<article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" article-type="Research Article" dtd-version="1.0"><front><journal-meta><journal-id journal-id-type="pmc">iarjbm</journal-id><journal-id journal-id-type="pubmed">IARJBM</journal-id><journal-id journal-id-type="publisher">IARJBM</journal-id><issn>2708-5147</issn></journal-meta><article-meta><article-id pub-id-type="doi">10.47310/iarjbm.2020.v01i02.014</article-id><title-group><article-title>Using The Uses and Gratifications Theory to Explore Consumers’ E-purchase Behavior</article-title></title-group><contrib-group><contrib contrib-type="author"><name><given-names>Pin-Fenn</given-names><surname>Chou</surname></name></contrib></contrib-group><contrib-group><contrib contrib-type="author"><name><given-names>Ying-Chun</given-names><surname>Wang</surname></name></contrib></contrib-group><aff-id id="aff-a" /><abstract>Consumers use information technology at home to e-shopping, which has become very popular. This research will use The Uses and Gratifications Theory as a theoretical basis for exploring consumer e-purchase behavior. This study uses the AMOS soft to analysis the received questionnaires data. The path analysis results had shown support for this research all hypotheses. The indicating that influence the consumers’ e-purchase behavior, the entertainment higher than convenient and e-information factors.</abstract></article-meta></front><body /><back /></article>