 10.22. White individuals were least accepting of robot partners as found by the study, with a M of 8.14. Researchers at Arizona State University examined the use of
Amazon's Alexa and the correlation between users' motivations, involvement, and satisfaction. The study found that the motive of users' held a positive correlation between Entertainment and Information. The study also found that the use of Alexa and the satisfaction is linked to cognition and feeling positive emotions. In addition, recent developments have shown that individuals have started developing relationships with chatbots. This can lead to further social problems for the user, as they would be classified as parasocial relationships - there is no real human behind the relationship itself. These relationships can be positive for some, but dangerous for others.
Artificial Intelligence (AI) and UGT All of the different uses of Artificial Intelligence directly correlates to UGT. Every user has a different motivation or use for AI depending on the circumstance which can account for the variety of ways it is used. Whether it is a student looking for a platform to explore and express creativity, a person experiencing loneliness seeking a partner to talk to, or a social media platform developer looking for an answer to customize each user's experience to be unique, the different needs accounts for the different uses of AI amongst individuals.
Artificial Intelligence (AI) and Digital Marketing/Social Media Artificial Intelligence has a grip on almost the entire world as we know it. Anytime one scrolls, one is interacting with Artificial Intelligence whether one likes it or not. With every scroll, AI is taking note of one's likes and dislikes. How long one stays on one post, what links one clicks on, what like button one taps. AI controls the algorithm and what one sees on every social media platform that one interacts with.
Social Networks More and more social networks are making their way to the App Store for consumers to potentially adopt. With all of these choices for consumers to make regarding apps and platforms, what drives people to adopt new technologies and platforms? In a 2025 study performed by Ahmad, H., Majid Gulzar, M., Ahmed, I., and Khalid, M., researchers discovered that there is a large rise in the role played by social connections in affecting the adoption of technology by the consumer. This directly correlates with the Media Multiplexity theory, which suggests that stronger social ties are positively correlated with the number of social media channels used when communicating. Another study, performed by Salisu, I., Sappri, M. M., Omar, M. F., Nasir, A., Ejaz, S., & Hossain, M. B. looked forward at the future of communication and platform adoption. They found that users will use social media platforms more frequently and make them their preferred method of communication. In addition, through their adoption, they will promote the use of the social media to others and ultimately get others to adopt new platforms and technologies. ==Related theories==