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Social Implications of Mobile Communication

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Social Implications of Mobile Communication Based on presentation by Bodine, Fung &Moraveji Overview Space Time Language Sociability and acceptable behaviour ... – PowerPoint PPT presentation

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Title: Social Implications of Mobile Communication


1
Social Implications ofMobile Communication
  • Based on presentation
  • by Bodine, Fung Moraveji

2
Overview
  • Space
  • Time
  • Language
  • Sociability and acceptable behaviour
  • Coordination
  • Smart Mobs
  • Photo mobiles
  • Mobile Gaming
  • Future

3
Space
  • People can share their experience of an event,
    e.g. concert, gigs, with distant other(s)
  • And experience of place (Beckham Spain ad - he
    sends pictures of sunny skies to Man Utd players
    in rainy Manchester)
  • Public and private boundaries change
  • e.g. one person at home, one in restaurant
  • Physical space vs. Virtual space
  • Norms in one space not same as norms in other
    space
  • Social conflict e.g. driving
  • Perpetual contact a constraint or freedom?
  • Free to turn off? Several people never turned off
    their mobiles, even when sleeping

4
University life?
  • Increasingly no landline eases disputes over
    usage bills
  • Can be used as alarm to wake up for classes
  • Easier to communicate with fellow students
  • Potential of having SMS about cancelled class etc

5
Space
  • Phones can cut you off from other people youre
    with, but often people share phones or phone
    simultaneously, each paying attention to the
    others call

6
Time
  • When is somebody considered late?
  • Time is softened, blurred, lazy??
  • Formal/informal settings behaviour differs
  • flexibility
  • No time for self always-on
  • Turn it off? Positive choice
  • Dont have to set aside time place for
    communication
  • Enables other activities, talk on-the-go

7
Language
  • Subculture grew out of the business models of
    mobile operators
  • Pricing models created demand for new language
  • Generation Text creates a teen-only zone
  • 80 of age 45 have never sent SMS (global
    users)
  • Permeates into real life
  • - children use txt language in exams (apocryphal?)

8
Just for young urban people?
9
What about older people?
  • Improve quality of life through increased
    security autonomy
  • Social Isolation
  • Being Lost
  • Needing Assistance
  • By 2007, people age 50 willaccount for 25 of
    all onlineretail spending
  • Sources Jupiter www.seniornet.org

10
What about younger people?
  • Children are intensive users of mobiles, but
    dont figure in marketing campaigns why is
    that? Radiation fears? Attracting theft? Debt?
  • Phone monitoring, safety, so parents are happy
    to buy them
  • (see www.mobileyouth.org for lots of detail on
    this)

11
Sociability
  • Annoying other people if in same group/table in
    restaurant, service encounter
  • Depends on type of setting cafĂ©/restaurant,
    noisy train/quiet time
  • Talking abnormally loudly
  • More or less sociable?
  • Protection from unsafe/embarassing siutaions
  • Distance yourself from situation via phone
  • Direct correlation phone use, tolerance
  • Britain 45 of age 24 say ban phone in public
  • Compare to only 25 under age 24

12
Some usages
  • Maintain friendships v minimal, e.g. how r u or
    similar, as token to mean youre thinking of
    friend
  • Using rings to mean yes/no, ring once to let us
    know youre safe

13
Co-ordination
  • Micro-coordinate schedules with others
  • Im at the gate now use instead of doorbell
  • I can see you when locating friend in public
    place
  • Do we need any pasta sauce? Making decisions
    involving distant other

14
Coordination The Battle of Seattle 12/99
  • Protestors coordinatedspontaneously
    anddynamically with
  • SMS en masse
  • mobile phones (voice)
  • email from laptop PCs
  • PDAs on the net
  • Protestors maintained organisational continuity

15
Photos mobiles
  • Combining phone and digital camera - transcending
    space if used with distant other
  • Send photos home to self/others
  • Can be used in same place (smiles advert)
  • Transcends time - show past experience to present
    other

16
Next mCommerce Goldmine Games
  • Worldwide Revenue Forecast in 2005

Mobile gaming 5 billion or 23
Total Mobile Commerce Revenue 22.2 billion
  • In 2005, 80 of US and Europe wireless phone
    users will play online games on wireless devices
    (200 million people)

Sources Jupiter Research, Yankee Group
17
Gaming Trends
  • Single-player, arcade-style
  • Multi-player, interactive social
  • Japan, Korea, HK, Taiwan, Scandinavia
  • Whats common about these? 2.5/3G networks
  • Why multiplayer gaming?
  • Increased interaction with friends, new and old
  • Engaging games involving long-term contact
  • Look at PC gaming industry trend to multiplayer
  • SimCity EverQuest moving to mobile phones

18
Gladiator by Jamdat
  • One of the most successful mobile apps
  • 850,000 people, 10 million minutes after 1 year
  • Hooked users casual users

19
Gladiator by Jamdat
20
Psychological Implications of Social Gaming
  • Anthropomorphism of device
  • Were like buddies
  • Removes sense of displacement
  • Rather than becoming a character, the person
    actually represents himself in a mobile game
  • Local confrontation
  • If someone loses, he might lose his temper and
    seek revenge

21
Questions? Comments?What will the future look
like?
22
References
  • Mobile Junkies Reshaping Society?
    http//www.wired.com/news/culture/0,1284,55561,00.
    html
  • Euro Teens Understand This http//www.wired.com/ne
    ws/wireless/0,1382,53659,00.html
  • Tiny Cell Phone or Big Brother?
    http//www.wired.com/news/wireless/0,1382,57040,00
    .html
  • Configuring the Mobile User Sociological and
    Industry Views http//link.springer-ny.com/link/se
    rvice/journals/00779/bibs/1005002/10050146.htm
  • Mobile Telephony in a Connected Life
    http//portal.acm.org/citation.cfm?id504732
  • Going Wireless Behavior Practice of New
    Mobile Phone Users. http//www.cs.colorado.edu/pa
    len/Papers/cscwPalen.pdf
  • The computer for the 21st Century. Mark Weiser,
    Scientific American 1991. http//www.andrew.cmu.ed
    u/cfchen/readings/pvc/computer-for-21-century.pdf
  • The Second-Order Effects of Wireless. Alan
    Cooper, April 2001. http//www.cooper.com/newslett
    ers/apr01/second_order_effects_of_wireless.htm
  • Universal Access to Mobile Telephony as a Way to
    Enhance the Autonomy of Elderly People
    http//portal.acm.org/citation.cfm?id564551
  • The Texting Ritual Text-messaging and the
    social significance of mobile plan use
    http//mobile-phone-shops-uk.com/news/texting-mobi
    le-phone-use-181202.html
  • Europes teens lead the Texting wave
    http//www.sunspot.net/technology/custom/pluggedin
    /bal-pl.euroteens16jan16,0,79714.story?collbal2D
    pe2Dpluggedin
  • The Social Consequences of Mobile Telephony
    http//members.aol.com/leshaddon/Framing.html
  • Smart Mobs http//www.smartmobs.com
  • Pirates! Using the Physical World as a Game
    Board, Staffan Bjork, Jennica Falk, Rebecca
    Hansson, Peter Ljungstrand
  • Mobile Commerce Projections http//www.entrepreneu
    r.com/article/0,4621,290409,00.html
  • Mobile gaming market to hit 5 billion mark by
    2006 http//news.zdnet.co.uk/story/0,,t269-s208602
    6,00.html
  • Multiplayer the Only Mobile Game
    http//www.thefeature.com/article.jsp?pageid-26917
  • Carriers Make Full-Court Press for the Teen
    Market http//www.mcommercetimes.com/Indusry/258
  • Handango Launches Mobile Gaming
    http//www.wirelessnewsfactor.com/perl/printer/181
    76
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