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Uses and Gratifications Theory in Action: Video Games

 
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Uses and Gratifications Theory

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Edward Nabulele Edward Nabulele
Student (Other), United Kingdom
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Uses and Gratifications Theory in Action: Video Games
🔥 A great example of the Uses and Gratifications Theory (UGT) in action is the rise of video games as a new important form of media. Unlike traditional mass media, video games are interactive and often social, making them a good example for exploring how media users actively seek out and derive gratification.
  1. DIVERSION OR ENTERTAINMENT - One of the most cited gratifications is escapism or diversion. Games like The Legend of Zelda or Skyrim allow players to immerse themselves in alternate realities, offering a break from daily stressors. This aligns with Blumler and Katz's original category of "Diversion," where users seek entertainment to avoid boredom or routine. However, critics like James Lull remind us that not all media consumption is voluntary or beneficial; some escapism may mask deeper issues of avoidance or dependency.
  2. PERSONAL RELATIONSHIPS, SOCIAL INTERACTION AND BELONGING - Modern gaming is increasingly social. From co-op missions in Call of Duty to entire virtual economies in World of Warcraft, games facilitate real-time interaction, collaboration, and even friendship. This aligns with McQuail's "Integration and Social Interaction" category. For some, gaming communities offer a stronger sense of belonging than offline networks.
  3. PERSONAL IDENTITY AND ROLE EXPLORATION - Video games provide a unique space for identity experimentation. Whether customizing avatars in The Sims or making moral choices in Mass Effect, players often project or explore aspects of themselves. This supports the "Personal Identity" gratification, where users find reflections of their values or aspirations. In multiplayer environments, identity can also be performative—constructed through usernames, roles, and in-game behavior.
  4. INFORMATION/SURVEILLANCE - This media function is generally not applicable in video games.
  5. BEYOND THE ORIGINAL FRAMEWORK
    While UGT provides a useful foundation, the complexity of gaming suggests the need for additional or expanded categories. For instance:
    - ACHIEVEMENT: Many players are driven by goals, rankings, and mastery.
    - NARRATIVE ENGAGEMENT: Story-driven games offer emotional depth akin to literature or film.
    - CREATIVE EXPRESSION: Sandbox games like Minecraft allow for artistic and architectural creativity.
In conclusion, video games should not be regarded as just entertainment; they are multifaceted platforms that satisfy a wide range of psychological and social needs. Escapism, identity, and social interaction remain core sources of gratification. The medium's evolution arguably calls for some new understanding as well to keep pace with the dynamic nature of digital media.
Sources:
Blumler, J.G., & Katz, E. (1974). The Uses of Mass Communications: Current Perspectives on Gratifications Research. Beverly Hills, CA: Sage Publications.
McQuail, D. (2000). McQuail's Mass Communication Theory (4th ed.). London: Sage Publications.

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More on Uses and Gratifications Theory
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topic Improving Internal Communications
topic (Strategic) Media Management
👀Uses and Gratifications Theory in Action: Video Games


Special Interest Group
More on Uses and Gratifications Theory
Summary
Forum
topic Improving Internal Communications
topic (Strategic) Media Management
👀Uses and Gratifications Theory in Action: Video Games
Knowledge Center

Uses and Gratifications Theory



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