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According to Rogers(2003) "Diffusion is the process by which an innovation is communicated through certain channels over time among the members of a social System." In other words,the study of the diffusion of innovation is the study of how, why, and at what rate new ideas and technology spread through cultures. It applies, for example, to the acceptance of new technological products like the wristwatch and the personal computer, foods like tomato sauce and sushi, music styles like opera and bossa nova, dressing styles like the top hat and blue jeans, ideals like democracy or feminism, and so on.

This research topic began in the 1950s at the University of Chicago with funding from television producers who sought a way to measure the effectiveness of broadcast advertising. It soon became apparent that advertised products or services were "innovations" in the culture. The general result of the study was that the most influential channel of influence was not from some broadcast medium, but down an echelon of levels, from a small number of "early adopters" to a larger number of "secondary adopters", and from them to "tertiary adopters", then to "quaternary adopters", etc. There was also lateral influence within each level. Broadcast messages could reinforce the propagation from one adopter level down to the next, but lower levels are unlikely to respond until the level above them has adopted. It found that people were more likely to adopt, or even consider adopting, if people they know and respect have adopted. Imitation is the strongest influence channel. Therefore, the most effective marketing strategy is to first sell to the early adopters, then reinforce the diffusion to each successive level, but not to waste resources on trying to reach any given level before it is ready for it.

The field has been expanded to examine competitive diffusion processes, in which the diffusion of some innovation stimulates an opposing innovation that also diffuses in competition with the first. Examples of this can include competing products, political candidates, religions, etc. It is sometimes useful to characterize the propensity of an innovation to diffuse with a "coefficient of diffusion." Thus, the course of events in Vietnam in the 1950s and 1960s can be described in terms such that the meme of nationalism had a higher coefficient of diffusion than the constitutional republican government.

Competitive diffusion processes have been simulated by various games, such as the Pendulous family of simulated war games, in which control of the most territory on the board is the object of the game, and play consists of encouraging the spread of "forces" that occupy positions.

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