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Uses, gratifications, and dependency theories arise from a line of work that focuses on the interdependent relationships among the media system, the larger social system, and media audiences. Together, these theories predict that audiences rely on media to gratify specific needs and in the process develop certain dependencies on the media. The more an individual depends on a specific medium to fulfill needs, the more important that media will become to that person. This can, in turn, lead to different patterns of media exposure and use. Ultimately, this can lead to cognitive, affective, and behavior effects of media use.

This process of reliance on media can be examined from either a macro- or a microlevel approach. A microlevel approach looks specifically at the role of media in the lives of an individual, examining how people use and depend on media to meet specific goals or needs. From a microperspective, a person will become more dependent on the specific media that will satisfy a variety of needs over those that satisfy just a few needs. These increased dependencies, in turn, lead to an increased influence of the media in our lives. For example, a technologically savvy and media literate individual knows that he or she can find information from the newspaper, radio, the Internet, television, or a variety of other sources. However, someone who might not be technically savvy might see the only option as turning on the television and the evening news. Therefore, this person becomes heavily dependent on television for news and information gathering. Television, then, becomes more influential on this person than on our technologically savvy person.

A macrolevel approach to dependency involves examining the interdependence between audiences, the media system, and the larger social system. According to the theory, the media system, social institutions, and the audiences exist in a state of mutual interdependence. Each has goals they must accomplish and resources to offer the other. For example, the media system relies on the larger social system for structure and legitimacy and on audiences so they can create advertising revenue. In turn, the media offer information dissemination for the larger social system and entertainment and information for the mass audience. This highlights the power and the effects the media can have on our daily lives. However, these effects occur not because the media are all-powerful, but because the media operate in give-and-take relationship with the larger social system and the media audiences. Given the increasing complexity of the world in the era of the global village, audiences need media to help them make sense and to understand the world around them. The media are only powerful because we use them to gratify a variety of needs. It is the uses people make of media that determine the strength of the media's influence.

Uses and Gratifications

Framed by Elihu Katz, Jay Blumler, and Michael Gurevitch in the 1970s, uses and gratifications theory turned attention away from media sources and message effects to audience uses of media content. Building on this original idea, Philip Palmgreen used the work of Karl Rosengren and others to explain more clearly what is going on in this process. He borrowed Martin Fishbein's expectancy-value theory of beliefs and attitudes as the basis for this expanded explanation, which he first published in 1984. The expectancy-value formula determines the gratifications that will be sought by a media user by summing his or her beliefs about what media can provide weighted by one's evaluations of those beliefs. If, for example, a user believes that car magazines have many great photos of cars (belief) and good photos are enjoyable (evaluation), that such magazines give useful information about best buys (belief) and knowing what cars to buy is pertinent (evaluation), and that these magazines provide ads for parts (belief) that one needs to restore cars (evaluation), that user will probably seek to gratify needs and goals related to cars by consuming these magazines.

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