Self-(Re)presentation in Mobile Communication Practices

Author(s):  
Amparo Lasén

Mobile communication entails multiple and multimedia ways of representing the self: of depicting, performing, and making oneself present, to ourselves and to our significant ones, as well as to different connected audiences. This chapter explores how these complex choreographic performances of presentation–representation–embodiment, are the effect of a shared agency between people and mobile media, involving intentions, desires, habits, collective norms and expectations, written and non-written rules, as well as the affordances and constraints of the different digital infrastructures, from mobile devices to apps and platforms, with their commercial and technical requirements. Special attention is given to the choreographic aspect of these performances, for instance, how gender and race are performed in mobile-mediated forms of self-(re)presentation, with aesthetic and ethical implications. These choreographies are forms of current digital labor, where the production of images and visibilities prevails, in mobile practices such as the taking and sharing of selfies and the uses and practices around mobile apps.

2016 ◽  
Vol 3 (1-2) ◽  
pp. 60-78
Author(s):  
Kyong Yoon ◽  
Dal Yong Jin

Drawing on the empirical findings, the present study discusses how mobile media and gaming practices are integrated with young people’s everyday lives in Seoul, Korea. In particular, the present study aims to critically examine mobile gaming as a social practice, by adopting the notion of “gamification”. The study has found that users coped with urban everyday life by appropriating mobile apps and thus engaging with the gamification of mobile communication. Various mobile games have become popular add-ons on smartphones and offered casual involvement in gaming in daily moments such as commuting, waiting, and eating times. Gamified communication practices may imply that smartphone-mediated communication redefines our world as the gameful world while urban space and agency constantly engage with gameplay. However, the seemingly gameful world that may empower certain casual gamers may conceal the hegemonic process in which mobile gamers are subject to existing power relations.


KronoScope ◽  
2009 ◽  
Vol 8 (2) ◽  
pp. 147-157
Author(s):  
Mats Edenius ◽  
Hans Rämö

AbstractBased on extensive studies on the new working conditions for senior managers in a leading telecommunication company, and a previously unstudied form of mobile management practice by the use of mobile handheld smartphones (handling calls, data, emails, sms), this paper focuses on unexpected time-saving limitations and other constraints that result from the implementation and internalization of the mobile devices. Aspects of independence that were initially anticipated from the use of mobile smartphones are increasingly offset, not only by the well-known time pressure of swiftly filtering, replying and being online, but also by some less known and unexpected limiting and constraining factors of temporal freedom.


2018 ◽  
Vol 24 (2) ◽  
pp. 166-180
Author(s):  
Larissa Hjorth ◽  
Kathleen Mae Cumiskey

From disasters to celebrations, camera phone practices play a key role in the abundance of shared images globally (Frosh 2015; Hjorth and Hendry 2015; Hjorth and Burgess 2014; Van House et al. 2005). Photography has always had a complicated relationship with death. This paper focuses on how mobile devices, through the broadcasting of troubling material, can simultaneously lead to misrecognition of the self (Wendt 2015) alongside an often-public evidentiary experience of trauma and grief. In this paper we will focus on the companionship of mobile devices in users’ most desperate hours. Use of mobile devices in crisis situations generate affective responses and uses. We will draw from case studies to highlight the power of the mobile to not only remind us that media has always been social, but that mobile media is challenging how the social is constituted by the political and the personal, and the ethical mediation between both. The ethical, psychological, moral and existential challenges that this new kind of witnessing poses will be explored.


Author(s):  
Keri K. Stephens

There are four contributions of this book that are illustrated in this chapter. Being able to provide a two and a half–decade longitudinal perspective on how mobile devices have diffused into organizations allows a big-picture understanding of communication practices. The chapter shows how the society-level phenomenon of information technology consumerization, combined with norms of connectedness, can be overlaid with the struggles for control that organizations and individuals experience. The data also illustrates the nuances of the affordance of reachability and that people must learn to negotiate their unavailability as well as their availability. Perceived acceptability of mobile communication at work is harder to negotiate but still possible, depending on the level of job prestige and job-role requirements. Finally, there’s a dialectic of control because organizations and their members have both dependence on and control over one another. It’s a seesaw, a tug-of-war, and a negotiation for mobile-communication control.


Author(s):  
Kartik Khurana ◽  
Harpreet Kaur ◽  
Ritu Chauhan ◽  
Shalu Chauhan ◽  
Shaveta Bhatia ◽  
...  

Now a day’s mobile communication has become a serious business tool for the users. Mobile devices are mainly used for the applications like banking, e-commerce, internet access, entertainment, etc. for communication. This has become common for the user to exchange and transfer the data. However people are still facing problems to use mobile devices because of its security issue. This paper deals with various security issues in mobile computing. It also covers all the basic points which are useful in mobile security issues such as categorisation of security issues, methods or tactics for success in security issues in mobile computing, security frameworks.


2017 ◽  
Vol 2 (2) ◽  
pp. 31-35
Author(s):  
Akshada Abnave ◽  
Charulata Banait ◽  
Mrunalini Chopade ◽  
Supriya Godalkar ◽  
Soudamini Pawar ◽  
...  

M-learning or mobile learning is defined as learning through mobile apps, social interactions and online educational hubs via Internet or network using personal mobile devices such as tablets and smart phones. However, in such open environment examination security is most challenging task as students can exchange mobile devices or also can exchange information through network during examination. This paper aims to design secure examination management system for m- learning and provide appropriate mechanism for anti- impersonation to ensure examination security. The users are authenticated through OTP. To prevent students from exchanging mobile devices during examination, system re-authenticates students automatically through face recognition at random time without interrupting the test. The system also provides external click management i.e. prevent students from accessing online sites and already downloaded files during examination.


2014 ◽  
Vol 33 (3) ◽  
pp. 45 ◽  
Author(s):  
David Ward ◽  
James Hahn ◽  
Lori Mestre

<p>This article presents a case study exploring the use of a student Coding Camp as a bottom-up mobile design process to generate library mobile apps. A code camp sources student programmer talent and ideas for designing software services and features.  This case study reviews process, outcomes, and next steps in mobile web app coding camps. It concludes by offering implications for services design beyond the local camp presented in this study. By understanding how patrons expect to integrate library services and resources into their use of mobile devices, librarians can better design the user experience for this environment.</p>


2021 ◽  
pp. 205015792098482
Author(s):  
Linus Andersson ◽  
Ebba Sundin

This article addresses the phenomenon of mobile bystanders who use their smartphones to film or take photographs at accident scenes, instead of offering their help to people in need or to assist medical units. This phenomenon has been extensively discussed in Swedish news media in recent years since it has been described as a growing problem for first responders, such as paramedics, police, and firefighters. This article aims to identify theoretical perspectives that are relevant for analyzing mobile media practices and discuss the ethical implications of these perspectives. Our purpose is twofold: we want to develop a theoretical framework for critically approaching mobile media practices, and we want to contribute to discussions concerning well-being in a time marked by mediatization and digitalization. In this pursuit, we combine theory from social psychology about how people behave at traumatic scenes with discussions about witnessing in and through media, as developed in media and communication studies. Both perspectives offer various implications for normative inquiry, and in our discussion, we argue that mobile bystanders must be considered simultaneously as transgressors of social norms and as emphatic witnesses behaving in accordance with the digital media age. The article ends with a discussion regarding the implications for further research.


2018 ◽  
Vol 27 (4) ◽  
pp. 385-403 ◽  
Author(s):  
Dara G. Schniederjans ◽  
Stephen A. Atlas ◽  
Christopher M. Starkey

Purpose As organizations increasingly engage with consumers over mobile devices, there is a growing need to understand how consumers react to impression management over platforms with limited textual content. The purpose of this paper is to empirically assess how different impression management tactics can be used in mobile media to enhance consumer perception-attitude-intentions toward a corporate brand. Design/methodology/approach We surveyed 670 consumers and estimate structural equation models and repeated-measures ANOVAs to determine how short passages employing alternate impression management tactics influence consumers’ perceptions, attitudes and purchase intentions. Findings Results reveal that each impressions management tactic (i.e. ingratiation, intimidation, organizational promotion, supplication and exemplification) influences consumer perceptions, attitudes and intentions. The authors compare differences in how the impressions management tactics influence each stage of the perception-attitude-intentions model and find evidence that initial differences in perceptions favoring ingratiation and exemplification appeals become magnified for purchase intentions. Research limitations/implications Recent calls for research focus on an understanding of how consumers process information on reduced-content platforms of small-screened mobile devices. These results provide empirical evidence of the use of impression management and the difference between five impression management tactics on enhancing consumer perception-attitude-intentions model. Practical implications The results of this study will provide marketers with insights to optimize communications and corporate brands with consumers over mobile media. Originality/value This paper adds to the nascent yet vital literature on mobile marketing by focusing on how impression management tactics influence perceptions, attitudes and intentions through the short message characteristic of mobile platforms. The authors develop a framework for how corporate brand management can strategically use impressions management tactics in this novel domain.


2014 ◽  
Vol 24 (3) ◽  
pp. 313-331 ◽  
Author(s):  
Pei-Shan Wei ◽  
Hsi-Peng Lu

Purpose – The purpose of this paper is to identify the factors that influence people to play socially interactive games on mobile devices. Based on network externalities and theory of uses and gratifications (U&G), it seeks to provide direction for further academic research on this timely topic. Design/methodology/approach – Based on 237 valid responses collected from online questionnaires, structural equation modeling technology was employed to examine the research model. Findings – The results reveal that both network externalities and individual gratifications significantly influence the intention to play social games on mobile devices. Time flexibility, however, which is one of the mobile device features, appears to contribute relatively little to the intention to play mobile social games. Originality/value – This research successfully applies a combination of network externalities theory and U&G theory to investigate the antecedents of players’ intentions to play mobile social games. This study is able to provide a better understanding of how two dimensions – perceived number of users/peers and individual gratification – influence mobile game playing, an insight that has not been examined previously in the mobile apps literature.


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