Diffusion+of+Innovations

=Introduction=

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 * Diffusion** is defined as "the process by which an innovation - a new way of doing things - is communicated through media and interpersonal channels over time among the members of a community." (Media Now, 55)

=Example of Diffusion=

A good example of diffusion is the VCR which was adopted rapidly within the United States. "In 1980 one percent of American households owned a VCR. This number increased to twenty percent by 1985 and then hit eight-five percent by the year 2000." (Media Now, 55)

=Factors of Diffusion=

One major factor of diffusion is cost. People are more willing to purchase new items when they are at a lower cost. Take for example "the VCR which was orignally priced at $2200 in 1975 and then sold for around $100 or even less in the year 2000." (Media Now, 55) Of course, cost is not the only factor when it comes to diffusion, other factors such as "how easy is it to operate? How compatible is it with existing ways of doing things? and What are the advantages of the new idea in comparison to old methods?" (Media Now, 55)

=Diffusion of Innovations Categorization=

The diffusion of innovations pardigm was created by Everett Rogers in order to categorize the rate at which people adopt a new innovation. The categories in chronological order are as follows:

=Innovators=


 * "Innovators:** The first to use an innovation." (Media Now, 57)

Early Adopters

 * "Early Adopters:** People who follow up on innovative ideas through specialized media such as trade journals or interpersonal contacts." (Media Now, 57)

Early Majority

 * "Early Majority:** Those who join the trend as it begins to go mainstream." (Media Now, 57)

Late Majority

 * "Late Majority:** Those who wait to see what most people are going to do." (Media Now, 57)

Laggards

 * "Laggards:** Those who wait until the very end." (Media Now, 57)

Reinvention:
After an invention is diffused in the society, other uses for that invention usually come out that help in increasing its life span and diversify its use. For example computers introduced educational softwares, video games and lastly electronic mail, giving the users a wider scope and making the computer an important part of today's society

=Works Cited=

Larose, Robert, and Joseph Strsubhaar. __Media Now__. USA: Thomson Wadsworth, 2004.