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Talia Smith
 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)
 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.
 Finding reinforcement for personal values. 
 Finding role models for behaviour. 
 Identifying with valued people in the media. 
 Gaining insight into oneself.
 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.
 Escapism, diversion from problems. 
 Relaxation. 
 Getting intrinsic cultural or aesthetic 
enjoyment. 
 Passing time. 
 Emotional release. 
 Sexual arousal.

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The uses and gratification theory

  • 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.