4. Literature Review
Uses and Gratifications Theory (UGT) has been a primary perspective to understand why people actively choose and use certain media to meet their needs. It was developed in an era with mass media, but as the media landscape has changed, theory's assumptions have been tested, modified, and extended. The decade from 2015-2025 will be one of the more significant in that regard, where social media matured, streaming services became prevalent, mobile entertainment burgeoned, and integration of algorithmic curation became part of their lives. This literature review compiles literature from that decade to note the trajectory of UGT, the application of UGT across different digital platforms, the adoption of qualitative approaches, and key gaps that need further research. My argument is that UGT is still a powerful theoretical approach, but the unique affordances and complexities of the digital environment require a more nuanced, critical, and methodological approach to fully capture the lived experiences of media gratification.
4.1. Evolving UGT in the Digital Era (2015-2025)
The period of 2015-2025 has created a crucible for Uses and Gratifications Theory, as this period has created an environment that is different than the one where UGT was created. The UGT premise--that audiences are active and goal-oriented media consumers-- has been affirmed and made all the more complicated in digital media's interactive and user-centered approach to building and cumulatively consuming media. At the beginning of this decade, research focused on shifting the typologies of the traditional gratifications (e.g., information, entertainment, social interaction, and escapism) to social networking sites and video-sharing platforms, among other digital platforms. Scholars confirmed established gratifications were still relevant, but gratifications happened in different ways through digital technologies (e.g., user-generated content, immediate social feedback).
Fast forwarding to the latter part of the decade, research began to see beyond "simply" applying established gratifications and began to move into a critical evolution of the theory. The concept of an "active audience" was examined with greater rigor. Media users can actively create their profiles, follow accounts and create their content which, in complexity, is formed through algorithm-based environments that were designed to increase user engagement. This creates tension between user agencies and technological determinism the early UGT models did not need to address. Because of that, the gratification seeking process, from the user perspective, was no longer a linear function of fulfilling needs, but a dynamically conscious user-capability negotiation of the subtle, yet persuasive, nature of digital organizing.
Table 1.
Evolution of UGT in Digital Media Research (2015-2025).
Table 1.
Evolution of UGT in Digital Media Research (2015-2025).
| Period |
Research Focus |
Key Theoretical Developments |
Methodological Trends |
| 2015-2017 |
Adapting traditional gratifications to social media platforms |
Confirmation of established gratifications in digital contexts |
Predominantly quantitative surveys |
| 2018-2020 |
Critical examination of "active audience" concept |
Integration with TAM, social psychology theories |
Emergence of mixed methods approaches |
| 2021-2023 |
Algorithmic influence on gratification-seeking |
Consideration of platform affordances |
Growth in qualitative inquiries |
| 2024-2025 |
Platform-specific gratifications and user agency |
Dialectical understanding of user-environment interaction |
Interpretive and phenomenological methods |
Additionally, during this period, UGT was also blended with other theoretical perspectives for increased explanatory power. Studies incorporated social psychology constructs (e.g., social comparison, self-presentation) to help explain gratifications of curated online identity. Similar frameworks, such as the Technology Acceptance Model (TAM), were combined with UGT to consider the meanings of a platform’s perceived utility and gratification. Researchers also began to consider users' pre-existing attitudes or behaviors, or digital literacy, as critical variables in the quest for gratifications (Xu, 2025). This blending of perspectives has signaled that in the convergence of digital media; no single theory or perspective can address the complexity of media use. Thus, the evolution of UGT can be framed as the direction shifting from a static application of UGT theory, to a moving, integrated, critical framework that has the potential to analyze the complex digital life.
4.2. UGT Application Across Digital Platforms
The usability of Uses and gratification Theory was apparent in the many ways it was employed during the 2015-2025 time period and the myriad digital platforms that proliferated during this time. Scholars have utilized UGT as a principal framework to identify why individuals select certain media to consume then engage with the platform itself, ranging from omnipresent social media platforms to often unique online communities (Du, 2024). UGT is particularly useful in its ability to account for the appeal of social media and specific platforms, as it provides a well-defined structure for organizing users' ambiguous motivations for utilizing platforms in the first place. Reasons why individuals use social media platforms often overlap; for example, many users experience gratifications like social connection, self-expression, information seeking, or entertainment. Many studies on social media platforms have been based on UGT and the applicability of UGT to social media confirms this theory has unique value when considering user choice and motivations (
Wibowo, 2022).
UGT has also conducted research on newly formed types of digital media consumption. The growing popularity of video game streaming platforms, like Twitch and YouTube Gaming, has allowed researchers to explore gratifications not only from playing video games, but also from watching others play. While the motivations of gratifications from playing video games are not necessarily extended from watching others play video games, UGT offers scholars a framework for addressing the complex motivations put forth by motivations to watch. The gratifications associated with watching others play games are sometimes a combination of success in vicarious achievement (achievement that is not based on success), a feeling of community belonging (watching with others), learning new strategies or tips related to gameplay and then experiencing parasocial interaction (watching the streamer) with the streamer. Esports,
in addition to video game streaming platforms, have also utilized UGT to help define player persistence. The gratifications that stem from playing esports are sometimes a unique combination of competition, mastery, social recognition, or immersion (Nguyen, 2025). UGT has also shed light on emergent and novel economic behaviors in digital contexts. For example, purchasing virtual goods or currency extends beyond the gratifications of mere utility, as the gratifications stem from obtaining social status, aesthetic expression, or simply advancing and enhancing the gameplay experience (Kaur, 2020).
Table 2.
Platform-Specific Gratifications Matrix.
Table 2.
Platform-Specific Gratifications Matrix.
| Platform |
Primary Gratifications |
Unique Affordances |
User Demographics |
| TikTok |
Entertainment, trend participation, creative expression |
Short-form video, algorithmic discovery |
Gen Z, young millennials |
| Instagram |
Curated self-expression, social validation, aesthetic inspiration |
Visual storytelling, ephemeral content (Stories) |
Millennials, Gen Z |
| LinkedIn |
Professional networking, career development, and industry knowledge |
Professional profiles, endorsements |
Working professionals |
| Twitter/X |
Real-time news, social commentary, public discourse |
Brevity, real-time updates |
Diverse age groups |
| Facebook |
Social connection, group membership, information sharing |
Groups, events, comprehensive profiles |
Older millennials, Gen X |
| Twitch |
Entertainment, community belonging, learning strategies |
Live streaming, real-time interaction |
Gaming enthusiasts |
| YouTube |
Educational content, entertainment, parasocial relationships |
Long-form video, diverse content types |
All age groups |
The vast range of uses of UGT during this time reveals an observable trend: gratifications are diversified and specialized based on platform affordances. The common and foundational gratifications (e.g. social connection, entertainment) have remained throughout uses of UGT, while the satisfaction of these gratifications have been contingent on the technological affordances of the platform. For example, Snapchat's ephemeral conversations styles are directed at satisfying gratifications differently than LinkedIn's professional development processes, or immersive virtual reality video games. Given this, the literature on UGT from the years of 2015-2025 presented a unique quilt of platform focused studies. This also speaks to future directions for UGT, as this literature highlights a challenge of synthesizing each of the studies that consider how individuals navigate the entire digital media universe in- order to find gratifications, rather than a single, or couple of platforms.
Ultimately, the literature demonstrates the utility of UGT while given the exorbitantly fluid nature of content consumption and platform permeability, we should explore how to engage in analyses that cross platforms while also accounting for how the contemporary practice of consuming media is more complex than static studies on social media and other digital platforms.
4.3. Qualitative Inquiries into UGT Research
Historically, quantitative surveys have been the predominant form of UGT research; however, in 2015-2025 there has been a considerable and indicative shift moving toward qualitative methodologies. The shift toward qualitative methodologies comes from a recognition that the subtleties of media gratifications (i.e. subjective experiences, latent motivations, contextual complexities) as explored through quantitative survey research tend to be limited to Likert scale selections or other methods aligned with pre-constructed survey items. Specifically, instead of merely seeking to understand what gratifications were being sought, qualitative inquiry allows for researchers to understand how and why users experience gratifications in complex contexts that are lived realities for users. The methodological expansion has enhanced the explanatory power of UGT in contemporary media research.
Interpretive methods, such as phenomenology and thematic analysis, have also gained traction, and studies that utilize in-depth semi-structured interviews have produced valuable and detailed descriptions of users' experiences in ways that quantitative measures cannot. For example, there is qualitative research using data from university students' TikTok use that produced meaningful themes related to identity experimentation, coping with academic stress, and navigating trends, therefore, gratifications that may not be captured in a standardized survey (Ullah, 2025). By allowing the voice of the participant to be central in these studies, the user-and user gratifications-have the potential to emerge from data collection that was not already embedded in typologies. This inductive process is tremendously important in an ever-changing media landscape where new platforms and features will continue to develop new ways for users to experience and engage in gratifications.
Moreover, the mixed-method design is becoming more common, which is undoubtedly an incredibly constructive way to triangulate findings in order to develop more robust insights. A typical mixed-method study would first conduct qualitative interviews that explore and identify key gratification themes in the digital setting (i.e., esports) and then use those inductively generated survey themes to develop a quantitative survey for further generalizability and empirical testing (Nguyen, 2025). A mixed-method approach capitalizes on the strengths of each methodological approach: qualitative data provides rich, contextual provisions, while quantitative data offers generalizability and statistical analysis rigor. This methodological pluralism reflects a level of maturity in UGT scholarship and allows for progress in this area of research to continue through research faculty that want to re-examine and extend UGT theory for the contemporary media environment with methods that are as fluid, complex, and user centered as the phenomenon being researched. The qualitative approach does not diminish quantitative measurement; it complements and enhances UGT research.
4.4. Identified Gaps and Limitations in Current UGT Scholarship
Although UGT continues to be meaningful and relevant to the contemporary media context, the UGT scholarship produced between 2015-2025 reveals important gaps and limitations that this study seeks to expand upon. One issue that emerged in a systematic review of UGT literature is a tendency for research papers applying UGT to be cited for being bare bones. These papers could cite knowledge of UGT as a framing approach, without training in engaging with conceptually and methodologically to consider and evaluate its limits, assumptions, and deeper theoretical contributions (Mateus, 2023). Creating this system of applying UGT theory to UGT research without creating new contributions could hurt the UGT theory, since in the absence of contributions to UGT, it turns into descriptive, deconstructive checklists of motivations instead of an explanatory framework that could be alive. There is a strong need for research that explores the ways in which users apply UGT in meaningful ways and for that research to make original contributions to the theory in relation to contemporary media phenomenon.
The second limitation is UGT's theory of gratifications-seeking has a challenge to articulate with the relational and compromised user agency with the architecture of the platform's implications, algorithms. UGT theoretically frames the user as active and goal-oriented, but it does not necessarily explicate how needs and gratifications would be modeled, recommended, and sometimes constructed through algorithmic curation systems. The gratification-seeking process may be creatively less about seeking but rather about responsive engagement with a personalized, algorithmic produced flow of content. Most scholarships have approached this dialectic in few transactions, and there is still considerable gap in understanding how agency is recognized and lived in technologically mediated environments.
Third, there are also limitations when we consider UGT in relation to different demographics and their novel media practices like Generation Z consuming experiential travel content on social media platforms. There is evidence that the existing theorizing about UGT may be inadequate to explain the motivations of younger generations who are enacting media behavior that is explicitly tied with their identity construction and the digital economy of experiences (Kim, 2025). Similarly, the theory has also been critiqued for having a functionalist bias, because it mostly focuses on the "functions" of media use, i.e., the positive or neutral effects of media use. When a user seeks social connection or entertainment, the result of that pursuit may mean digital addiction, misinformation, social comparison anxiety or being trapped in an echo chamber. Ultimately, media use is a complicated phenomenon that requires theorizing to understand by looking at the gratifications sought along with the unintended and problematic consequences of that fulfillment. Lastly, more research is needed based on the known complexity of relationships between different gratifications and exploration from under-theorized areas, like what has been noted as an under theorized aspect of new digital behaviors like purchasing virtual goods (Kaur, 2020). Working through those limitations—by not just applying UGT in a superficial way, interrogating the influence of algorithms, focusing on emerging user behavior and what that tells us, and calling attention to dysfunctions—will be essential to help the continued relevance and potency of UGT.