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Uses and gratifications theory - Wikipedia, the free encyclopedi. Uses and gratifications theory (UGT) is an approach to understanding why and how people actively seek out specific media to satisfy specific needs. UGT is an audience-centered approach to understanding mass communication.[1] Diverging from other media effect theories that question "what does media do to people? ", UGT focuses on "what do people do with media? "[2] This communication theory is positivistic in its approach, based in the socio-psychological communication tradition, and focuses on communication at the mass media scale.[3] The driving question of UGT is: Why do people use media and what do they use them for?

UGT discusses how users deliberately choose media that will satisfy given needs and allow one to enhance knowledge, relaxation, social interactions/companionship, diversion, or escape.[4][5][6] It assumes that audience members are not passive consumers of media. Uses and gratifications approach[edit] Assumptions of the theory[edit] Heuristic approach of UGT[edit] History[edit] Diffusion of innovations. The diffusion of innovations according to Rogers. With successive groups of consumers adopting the new technology (shown in blue), its market share (yellow) will eventually reach the saturation level. In mathematics, the yellow curve is known as the logistic function. The curve is broken into sections of adopters. History[edit] The concept of diffusion was first studied by the French sociologist Gabriel Tarde in late 19th century[3] and by German and Austrian anthropologists such as Friedrich Ratzel and Leo Frobenius.[4] The study of diffusion of innovations took off in the subfield of rural sociology in the midwestern United States in the 1920s and 1930s.

In 1962 Everett Rogers, a professor of rural sociology, published his seminal work: Diffusion of Innovations. Rogers synthesized research from over 508 diffusion studies across the fields that initially influenced the theory: anthropology, early sociology, rural sociology, education, industrial sociology and medical sociology. FEED: The Razorfish Digital Brand Experience Report 2009 Key Fin. What the F**K is Social Media: One Year Later.