Uses and gratification model

Cards (7)

  • Uses and gratification
    Blumer and Katz
    5 elements in this model
    • audience is active
    • audience has the power to exercise choice over their consumption of media
    • the needs satisfied by the media compete directly with other sources of need fulfilment in society
    • the goals of media consumption can be identified by the audience themselves in a reflective process
    • the researcher should suspend all value judgement regarding the relative and specific worth or merit of these audience goals
  • Uses and gratification
    McQuail
    Diversion- people immerse themselves in media to make up for the lack of satisfaction at work or in their life
  • Uses and gratification
    McQuail
    personal relationships- membership of a community, most frquent users of the media were those who were lonely
  • Uses and gratification
    McQuail
    personal identity- media helps us explore and confirm our self identity, however media may also challenge and destabilise one's sense of identity
  • Uses and gratification
    McQuail
    surveillance- helps us keep in touch with what is happening for reassurance, personal education etc
  • Uses and gratification
    Lull
    list of social uses for TV
    • structural
    • environment- background noise, entertainment
    • regulative- talk patterns, punctuation of time
    • communication facilitation- common ground, agenda for talk
    • affiliation/avoidance- physical, verbal, family relaxant, conflict reduction
    • social learning- decision making, behaviour modelling
    • competence/dominance- gatekeeping, role portrayal
  • Uses and gratification
    Killborn
    reasons why people watch soaps
    • acts as a launchpad for social and personal interaction
    • provides escapist fantasy
    • a focus on topical debates
    • fulfils individual needs