Mobile, Media and Everyday Life

Mobile media has permeated all aspects of our lives. New media, in particular new mediums of communication and interaction always cause some form of change. This is to be expected with any form of technological development. However, mobile media has caused a significant change in our behaviour, culture and perspectives; change that has shifted our social and communicative experience entirely. It’s dominance and our reliance has perpetuated these psychological and physiological changes. This is to the extent that long-standing systems and structures have been forced to evolve alongside such changes to our everyday lives, rituals and routines. Traditional media and methods of communication, structured around socio-cultural hierarchies have been disrupted by the mass adoption of mobile media. Long-standing notions of space and place have all been replaced by new forms of spatialisation that put mobile media at its core, causing a convergence of other forms of media to accommodate. In order to properly understand the extent of the influence of mobile media, examining the utility and usage of mobile device and more specifically, the relationship it plays with society and our surroundings, can provide us with greater insight into its effects on our everyday lives.

Traditionally media is structured in a hierarchical fashion, where certain individuals serving to be the main focus of media. With mobile media and however, a different approach to hierarchy has occurred (Babe, 2011). Rather than concentrating the power between a few people, centralised at the top, it is dispersed amongst many users and decentralised (Hjorth, 2017). Social networks essentially have replaced social hierarchies. This has been caused by the fluidity of the socio-cultural hierarchies that have occurred as a by-product of the mass adoption of mobile media (Schrock, 2015). Once passive audiences that consumed media are now, more than ever active producers of media.

This ‘participatory culture’ of users has led not only to changes in the power structures of our society but also to the manipulation of space and place to reflect the usage patterns of these ‘active audiences’ (Seth, 2008). Put simply, the use of mobile media has affected the way in which we use space and how our surroundings are designed. Traditional views of spatialisation suggest that the structure of space is generally fixed. With the introduction of mobile media, the ideas of spatialisation are greatly changed in favour of fluidity of space which conform to our behaviours and actions (Frizzera, 2015).

For example, stadiums, which for the sake of convenience can be described as belonging to the ‘area of sport’, which in itself is a media ritual, are seemingly areas where traditional notions of hierarchy have existed (Hutchins, 2016). However, with the introduction of mobile technologies, there has been a shift in this attitude. Rather than the audience passively consuming media at the stadium, they are now engaging in the sport through mobile media and more specifically and surprisingly, they themselves have affected the place, that this the structure and the function of the stadium itself. Wi-Fi hotspots have been installed and the structure of the games themselves have been changed in order to accommodate these behavioural changes (Hutchins, 2016). Mobile media is extraordinarily influential in our everyday lives, even having the power to affect media rituals and our traditional notions of space (Schrock, 2015).

Games are, in their simplest forms, simulations of everyday lives and activities (Chick, 2015). As such they play an important role in the way that we learn and interact with both each other and our surrounding environment. They are therefore a perspective that should be investigated in order to understand how the permeation of mobile media has affected our psychology.

Mobile games play an interesting role in society; they themselves move the category of ‘games’ from niche markets to what is seen as now more mainstream activities (Leaver, 2015). In doing so, they have also changed the traditional notions of media, that games are a form of simulation (Chick, 2015), towards new views that mobile games themselves affect our surrounding environment (Leaver, 2015). Pokémon Go is the most recent example of this manipulation of space (Hjorth, 2017). Our immersion into mobile media has meant that businesses and more specifically, developers, have had to create a platform that best conforms to these changes in our behaviour (Leaver, 2015).  

The game reflects our ever-changing daily patterns that have been affected by the use of mobile technology; combining mobile media and space, the game uses set loci that players have to travel to, whilst using the mobile application. As such, our social experience has been consumed and augmented by the game (Hjorth, 2017). This has been caused by the domestication of mobile media, that is, the widespread integration of mobile media into our daily routines and rituals (Frizzera, 2015). Rather than focusing on surroundings, or on the people around us, mobile media has caused a shift in our social expression, to that of which only resonates and is created through mobile media.

The augmentation of physical space has caused more than just a change in the way we communicate and interact with our surrounding environment. Mobile media has, in fact, changed our entire human experience (Frizzera, 2015). Socially, space is used as a means of connecting to the outside world, that is, connecting with other people. However, the over presence of mobile media in the public space has meant a change in the definition of a public space (Hutchins, 2016). As physical space becomes digitally manipulated by mobile media, our own interpretation of what it means to be in public versus the private sphere is blurred. The affordances theory of technology explains this shift in perspective; the utility of technology in our lives has caused the sacrifice of public space and what it means to connect with other people and our environment (Schrock, 2015).

An important part of human expression is not only how we connect with each other but also the time or the location in which we communicate. With the portability of mobile media, and its ability to allow us to communicate regardless of location, distance, or time, has led to our individual agency being greatly affected (Schrock, 2015). This is because mobile media has affected the traditional patterns of communications (Babe, 2011). These traditional patterns of communication were limited by location and time; mobile media however does not have such restrictions and is therefore allowing communication and movement of communication to be freer (Zhong, 2013). This however, has meant that traditional rituals of communication, that may have been restricted only to the public space or only to the private space have now been shifted and merged (Frizzera, 2015).

Our modern-day society is structured, influenced and dependant on mobile media - such media-centric landscapes are affected by space and time (Babe, 2011). As mobile media continues to increasingly become an integral part of communication, frameworks and in-grained systems will change in order to best accommodate the new audience (Frizzera, 2015). We can look to younger audiences, those whom have grown up with such technology in order to understand these developments, with their usage of mobile media being significantly higher than those of older age groups (Zhong, 2013). Younger audiences have responded more positively to new advancements in mobile media, whilst older audiences continue to be less receptive. What this suggests is that the future of mobile media and its socio-cultural effects, will continue to remain an integral part of our society.

Mobile media in itself does not have the power to greatly affect our everyday lives. Rather, it is its mass adoption and our reliance and immersion into the technology that has perpetuated its influence, has caused its dominance on our lives. Our human experience, that is, our communication and interaction with each other and our surrounding environment is now virtual in nature, with mobile media at its core. In other words, traditional systems and methods of communication and interaction have all but been altered greatly by mobile media. The extent of this can be seen through culture itself being driven by ‘mobile culture’, with audiences becoming more active, the convergence of media and the disruption of media structures in favour of new mediums. It is therefore important to understand that mobile media plays a crucial and evermore important role in our daily routines and as such the ways in which our behaviours, actions and perspectives change accordingly. Mobile media is still a relatively new medium and recent technological advancements in mobile media such as augmented reality games, suggest that further research may be required in order to properly ascertain future patterns of change that may occur, as mobile media will continue to play an integral role in our lives for years to come.

References

·      HJorth, L 2017, ‘Pokémon GO: Mobile media play, place-making and the digital wayfarer’, Mobile Media & Communication, Vol. 5, No. 1, pp. 3-14, DOI: 10.1177/2050157916680015

·      Zhong, B 2013, ‘From smartphones to iPad: Power users’ disposition toward mobile media devices’, Computers in Human Behaviour, Vol. 29, No. 4, pp. 1742-1748, DOI: 10.1016/j.chb.2012.02.016

·      Hutchins, B 2016, ‘‘We don’t need no stinking smartphones!’ Live stadium sports events, mediatization, and the non-use of mobile media’, Media Culture & Society, Vol. 38, No. 3, pp. 420-436, DOI: 10.1177/0163443716635862

·      Frizzera, L 2015, ‘Mobile media as new forms of spatialization’, Interdisciplinary Science Reviews, Vol. 40, No. 1, DOI: 10.1179/0308018814Z.000000000103

·      Schrock, A 2015, ‘Communicative Affordances of Mobile Media: Portability, Availability, Locatability and Multimediality’, International Journal of Communication, Vol. 9, Accessed 9 April 2017, <http://ijoc.org/index.php/ijoc/article/view/3288/1363>

·      Chick, G 2015, ‘Games and Sports’, Explaining Human Culture, Human Relations Area Files, Yale University, <http://hraf.yale.edu/ehc/summaries/ games-and-sports> accessed [10 May 2017]

·      Babe, R 2011, ‘Media, Structures and Power’, University of Toronto Press, Toronto

·      Seth, A 2008, ‘Understanding Participatory Media Using Social Networks, Technical Report, University of Ontario

·      Leaver, T 2015 ‘Social, Casual and Mobile Games: The Changing Gaming Landscape’, New York: Bloomsbury Academic, DOI: 10.5040/9781501310591

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