Amusement as Key Motivation: Informing Client Needs in CMC Technologies for Enhanced Collaboration

Junghyun Nam
Aim/Purpose
This study explores the motives behind the use of computer-mediated communication (CMC) technologies in business planning, where effective team communication is vital for collaboration.

Background
Effective communication and collaboration are crucial in business planning, making the selection of the right communication tools essential.

Methodology
By addressing this topic from a uses and gratifications (U&G) perspective and applying the Technology Acceptance Model (TAM), the research informs our understanding of both extrinsic and intrinsic motivations influencing the adoption of CMC tools. An empirical survey conducted with students, coupled with factor analysis, identified seven key motivational factors driving the use of CMC technologies.

Contribution
The study provides critical insights for clients and developers of popular CMC platforms such as Messenger, Telegram, Skype, and KakaoTalk, informing the design of features that align with user needs and preferences.

Findings
Factor analysis revealed seven key motivational factors: (1) amusement, (2) usefulness, (3) perceived ease of use, (4) style, (5) information seeking, (6) sociability, and (7) connection with people. Among these, amusement emerged as the most significant motivator, even in the context of business planning. This finding underscores the importance of engaging and enjoyable features in promoting the use of these tools.

Impact on Society
By incorporating the seven identified motivations, companies can refine their platforms to better meet client expectations, fostering greater user satisfaction and adoption in collaborative business environments.

Future Research Future research could build on this study by exploring how users’ personality traits influence their participation and behavior when using CMC technologies.
computer-mediated communication, business planning, motivation, use and gratification
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