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Original Articles

Looking to the Future of New Media in Health Marketing: Deriving Propositions Based on Traditional Theories

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Pages 147-174 | Published online: 17 Oct 2008
 

ABSTRACT

Market trend data show that the media marketplace continues to rapidly evolve. Recent research shows that substantial portions of the U.S. media population are “new media” users. Today, more than ever before, media consumers are exposed to multiple media at the same point in time, encouraged to participate in media content generation, and challenged to learn, access, and use the new media that are continually entering the market. These media trends have strong implications for how consumers of health information access, process, and retain health-related knowledge. In this article we review traditional information processing models and theories of interpersonal and mass media access and consumption. We make several theory-based propositions for how traditional information processing and media consumption concepts will function as new media usage continues to increase. These propositions are supported by new media usage data from the Centers for Disease Control and Prevention's entry into the new media market (e.g., podcasting, virtual events, blogging, and webinars). Based on these propositions, we conclude by presenting both opportunities and challenges that public health communicators and marketers will face in the future.

This publication was made possible through a cooperative agreement between the Association for Prevention Teaching and Research (APTR) and the Centers for Disease Control and Prevention (CDC), award number U50/CCU300860; its contents are the responsibility of the authors and do not necessarily reflect the official views of APTR or CDC.

Notes

A gadget is “a mini application for the Windows Vista desktop or the Windows Live personal portal. It is the Windows counterpart of the Macintosh “widget.” Gadgets are also provided by the Google Desktop environment” (Nuts & Volts Magazine: Computer Encyclopedia).

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