The uses and gratification theory posits that audiences play a large role in creating media by consuming content that satisfies their needs and interests. It assumes that audiences are active rather than passive and that they choose media for information, entertainment, social interaction, and personal identity purposes. The theory explores how audiences use media to fulfill needs like education, social connection, diversion, and emotional release.
2. The uses and gratification theory is all about audience and the idea that
audience play a large role in the creation of media.
One wouldn’t create a media text if it wasn’t possible for it to have an
audience. The one creating the media would make something that would
satisfy the audience appropriately and fully, for it to be successful.
The theory assumes audiences act as individuals instead of past passive
theories of in taking information from texts. They have alternate choices
of how to use media pieces:
Information
Personal Identity
Integration and Social Interaction
Entertainment
the list of Uses and Gratifications has been extended, particularly as new
media forms have come along (eg video games, the internet)
3. Finding out about relevant events and
conditions locally and across the world.
Seeking advice on matters personal and
practical.
Satisfying general interest and curiosity.
Self-education
Gaining a sense of security through
knowledge.
4. Finding reinforcement for personal values.
Finding role models for behaviour.
Identifying with valued people in the media.
Gaining insight into oneself.
5. Social Empathy – insight into others
circumstances.
Gaining sense of belonging identifying with
others.
Finding a basis for conversation and social
interaction.
Having a substitute for real-life
companionship.
Helping to carry out social roles.
Enabling one to connect with friends, family
and wider society.
6. Escapism, diversion from problems.
Relaxation.
Getting intrinsic cultural or aesthetic
enjoyment.
Passing time.
Emotional release.
Sexual arousal.