scholarly journals Mobile Networked Creativity: Developing a Theoretical Framework for Understanding Creativity as Survival

2020 ◽  
Author(s):  
Adriana de Souza e Silva ◽  
Mai Nou Xiong-Gum

Abstract Mobile networked creativity is an emergent practice that arises from the ongoing relationships among people and people with technologies—or networked resources. In this article, we propose a concept of creativity as emerging from networked connections, (im)mobility, and situations of hardship. We, thus, make a connection between mobility and space as networked elements of creativity as opposed to individual agent models. We focus on how unplanned or emergent uses of digital technologies reveal how creative practices emerge, particularly in the context of mobile technology use where people are physically mobile and yet connected via the Internet. We define the concept of creativity as a constant process of becoming, a “recursive organization” that can be seen in groups such as migrants, or people living in disenfranchised communities that survive in make-shift locations such refugee camps or slums. Contrary to the affluent and capitalistic-embedded traditional ideas of creativity, mobile networked creativity is a practice that is found mostly in situations of economic hardship, power imbalances, and (im)mobilities.

2021 ◽  
Author(s):  
Adriana de Souza e Silva ◽  
Mai Nou Xiong-Gum

Mobile networked creativity is an emergent practice that arises from the ongoing relationships among people and people with technologies—or networked resources. In this paper, we propose a concept of creativity as emerging from serendipity and mobility. We focus on how unplanned or emergent uses of digital technologies reveal how creative practices emerge, particularly in the context of mobile phone use where people are also physically mobile and yet connected via the internet. This concept of creativity as a constant process of becoming is a “recursive organization” that can be seen in groups such as migrants, or people living in disenfranchised communities that survive in make-shift locations such refugee camps or slums. Contrary to the affluent and capitalistic-embedded traditional ideas of creativity, mobile networked creativity is a practice that is most often found in situations of economic hardship, power imbalances, and immobilities.


2020 ◽  
pp. 74-79
Author(s):  
Aleksandra Andreevna Kiseleva

The article demonstrates that the digital economy means economic, social, and cultural relations based on the digital technology use. The digital economy is often referred to as the Internet-based economy, due to the dramatic changes that digital computing and communication technologies brought to the economy in the second half of the 20th century.


2020 ◽  
Author(s):  
Elizabeth Hodgdon ◽  
Eraka Bath ◽  
Janelle Eberhard ◽  
Kara Bagot

BACKGROUND Despite the universal adoption of mobile technology, adolescents generally do not use mobile health (mHealth) platforms. Those who do download mHealth applications have low retention rates. OBJECTIVE This study aims to characterize patterns of Internet, smartphone and social media use among adolescent cannabis users to leverage youth behavioral patterns for future mHealth substance use intervention development. METHODS Four self-report questionnaires measuring illicit substance and mobile technology use were administered to cannabis-using adolescents aged 14-18. RESULTS Participants spent, on average, 4-6 hours per day using the Internet, including 1-3 hours spent on social media sites. Nearly every participant used multiple social media applications, most commonly, YouTube, Snapchat, Instagram, and Facebook. The primary reasons given for engaging with social media were boredom and staying connected with friends. CONCLUSIONS Adolescents are frequently engaging with their smartphones, primarily using social media as means to communicate and occupy time. Further examination of cannabis-using adolescents’ technological preferences may be valuable to promote adoption and retention of mHealth interventions.


2012 ◽  
Vol 26 (1) ◽  
pp. 43-56 ◽  
Author(s):  
Daniel L. King ◽  
Paul H. Delfabbro ◽  
Mark D. Griffiths

Psychological problems arising from excessive use of digital technologies, particularly in relation to the Internet and video games, are of growing clinical concern. Although there is no consensus whether technology-based problems constitute primary psychopathologies that should be recognized as clinical disorders, a significant number of problem users have used clinical treatment services. There is therefore a growing need for the mental health community to be aware of available clinical treatments for technology-based problem behaviors and the efficacy of these treatments. This article presents an overview of the prevalence of technology-based problems in Eastern and Western countries and the known cognitive-behavioral dimensions of problematic technology use. We also consider issues related to the assessment of technology-based problems, and critically review clinical treatments for technology-based problems.


10.28945/4201 ◽  
2019 ◽  

[This Proceedings paper was revised and published in the 2019 issue of the journal Issues in Informing Science and Information Technology, Volume 16] Aim/Purpose: Teachers are being asked to integrate mobile technologies into their content creation and distribution tasks. This research aims to provide an understanding of teachers taking on this process and whether the use of technology has influenced their content creation and distribution in the classroom. Background: Many claim that the use of technology for content creation and distribution can only enhance and improve the educational experience. However, for teachers it is not simply the integration of technology that is of prime concern. As teachers are ultimately responsible for the success of technology integration, it is essential to understand teachers’ viewpoints and lived technology experiences. Methodology: The Task-Technology Fit (TTF) model was used to guide interpretive case study research. Six teachers were purposively sampled and interviewed from a private school where a digital strategy is already in place. Data was then analysed using directed content analysis in relation to TTF. Contribution: This paper provides an understanding of teachers’ mobile technology choices in relation to content creation and distribution tasks. Findings: Findings indicate that teachers fit technology into their tasks if they perceive the technology has a high level of benefit to the teaching task. In addition, the age of learners and the subject being taught are major influencers. Recommendations for Practitioners: Provides a more nuanced and in-depth understanding of teachers’ technology choices, which is necessary for the technology augmented educational experience of the future. Recommendations for Researchers: Provides an unbiased and theoretically guided view of mobile technology use with content creation and distribution tasks. Impact on Society: Teachers do not appear to use technology as a de facto standard, but specifically select technology which will save them time, reduce costs, and improve the educational experiences of their learners. Future Research: A mixed-method approach, including several diverse schools as well as learners would enrich the findings. Furthermore, consideration of hardware limitations and lack of software features are needed.


Author(s):  
Shane W. Kraus ◽  
Marc N. Potenza

The Internet has revolutionized the way in which we consume and participate in sexual activities. Digital technologies are shaping the ways in which people interact with one another romantically and sexually. This chapter reviews some of the ways in which digital technologies are potentially shaping sexual behaviors, especially those of adolescents and young adults. Evidence suggests that technologies are facilitating increasingly more sexual activities among young people and adults, yet our understanding of these remains incomplete. The Internet has made pornography highly accessible to most individuals around the world, but the effects of frequent pornography use on individuals’ sexual beliefs and practices remain largely unknown. Sexting is also common among adolescents and adults, with some initial evidence finding that sexting was a partial mediator between problematic alcohol use and sexual hookups. More work on sexting behaviors is needed, particularly among vulnerable populations or groups at risk for exploitation. The wide use of smartphone applications designed to help users find casual sex partners are becoming more common, mirroring the increasing acceptability of having relationally uncommitted sex among young adults. More research is needed to investigate the influences of digital technologies on shaping the sexual practices of adolescents and emerging adults who may be spending increasingly more time online. Furthermore, more research is needed to examine both the potential benefits and risks associated with digital technologies that may facilitate sexual behaviors.


2019 ◽  
Vol 6 (1) ◽  
pp. 47-63 ◽  
Author(s):  
Bettina Nissen ◽  
Ella Tallyn ◽  
Kate Symons

Abstract New digital technologies such as Blockchain and smart contracting are rapidly changing the face of value exchange, and present new opportunities and challenges for designers. Designers and data specialists are at the forefront of exploring new ways of exchanging value, using Blockchain, cryptocurrencies, smart contracting and the direct exchanges between things made possible by the Internet of Things (Tallyn et al. 2018; Pschetz et al. 2019). For researchers and designers in areas of Human Computer Interaction (HCI) and Interaction Design to better understand and explore the implications of these emerging and future technologies as Distributed Autonomous Organisations (DAOs) we delivered a workshop at the ACM conference Designing Interactive Systems (DIS) in Edinburgh in 2017 (Nissen et al. 2017). The workshop aimed to use the lens of DAOs to introduce the principle that products and services may soon be owned and managed collectively and not by one person or authority, thus challenging traditional concepts of ownership and power. This workshop builds on established HCI research exploring the role of technology in financial interactions and designing for the rapidly changing world of technology and value exchange (Kaye et al. 2014; Malmborg et al. 2015; Millen et al. 2015; Vines et al. 2014). Beyond this, the HCI community has started to explore these technologies beyond issues of finance, money and collaborative practice, focusing on the implications of these emerging but rapidly ascending distributed systems in more applied contexts (Elsden et al. 2018a). By bringing together designers and researchers with different experiences and knowledge of distributed systems, the aim of this workshop was two-fold. First, to further understand, develop and critique these new forms of distributed power and ownership and second, to practically explore how to design interactive products and services that enable, challenge or disrupt existing and emerging models.


2014 ◽  
Vol 22 (1) ◽  
pp. 14-33 ◽  
Author(s):  
Amarolinda Zanela Klein ◽  
Eliane Gomes da Costa ◽  
Luciana Marques Vieira ◽  
Rafael Teixeira

The use of mobile technologies is important for Supply Chain Management (SCM) because these technologies allow for a ubiquitous flow of information, higher agility and risk reduction in supply chains. In food markets, these issues are particularly relevant due to food safety risks. The main goal of this paper is to analyze the use of mobile technology for management and risk control in the Brazilian beef supply chain, since Brazil is one of the main producers and beef exporters in the world. The research method was a single case study. Results show the actual level of mobile technology use; drivers and barriers to mobile technology adoption and how mobile technology is applied to beef traceability and risk reduction along the chain. The authors propose a framework that links the issues of mobile technology use for SCM and risk control, considering the context of a developing country such as Brazil.


Libri ◽  
2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Jenna Kammer ◽  
Kodjo Atiso ◽  
Edward Mensah Borteye

Abstract This comparative cultural study examines differences in digital citizenship between undergraduate information literacy students at two different, but similar, universities across the globe from each other. Under the notion that the internet and prevalence of mobile devices allow students to participate online as digital citizens in ways that were impossible before, we use mixed methods to compare the attitudes and experiences of undergraduate students at a university in the midwestern United States (U.S.), with a university on the southwestern coast of Ghana. We also examine the policies related to technology use at these schools. The findings indicate that Ghanaian students had higher levels of digital citizenship. Other findings suggest that network issues are a problem for students in both schools, especially for Ghana, and ethical aspects of internet use, like cyberbullying, hacking, and fake news, deter students from participating online as much as they would like.


Author(s):  
Habibolah Khazaie ◽  
Javad Yoosefi Lebni ◽  
Jaffar Abbas ◽  
Behzad Mahaki ◽  
Fakhreddin Chaboksavar ◽  
...  

Background In recent years, Internet and social media technology use have emerged as an integral tool of human society, and the evolution of technological integration, cyberspace, and web-technology has become a common practice in educational institutions. Internet usage among students has played an indispensable role in learning behavior; however, the excessive usage of the internet and social media leads to internet addiction. This original study has performed a focalized scrutiny on revealing relationships between internet addiction and associated factors among the students of medicine, dentistry, and pharmaceutical departments. Methods This descriptive and analytical study recruited medical students from the Self-governing Education Incubator of Kermanshah. This survey distributed questionnaires among the respondents’ three departments, and this statistical data reported on 420 valid responses of the respondents. They represent first and second-semester medical students of the academic year 2017–2018. The study selected medical students by applying Cochran's Sample Size Formula through Stratified Random Sampling and cross-sectional research design. The survey has utilized a demographic questionnaire of Young's Internet Addiction Test (IAT) for the data collection. The study analyzed received data by using SPSS version 23 and performed the descriptive statistics, and analytical statistics (t-test and ANOVA). Results The results of the present study established that the majority of subjects were female students (53.3%), and the average age was 23.84 ± 2.14, including the students of all departments. Besides, findings specified that the overall mean and standard deviation scores were 3.34 and ±0.88. Internet addiction revealed mean and the standard deviation score measured for all students 3.29 ± 0.73, 3.17 ± 0.92, and 3.57 ± 0.64 correspondingly. The survey results illustrated that medical students’ internet addiction substantially correlated with demographic variables, such as age, marital status, the field of study, academic term, significant time of consuming the internet, the key reason of utilizing the internet, and daily usage of the internet ( p < .05). Conclusion The results of the study specified that 25% of medical students showed internet addiction. The students are increasingly using the internet, and it has penetrated among students. The design and implementation of adequate educational programs and the application of internet-based efficiency interventions are essential for both knowledge acquisition and medical students’ healthy behavior.


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