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Theory
Information
• finding out about relevant events and conditions
in immediate surroundings, society and the
world
• seeking advice on practical matters or opinion
and decision choices
• satisfying curiosity and general interest
• learning; self-education
• gaining a sense of security through knowledge
Personal Identity
• finding reinforcement for personal values
• finding models of behavior
• identifying with valued others (in the media)
• gaining insight into oneself
Integration and Social Interaction
• gaining insight into the circumstances of others;
social empathy
• identifying with others and gaining a sense of
belonging
• 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 family, friends and
society
Entertainment
• escaping, or being diverted, from problems
• relaxing
• getting intrinsic cultural or aesthetic enjoyment
• filling time
• emotional release
• sexual arousal
It assumes that members of the audience are not
passive but take an active role in interpreting and
integrating media into their own lives. The theory
also holds that audiences are responsible for
choosing media to meet their needs. This theory
would then imply that the media compete against
other information sources for viewers'
gratification.
It is suggested that the uses and gratifications theory has to
fulfil one the following when we choose a form of media:
• More audience-centered