COMM 102 Lecture Notes - Lecture 18: Escapism, Instant Messaging

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Uses and Gratifications
Uses and Gratifications Approach
Indiv differences cause each audience member to seek out DIFF. messages, use them
differently, & respond to them uniquely
Viewers social/psych makeup is as responsible for media usage as message themselves
Examines motivations & behaviors of viewers
Assumes viewers actively choose media content to gratify individual needs
EX: GTA vs Guitar Hero? Single-player vs multi-player?
Societal-Level Functions of Mass Media
Lasswell (1948) -- 3 major functions
(1) Surveys the environment → keeps users informed
(2) Correlation of environmental parts → Helps form more accurate
holistic view
(3) Transmits societal norms & customs to new generations of viewers
Other mass media functions
(4) Entertainment
(5) Parasocial interaction
(6) Escapism
(7) Anxiety reduction
(8) Play
Models to Explain Uses and Effects
Transactional Model
Combines message characteristics & audience psych orientation
Combines direct effects model & individual differences model
Gratification-Seeking and Audience Activity Model
Gratiications souht & attitude o ieer DETERMINE ieer’s attention
Effect on viewer depends on DEGREE of involvement & intentions
Attention = mediator
Expectancy-Value Model How people behave is a FUNCTION of their goals
When you hae multiple options presented to you, you’ll pick the one that has the
highest combo of expected success & value
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Document Summary

Indiv differences cause each audience member to seek out diff. messages, use them differently, & respond to them uniquely. Viewers social/psych makeup is as responsible for media usage as message themselves. Assumes viewers actively choose media content to gratify individual needs. Lasswell (1948) -- 3 major functions (1) surveys the environment keeps users informed (2) correlation of environmental parts helps form more accurate holistic view (3) transmits societal norms & customs to new generations of viewers. Other mass media functions (4) entertainment (5) parasocial interaction (6) escapism (7) anxiety reduction (8) play. Combines message characteristics & audience psych orientation. Combines direct effects model & individual differences model. Grati(cid:321)ications sou(cid:322)ht & attitude o(cid:321) (cid:475)ie(cid:476)er determine (cid:475)ie(cid:476)er"s attention. Effect on viewer depends on degree of involvement & intentions. Expectancy-value model how people behave is a function of their goals. When you ha(cid:475)e multiple options presented to you, you"ll pick the one that has the highest combo of expected success & value.

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