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Social Implications of Mobile Communication. Kerry Bodine Isabella Fung Neema Moraveji. Overview. General Trends Fastest Growing Population Smart Mobs Mobile Gaming. Time . When is somebody considered late? Time is ‘softened’, blurred Micro-coordinate schedules with others

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Social implications of mobile communication l.jpg

Social Implications ofMobile Communication

Kerry Bodine

Isabella Fung

Neema Moraveji


Overview l.jpg
Overview

  • General Trends

  • Fastest Growing Population

  • Smart Mobs

  • Mobile Gaming


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Time

  • When is somebody considered late?

    • Time is ‘softened’, blurred

  • Micro-coordinate schedules with others

    • “I’m at the mall now, where are you?”

  • Don’t have to set aside time & place for communication

    • Enables other activities, talk on-the-go


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Space

  • Public and private boundaries change

    • e.g., one person at home, one in restaurant

  • Physical space vs. Virtual space

    • Norms in one space != norms in other space

    • Social conflict

    • e.g. Driving

  • Trade-off: leash or freedom?

  • Direct correlation: phone use , tolerance

    • Britain: 45% of age 24+ say ban phone in public

    • Compare to only 25% under age 24


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Linguistics

  • Subculture grew out of business models of cell 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”

    • Dictionary Co’s published SMS dictionaries

    • Jeep Cherokee used “A4X4DABLE” in advertisement


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The Elderly Population

  • 2000 figure represents a 12% increase over 1990.

US elderly population in millions


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What this Market Means to Us

  • 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


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What’s Happening Around Us?

Communication

+

Computation

------------------------

Cooperation

+

Ubiquity

------------------------

Social Revolution


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“Smart Mobs”

Dynamic cooperation over geographical distances


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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 organizational continuity

  • Without Smart Mob ‘swarming’ tactics, just a mob


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Smart Mob Models

  • p2p: location-sensitive buddy list (ImaHima.com)

  • Master/Slave: 1 million total, tens of thousands within an hour of first SMS volleys (protests)

  • Examples

    • Smart, Dynamic, Real Communities (Upoc.com)

    • Dynamically solve trafficcongestion among peoplein cars

    • Distributed computing:ad-hoc supercomputer


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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


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Gaming Trends

Single-player, arcade-style

Multi-player, interactive & social

  • Japan, Korea, HK, Taiwan, Scandinavia

  • What’s 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


  • Gaming business models l.jpg
    Gaming Business Models

    Airtime minutes(carriers)

    +Flat-fee Subscription($1 - $4 per 30 days)

    + Pay-per-Play

    --------------------------

    $5 billion by 2005


    Gladiator by jamdat l.jpg
    “Gladiator” by Jamdat

    • One of the most successful mobile apps

    • 850,000 people, 10 million minutes after 1 year

    • ‘Hooked’ users & casual users



    Psychological implications of social gaming l.jpg
    Psychological Implications of Social Gaming

    • Anthropomorphism of device

      • “We’re 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



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    References

    • Mobile Junkies Reshaping Society? http://www.wired.com/news/culture/0,1284,55561,00.html

    • Euro Teens Understand This http://www.wired.com/news/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/service/journals/00779/bibs/1005002/10050146.htm

    • Mobile Telephony in a Connected Life http://portal.acm.org/citation.cfm?id=504732

    • Going Wireless: Behavior & Practice of New Mobile Phone Users. http://www.cs.colorado.edu/~palen/Papers/cscwPalen.pdf

    • The computer for the 21st Century. Mark Weiser, Scientific American 1991. http://www.andrew.cmu.edu/~cfchen/readings/pvc/computer-for-21-century.pdf

    • The Second-Order Effects of Wireless. Alan Cooper, April 2001. http://www.cooper.com/newsletters/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?id=564551

    • The Texting Ritual: Text-messaging and the social significance of mobile plan use http://mobile-phone-shops-uk.com/news/texting-mobile-phone-use-181202.html

    • Europes teens lead the Texting wave http://www.sunspot.net/technology/custom/pluggedin/bal-pl.euroteens16jan16,0,79714.story?coll=bal%2Dpe%2Dpluggedin

    • 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.entrepreneur.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-s2086026,00.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/18176

    • Playtime http://www.business2.com/articles/web/print/0,1650,43129,00.html

    • Sweet Sixteen for AT&T Wireless’ New mMode series and nGame

    • http://industry.java.sun.com/javanews/stories/story2/0,1072,46041,00.html


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