27
Massmediatizing Mobile Phones: Content Development, Professional Convergence and Consumption Practices 1 Juan Miguel Aguado Inmaculada J. Martínez Departamento de Información y Documentación Facultad de Comunicación y Documentación Universidad de Murcia Campus de Espinardo s/n 30100 Espinardo - Murcia España [email protected] [email protected] Tel. 0034 968 398781 Tel. 0034 968 363850 Fax. 0034 968 367141 1 This study is partially based on a research paper presented by the authors at the 2007 Mobile Media Conference organized by the University of Sydney, Australia (July 2-4).

Massmediatizing Mobile Phones: Content Development, Professional Convergence and Consumption Practices 1

  • Upload
    murcia

  • View
    0

  • Download
    0

Embed Size (px)

Citation preview

Massmediatizing Mobile Phones:

Content Development, Professional

Convergence and Consumption

Practices1

Juan Miguel Aguado Inmaculada J. Martínez

Departamento de Información y Documentación

Facultad de Comunicación y Documentación

Universidad de Murcia

Campus de Espinardo s/n

30100 Espinardo - Murcia

España

[email protected] [email protected]

Tel. 0034 968 398781 Tel. 0034 968 363850

Fax. 0034 968 367141

1 This study is partially based on a research paper presented by the authors at the 2007 Mobile Media Conference

organized by the University of Sydney, Australia (July 2-4).

2

Abstract

Mobile telephones serve simultaneously as digital metadevices, identity-related

cultural objects and media for production, distribution and consumption of cultural content.

Involvement of cultural industries in mobile phone characterization has altered classic

media practices and provided a venue for their convergence with new ones. This process,

known as mediatization, concerns not only content distribution but also transformation of

media routines and strategies, the emergence of a new language and content formats and

the merging of personal and industrial cultural content in certain social and consumption

practices.

This study examines three consequences of mobile phone mediatization:

Transformation of standard media routines and products, the emerging content catalogue

and users’ perceptions of mobile media capabilities and content. The conceptual system

proposed addresses two phenomena: Intersection between the public and private spheres

and transition from social interaction to cultural consumption, overlapping identity

management and mass media consumption practices.

Keywords

Mobile media, mass media professional routines, mobile content categories, mobile media

content formats, perceived values, cultural consumption.

3

Mobile Phone Mediatization

In its technological transformation into a pocket computing device, the mobile

telephone is rapidly becoming a cultural consumption medium with promising horizons.

The mobile phone is simultaneously a digital metadevice (camera, organizer, pay card, TV,

MP3 player, game console, etc.), an identity-related cultural object (linked with its owner’s

body and personality) and a medium for producing, distributing and consuming cultural

content (Fortunati, 2005; Aguado & Martinez, 2006).

The increasing computing capacities of mobile phones and their ubiquity and

always-on connectivity have attracted the attention of mass media companies (WAN,

2004), who perceive mobile devices not only as a technological platform for traditional

content but also as a new consumption environment for commercialization of various

products and services. At the same time, the involvement of cultural industries in

characterization of the mobile phone as a cultural consumption medium is engendering

equally palpable changes in classic media practices (journalism, marketing and

entertainment), placing mobile communications in a privileged position regarding digital

convergence of classic and new media practices, the latter including blogging, podcasting,

viral messaging, net gaming, etc. (WAN, 2007). Broadcasting companies’ interest in

digital consumption practices increasingly involves cross-media and cross-content

strategies (Feldmann, 2005; DNX, 2007), offering sound opportunities for mobile

computing devices to develop into a cultural and technological crossroads for various

media applications, including self media (identity-attached media that allow for

autonomous content production and dissemination), conversational (social

interaction-addressed) media and classic (broadcast) media.

4

Mobile phone mediatization (Aguado and Martinez, 2006; 2007) thus refers not only

to simple mass media content distribution via mobile phones but also to the concurrent

transformation of media routines and strategies through mobile phone functionalities and

applications, the emergence of a new mobile-adapted language and media content formats

and the merging of personal and industrial cultural content in mobile-related social and

consumption practices. In this study, the term “mobile media” refers implicitly to the

principal cell phone usage characteristics applied to media consumption: Ubiquity,

always-on connectivity, on-demand accessibility and high context/user-dependent

functionality and adaptability of content and consumption practices, the last constituting its

most outstanding feature.

This study examines three areas in which the implications of mobile phone

mediatization are evident (professional routines, content formats and user perceptions),

seeking to establish conceptual bases for analysis of the increasing relevance of mobile

communications in the new media landscape. The conceptual definitions proposed were

derived from two sources: (1) The deliberations of an expert panel comprising eight

Spanish business persons and policymakers experienced in mobile telephony and media,

namely cellular service providers (Movistar, Vodaphone and Orange), public

administrative bodies (the Spanish Telecommunication Market Commission (CMT)),

media groups (PRISA and Vocento) and content providers (GloboMedia,

Gestmusic-Endemol) and (2) a series of ten in-depth interviews with experienced users of

mobile media content and services within the relevant age range (16-36), conducted in

October-November 2006. Panel discussions aimed at identifying transformation trends in

product design, commercialization strategies and professional routines, while interviews

focused on value perception of the mobile phone as a cultural consumption medium and of

5

various types of mobile media content. The theoretical framework for generation of

conceptual structures involves mobile technology-related use revision, gratification theory

(Katz and Satomi, 2005; Leung and Wei, 2000) and domestication theory (Haddon, 2000)

as applied to cultural studies (Aguado and Martinez, 2007; Goggin, 2006). We thus seek to

shift focus from functional characterization of technology use and cultural content to social

and semantic implications in terms of values, emotions and cultural import.

The panel discussions and interviews were also processed with reference to an

exploratory account of the current supply of mobile media services and products in Spain,

providing a guiding typology of mobile media content. The relevant data constitute part of

a research project on the social impact of mobile telephony in Spain supported by the

Murcia Regional Agency of Science and Technology and the University of Murcia.

Although the quantity of in-depth interviews and expert panel deliberations is relatively

small, the results are qualitatively significant in addressing perceptions of the future for

users and producers alike. In the case of the expert panel, the incipient nature of mobile

content commercialization in Spain imposes necessary limits on the sample, whereas

interview data is to be complemented by the discussions of a larger series of age-based

focus groups conducted as part of the more comprehensive research project. Consequently,

as a structured set of perceptions of experts and users, the outcomes are of a deliberative

and open nature and lack the conclusive validity of results derived by other methodologies

or from larger samples. Nevertheless, because of the unfinished and uncertain nature of the

mediatization process itself, field knowledge and strategic conceptualization of involved

actors may provide some clarification in this otherwise nebulous area of research.

6

Production Processes

One important consequence of mobile phone mediatization is the recharacterization of

mobile devices not only as technological platforms for development of conventional media

strategies and content commercialization but also as factors inducing media ecosystem

changes that transcend business strategy and consumer behavior. Like other new digital

media, mobile media are transforming professional media routines and the very nature of

traditional sender/receiver relations. The increasing involvement of mobile

communications in all aspects of media production and reception processes, as well as

compliance with Internet standards, accord mobile phones a privileged position in digital

convergence. The media-related professional environments most affected by mobile phone

mediatization are advertising/marketing, journalism and entertainment content production

and commercialization. Moreover, the spheres of convergence in which mobile

communications impact is gaining relevance are those typically designated in discussions

of new media, i.e. synergic production, multi-platform dissemination and participative

audiences (Klinenberg, 2005; WAN, 2007; Domingo et al., 2007).

Constant availability and always-on connectivity, combined with multifunctionality,

computing capabilities and increasing bandwidth, render the mobile phone not only a

relevant device for cultural consumption but also a valuable professional tool in media

production processes. Mobile functionalities are becoming increasingly involved in content

production for conventional media such as television, the press, radio and online news

sites: Photos and videos produced by reporters and audiences, live voice connection

through mobile devices, TV contests involving mobile phone based geolocalization, TV

microseries and reality shows filmed with mobile phone video cameras, etc. The

instrumental impact of mobile devices is even more intensive for less conventional media:

7

Mobile phones are significantly empowering thin media practices such as blogging and

podcasting, adding ubiquity to the participative communication processes that characterize

Web 2.0.

Ubiquity is among the most compelling reasons for inclusion of mobile devices in

journalistic routines. In 2005, an agreement between Spanish Public Television (TVE) and

a specialized software firm made it possible to use mobile camera phones as recording and

transmission devices directly connected to a control set at the central studio. Use of mobile

phones as microphones and voice registering devices is widespread in radio reporting and

mobile devices such as PDAs and pocket PCs commonly serve as on-the-road emergency

editing tools in online journalism. Other indicators of qualitative transformations in

professional routines were noted by the expert panel, such as the increasingly frequent use

of camera phones by paparazzi or inclusion of SMS and MMS as standard formats in

institutional communication (as in Spanish Royal House communiqués, for example).

Journalism professionals perceive the impact of mobile media on newsmaking

standards as “the universalization of witnessing,” as expressed by one panel expert and

press group member. Professionals consider mobile media to be another step towards

digital obsolescence of sender/receiver differentiation. The term mobile journalism or cell

phone journalism is in fact reserved for the kind of citizen journalism (audience news

publishing) that developed through mobile media. Permanent availability, combined with

the capacity to record, edit and send text, audio and video content of sufficient quality,

render mobile phones a privileged channel for audience involvement in media content

production. The mobile phone footage of the Virginia Tech massacre in April 2007 is one

recent example of such universalization of witnessing.

8

In this sense, mobile phone impact transcends simple audience participation and

emphasizes the concept of prosumers (consumers as producers) characteristic of digital

media. Beyond the journalistic moblogging sphere (in which relevant examples, such as

Cronicas Móviles, are emerging in a Spanish-speaking context), conventional media now

include a growing quantity of audience-generated content and contact information that

allows for the active involvement of audiences as news footage providers and enables the

media to optimize the added value effect of including audience-made items among their

standard products, thereby adapting their agendas to audience interests. For example, the

Spanish TVE2 News program includes a section called Open Camera, modeled on the

BBC 2005 initiative, in which news is produced by audiences (using mobile or amateur

video footage), who are provided with a tutorial and the URL of an upload-specific

website. The images and stories submitted by audiences may also serve as the basis for

professional coverage. Other examples are Yo periodista in the Spanish newspaper El Pais,

My Sun in the British Sun and Reuters’ You Witness.

New professional and institutional actors are emerging as a consequence of mobile

phone presence in the media ecosystem, including mobile media managers (online

platforms for coordination of value-added services and storage functions) and content

syndication (consultancy and management services for commercialization of user footage).

One example of the former is the eMocion website operated by the Spanish cellular service

provider Movistar, while illustrative examples of the latter include Scoopt (www.scoopt.com)

and Spy Media (www.spymedia.com).

In the entertainment sphere, mobile media’s principal impact remains the attribution of

added value to promotional products (premieres, trailers, demos and branded

9

personalization content), underscoring increasing exploitation of brand image-related

values (Feldmann, 2005). In Spain, as in other European countries, the potential of mobile

TV and video streaming as mobile media consumption standards is still awaiting better

technological conditions and implementation of a tariffication model that precludes user

mistrust of pricing. Nevertheless, two current characteristics of mobile media offer a

preview of important consequences in the entertainment content production sphere:

Ubiquitous consumption – emphasizing the nature of private nomadic leisure already

implemented by devices such as portable music players and game consoles – and

location-independent content consumption sharing capabilities, opening the way to

commercialization of entertainment content as “symbolic languages” attached to shared

experiences.

The features of mobile phones also render them especially attractive as marketing and

advertising tools. Physical attachment to one’s body and the attendant symbolic link to

lifestyle (Fortunati, 2005) engage a specific relation among device, consumption and

identity unique to mobile phones. The emotional implications of mobile phone identity

attachment form a valuable scenario for marketing planners. According to interviews,

however, this same intimate character also arises in users’ perception of mobile advertising

as an invasive communication practice. Experts have identified three strategies to remedy

this situation:

a) Using formats more closely resembling content than to classic commercial

messages, such as contests (e.g. the Nokia Cell Phone Journalism Prize to promote use of

N-series camera phones), user communities (such as the Nokia Club) and advergames (like

the 2005 Range Rover Tourer launched in the UK by Land Rover).

10

b) Proliferation of branded downloadable content, software applications and

connection services as a significant user cost reduction strategy, such as Nokia’s Life Blog

software, newspapers’ free SMS alerts or music hit premiere downloads provided by

mobile phone operators like Movistar. The American firm Mobileplay

(www.mobileplay.com), for example, operates as a pioneering advertising network that

provides free access to branded content from various content partners (news alerts, sports,

finance, weather forecast, astrology, games and software applications).

c) Designing hybrid content – half brand-designed and half user-edited – to involve

individuals and groups in audience review, tutorials and tip/FAQ communities.

Paradoxically, mobile phone ubiquity and adaptability to use context also position

such devices as commercial information tools. Interviewees valued on-the-spot access to

information about offers and promotions positively. The secure nature of mobile

messaging (a vast majority of received SMSs are read by their recipients) and the

possibility of attaching content delivery to concrete spaces or practices are also strategic

values for mobile marketing.

The relational nature of mobile media and their capacity to coordinate emotional

networks among anonymous users render them especially suitable for new media

marketing strategies, such as guerilla marketing and viral marketing. Another mobile

media marketing feature appreciated by experts is cross-media complementarity

(especially Internet and TV, as in the case of the Coca-Cola Movement Campaign in

2004). Mobile media capacity to combine real and virtual space has also been designated a

relevant innovation trend expected to develop in the near future.

11

Towards New Content Formats and Narrative Standards

Mobile media content is subject to technological conditions (broadcasting

technologies and device functionalities), business models (pull or push content delivery

adoption), conventional media standards (periodical vs. non-periodical content) and related

social habits (available time for content usage and social interactions involved). Experts

participating in panel discussions displayed broad consensus regarding general

characteristics defining mobile media content:

a) Significant prevalence of visual aspects: Although voice is the original

communication format of mobile phones, it is still undervalued in the context of mobile

media content. Mobile media are image-oriented visual media (notwithstanding the

relevance of written visual codes, as in SMS). Even mobile radio uses related images as a

value-added element (as in the Visual Radio launched in 2006 by the well known Spanish

music radio channel 40 Principales). Efforts at exploring voice content possibilities

include the on-demand voice reports offered by the Dutch newspaper Volkskrant since

2006 as an extension to its SMS news service.

b) Time minimization: The “think small” motto for mobile phone design is especially

relevant in the case of mobile media content duration. The first entertainment series

designed for mobile phones in 2005 (Love and Hate and 24: Conspiracy by Fox and

Supervillanos by Globomedia (Spain)) is have episodes of 1-3 minutes’ duration. As an

indicator of product differentiation, Fox coined and registered the term mobisode to denote

the time specificity of short mobile-adapted serial fragments. Advertising MMS and videos

tend to last no more than 10 to 15 seconds (half a standard TV ad). MP3 player influence,

technical capabilities and consumption context give rise to slightly different circumstances

in the case of audio content, exhibiting time patterns similar to those of other audio-based

12

cultural consumption items. In any case, mobile phone mediatization demands

compression of Internet techniques as well as prevailing TV narrative time standards, as

hypertext navigation does not command the same attention on mobile screens as it does on

PC monitors.

c) Fragmentation and restricted serialization: Fragmentation and serialization are

common strategies for facilitation of TV narrative standard adaptation to mobile media.

Panel participants involved in entertainment product development agreed that narrative

sequences among fragments and the compulsion to maximize the number of episodes in

each serial are not easily exportable to a mobile media environment. Maintenance of

continuity among extremely short narrative units renders it difficult to sustain a classic

narrative line (character and event development) and tends to impose a gag-linking

technique that has more to do with accumulation of micronarratives than with

fragmentation of a coherent narrative macrosequence. Furthermore, mobile media

consumption habits hinder development of serialization as a content delivery pattern: A

mobile series cannot last as long (i.e. have as many episodes) as those in other media and

depends more directly on actual user demand.

d) Visual simplicity: Another implication of the minimization logic characterizing

symbolic mobile media resources concerns visual narrative standards. The use of images to

compose meaningful sequences in small portable devices like mobile phones or pocket PCs

cannot be the same as in other media. Series and video clips specifically designed for

mobile phones almost invariably display a preponderance of closeups and light image

compositions, altering conventional film and video image narrative use accordingly.

e) User involvement: Participants involved in product design claimed that mobile

media’s capacity for user involvement may compensate for visual narrative limitations.

13

The interactivity and user participation characteristic of all digital media are of particular

significance in mobile media because of their powerful association with user identity and

privacy.

Narrative limitations and technical and consumption ritual features demand

development of mobile media-specific meaning patterns and content formats, such as

geolocalization-based mobile games (cf. Licoppe, 2006 or De Souza, 2006) or

location-aware mobile content for product commercialization and museum and library

guidance systems, such as the one installed at the San Francisco Museum of Modern Art

(Samis and Pau, 2006). As such development is accomplished, mobile devices fulfill the

role of cooperative meaning production in the media ecosystem – a part they already play

to a substantial extent in cross-media and cross-content strategies, as well as in support and

completion of media narratives and consumption networks. In this sense, mobile media

still exhibit a certain dependence on other media standards that also constitutes a

characteristic relevant to content category development. Figure 1 presents a tentative

catalogue of mobile media content, summarizing an exploratory inventory of the current

supply offered by the mobile phone-related market in Spain (November 2006) and

including conventional media, cultural industries and mobile phone economy actors

(manufacturers, software brands, operators and content producers). This catalogue has

served as a category filter for both panel discussions and interviews. In the latter in

particular, preferences for given types of content were associated with concrete perceptions

of mobile phone as media.

Because of the complementary nature of mobile media with regard to other media

content, the observable structure of mobile media content supply reproduces the classic

functional distinction among journalism, entertainment and marketing/advertising,

14

• SMS News alerts

• SMS / MMS Headlines

• Photo news

• SMS polls / voting

• Chats

• Timetables

• Weather and traffic reports

• Culture (movies, theaters ...)

• Sports scores

• Newspaper archives

JOURNALISM

INFORMATION SEARCH

• Voice news reports

• Live/downloaded video news

• Database query

• Games

• File sharing

• Personalization content

(Ringtones, logos ...)

• Mobile TV programs and series

• Information management software applications

ENTERTAINMENT

• Movie / music premieres

• User-produced content

• Video and audio streaming / downloading

• Content / celebrity-related communities

• Visual radio

• Location-aware content (news, info, games, advertising ...

• Internet access

MARKETING AND ADVERTISING

• SMS / MMS ads

• Branded content

• Branded applications

• Participatory branded content (contests ...)

including an additional category related to the Internet and self media capacities of mobile

devices. The total supply considered for classification of mobile media content comprises

voice content, data connection (downloads, streaming, transmission) and technical device

capacities (storage, bandwidth, audio and video player, camera, etc.). Intersections among

categories (i.e. content operative in two or more distinct categories) are especially valued

by experts as part of cross-content and cross-media strategies. The figure presents the four

main categories as intersected areas comprising polyvalent types of content.

Figure 1: Mobile Media Content Fields and Formats

15

3.1. Journalism

Content related to public information and news reporting, frequently involving

newspapers and radio and TV news programs as the branded images of news services or

products and delivered in one of two modes (Feldmann, 2005):

a) Push (based on ubiquity and always-on connectivity): Independent news services

(news alerts, daily headlines), ex ante dependent content (breaking news completed in

the newspaper or developed in radio and TV reports) and branded content to promote a

given medium or program (sponsored daily headlines).

b) Pull (based on on-demand connectivity and adaptability to context): Content

related to public information searches, such as weather or traffic reports, financial

reports, film and book reviews, theaters and leisure events, newspaper archives, etc.

Journalistic mobile content include SMS and MMS headlines, news alerts and

photo news, voice news reports, downloadable audio and video clips (mobile

podcasting) with repurposed news footage adapted from other media (TV, radio,

Internet) and direct mobile TV and radio news programs. Some types of SMS

comments and polls may be considered as journalistic mobile content dependent on

other media practices.

3.2. Information search

Pull-type content and services related to mobile device information management

and Internet connection capacities, including on-demand journalistic information

(weather/traffic reports, culture, etc.), transportation timetables (trains, buses…),

specific database queries, personal information management applications and file

16

sharing applications and services, as well as file editing and content management in thin

media and nanopublishing. Delimitation of content in this category is especially

complicated because its boundaries may overlap those of journalism and marketing and

because of its high reliance on Internet access. Information based on GPS applications

(such as on-the-spot traffic information) developed in mobile phones may be included

in this category as well.

3.3. Entertainment

Content and services concerning leisure activities, divided into four subcategories

according to source of leisure value:

a) Interactive: Device-user interaction, as in mobile games and puzzles.

b) Participatory: Conversational dynamics and user involvement beyond the device

itself, as in SMS voting, comments and surveys or file sharing.

c) Personalization: Linking device software or interface appearance to personal

identity, symbolic aesthetics and identity presentation, as in the case of ringtones, logos,

wallpaper, music on hold, icons, etc.

d) Passive Consumption: Narrative and aesthetic contemplation demanding passive

user attitudes similar to those applicable in consumption of conventional media.

Standard repurposed content includes music and video clips, mobile TV series, etc.

As most content in this category is accessed through pay-per-download, push/pull

content differentiation is not particularly relevant. Tariffication policies are not the only

reason for the prevalence of pull-type entertainment content, however; mobile device

17

ubiquity and context adaptability, as well as the dominance of on-demand content

consumption, are also factors to be considered.

3.4. Marketing and advertising

Content related to commercial and branding initiatives, delivered in either of the

two modes applicable to the journalism category:

a) Push: Mobile repurposed advertising (SMS or MMS ads, location-aware

commercial information, etc.) and participatory marketing initiatives (contests,

promotions, etc.).

b) Pull: On-demand branded content promoting products or services (advergames,

thematic trivia quizzes, branded personalization content, etc.) and especially mobile

media-related branding (news services, software and hardware products, information

services, etc.). Branded customer-oriented communities related to a given product (film

premieres), mythic brand names (Ferrari, Barbie, Disney) or celebrities may also be

included in this subcategory.

In general terms, the preferences of interviewed users were clearly oriented towards

sharing and participation reinforcement. Mobile media content that enhances participation

in conventional (opinion, voting) and non-conventional media (sharing user-generated and

branded content with others) were especially appreciated by younger informants, although

cost handicaps were mentioned repeatedly as a relevant dissuading factor, pointing to the

need for innovation in pricing policies and tariffication models.

Journalism content was appreciated as a reference to other news content (essentially

news alerts) rather than as an independent news broadcasting channel. Interest in mobile

18

TV was significantly low among experienced mobile media users. Mobile videogames

were the most valued entertainment related content, especially among male informants,

followed by sponsored or licensed content related to personalization (logos, ringtones,

wallpaper) and film premieres among younger participants. According to interviews,

mobile games should be user-friendly, addictive and functional during brief, unscheduled

time periods. Users do not display any special concern for game planning as a leisure

activity, as in the case of Internet or console games, nor were prices considered a relevant

handicap for games and personalization content.

The lack of previous planning in mobile media consumption emerges as a significant

variable regarding mobile broadcasting and poses serious difficulties for push-type content

delivery models. On the other hand, permanent availability and adaptation to user

contingencies (social situation, time, place…) were unanimously considered to be positive

values of mobile media consumption. This perception of mobile media conforms with the

experts’ consensus on the prevalence of pull-type product line development, associating

conventional broadcasting formats with service packs similar to DTTV.

Users’ attitudes towards information search content display clear differentiation

between concrete information services (timetables, weather, sport results…) and Internet

access. Except for news alerts and breaking headlines, information services are not

especially appreciated, whereas Internet access and Internet-related applications are

considered useful and desirable, even if handicapped by insufficient data flow speed and

website adaptation to mobile device conditions.

The problems encountered in finding a specific format for advertising content in

mobile media were mentioned in panel discussions and also arise in interviews with users.

19

While context-aware commercial information is appreciated, mobile advertising is

generally perceived as a kind of commercial invasion of privacy. Consequently, pull-type

distribution appears to be an almost necessary precondition. Paradoxically, such a measure

would favor branding strategies rather than product information strategies promoting the

hybridization of advertising and entertainment formats (advertainment) in mobile

marketing communication.

Towards a Cultural Characterization of the Mobile Medium

According to interviewed users, the preferred mobile media consumption contexts are

waiting times, transport lapses and concrete information demand (cf. Lasen, 2002),

ostensibly placing such media in the same category as other nomadic privacy leisure

devices, such as iPods or game consoles. Mobile media may indeed be perceived as

“portable places of intimacy” (Rheingold, 2002), but they are essentially conceived as

relationship technologies and as such involve other consumption modes besides nomadic

privacy.

Paraphrasing Rheingold’s famous concept, mobile media are also portable places of

sociability for users. Mobile sociability concerns not only conversational functions but also

content: Users appreciate sharing content and experiences as significant values of mobile

media. This perception constitutes an excellent argument for manufacturers and operators

to link the conversational value of mobile telephony with its new content management

capacities. In 2006, advertising campaigns by Nokia (N-Series), Vodaphone and Movistar,

for example, placed emphasis on the value of immediate sharing of user-generated content.

Technological developments in device functionalities and applications, as well as social

20

trends in camera phone usage, converge in empowering the sharing nature of mobile phone

cultural consumption (Aguado and Martinez, 2007).

It is true that this sharing-oriented nature is common to other media (whether

conventional or not) in that they produce meaning communities that contribute decisively

to socialization processes, for example. However, traditional media content sharing is

based primarily on vicarious reproduction of effects (e.g. adolescents recalling the

emotions evoked by an action film scene) or deferred content sharing (e.g. displaying

photos, offering copies of music hits or favorite films). Users consider the ubiquity and

simultaneity of sharing aesthetic or narrative emotions (e.g. a music hit, amusing video

clip, etc.) to be a specific value of mobile media. Younger ones claim that the sharing-

related value is the principal reason for certain uses of mobile media: Picture, sound clip

and video clip downloading or recording practices are directly influenced by their

relevance in group display. In this context, especially among younger informants, mobile

media are valued as virtually essential tools for socialization.

This sharing nature of mobile media consumption also affects personalizable content

(ringtones, wallpapers, icons, music on hold …). In this respect, the mix of branded and

user-generated content (through personalization options or the addition of personal

comments, evaluations or recommendations to branded content) constitutes a relevant field

for development of new mobile-community-adapted content (Feldmann, 2005), as in the

cautious efforts now underway in Spain.

The characterizations of mobile media provided by experts and users also serve as the

basis for the drafting of a conceptual network (Figure 2) that offers a graphic display of the

perceived values of mobile media and their position with regard to functional focus on

21

self-publishing and user adaptation (self media), person to person interactions

(conversational media) and cultural consumption (mass media). Assuming the hybrid

nature of mobile phones as a meeting point of public and private communication practices

(Fortunati and Pozzobon, 2006; Aguado and Martinez, 2006), one relevant feature of this

conceptual map is the placement of valued characteristics in public/private mobile media

use contexts.

The key characteristics determining mobile device transition into media are ubiquity

(always-on connectivity and to time/place-independent communications), adaptability

(on-demand connectivity and to context and user-aware products or services) and

multifunctionality (functional integration of other media and content formats).

22

PERSONAL BIOGRAPHIC

REGISTER

CONTEXT

DEPENDENCE

SAFETY

Private content mediatization

UBIQUITY IN CONTENT

CONSUMPTION

IDENTITY PRESENTATION

USER/BRAND INTEGRATION IN

CONTENT PRODUCTION

BODY EXTENSION

PEER GROUP INTEGRATION

SOCIAL ROLE COORDINATION

DECISIONAL COORDINATION

MULTIFUNCTIONALITY

UBIQUITY (always-on connectivity)

ADAPTABILITY (on-demand connectivity)

Device mediated socialization (technology appropriation)

CONTENT SHARING

PERSONALIZATION OF ÆSTHETIC

PATTERNS

MOBILE LIFESTYLE

AFFECTIVE LINKS

PROMOTION

USER PRODUCED CONTENT

EDITING AND MANAGEMENT

Mass media content appropriation

NOMADIC PRIVACY

UBIQUITOUS REGISTER OF

EVENTS

EMOTIONAL INVOLVEMENT

FASHION

CONSTANT ACCESS TO

PUBLIC INFORMATION

PERSONAL ACCESSIBILITY

PERSONALIZATION OF ACCESS AND

CONTENT

PARTICIPATION

+ PRIVATE

+ PUBLIC

CONTENT SHARING

INDEPENDENT CHANNEL OF

INFORMATION AND COMMUNICATION

PARTICIPATION

COORDINATION WITH OTHER

MEDIA

Figure 2: Positional Conceptual Network of Mobile Phone

Characteristics Appreciated by Users and Experts

SELF MEDIA CONVERSATIONAL

MEDIA

MASS MEDIA

23

Features clearly identified with classic mobile phone use configure mobile media as

conversational media and affect socialization practices (identity presentation, peer group

integration, affective link promotion, personal accessibility control, etc.) accordingly.

Those that relate to user capacity to produce media content and adapt device usage and

content to user situations characterize mobile media as self media. In this respect, mobile

media’s capacity for personalization exceeds the adaptive capacities of other digital media.

Ubiquity and the ability to record exceptional or unexpected events in everyday life

constitute specific values of mobile media in this sense. Experts and users agree that the

sharing nature of mobile media content and applications provides a meeting point for

mobile devices as self media (allowing for expression of one’s identity through media

formats) and conversational media (underpinning content exchange and content display

social rituals as part of communication and socialization practices). This confluence may

be understood as a process of technology appropriation related to device-mediated

socialization practices. Personalization (customization) and aesthetics as a means of

symbolic exchange play an important role in configuring so-called mobile lifestyles.

The convergence of self media and mass media characteristics is marked by the

relevance accorded to participation and the possibility of creating channels of

communication and information that are independent of media groups and political or

economic pressure. Participation constitutes a valued attribute of mobile media regarding

both confluence of self and mass media characteristics and convergence between

conversational and mass media features, as illustrated by two parallel processes:

(a) Inclusion of user produced content in mobile media multicasting circuits points to a

progressive mass mediatization of private content and privacy-related communication

practices. The hybrid nature of mobile media (as broadcasting devices delivering

24

standardized content and identity-attached technologies) plays a decisive role in such

contexts. (b) Inclusion of mass media-standardized content in social contexts of

interpersonal communication exchanges (as in branded or licensed personalization content

such as ringtones or wallpaper) constitutes the principal context through which mobile

media contribute to appropriation of mass media content. Finally, characterization of

mobile media as mass media underscores ubiquity, context awareness and coordination

with other media, as well as the possibility of integrating branded and user-generated

content through participation.

Mobile media display an overtly dependent nature with regard to other media in at

least in three respects: Business models, content design and consumption patterns.

Nevertheless, specific mobility-related values, namely multifunctionality, ubiquity and

adaptability, render them a crucial meeting point at which the characteristics of self media,

conversational media and mass media overlap. Mobile media are not perceived as

constituting a distinct and specific powerful medium and are largely associated with

mobile telephony alone. By contrast, they are known to combine with and improve

potential characteristics of other media and media practices in an extraordinary manner. In

this sense, hybridization of the private and identity-attached nature of the mobile phone

and the standardizing massive bias of classic mass media, coupled with a subsequent

capacity to expand cultural consumption modes and contexts, accord mobile media a

privileged place within the emerging media ecosystem.

25

References

Aguado, J. M. and Martínez, I. J. (2006) ‘La mediatización de la telefonía móvil: de la

interacción al consumo cultural’, in ZER, Revista de Estudios de Comunicación, vol.

11/ Nr. 20, Universidad del País Vasco, pp. 319-343.

Aguado, J. M. and Martínez, I. J. (2007) ‘The Construction of the Mobile Experience: The

Role of Advertising Campaigns in the Domestication of Mobile Phone Technologies’,

Continuum. Journal of Media and Cultural Studies, 21(2). Routledge, pp. 137-149.

De Souza, A. (2006) ‘Do ciber ao híbrido: Tecnologias móveis como interfaces de espaços

híbridos’, in De Souza, A. (ed.) Imagem (IR) Realidade. Porto Alegre: Editora Sulina,

pp. 21-51.

DNX Report (2007): Mobile TV: Tendencias en España. Research report available at

http://www.dnxgroup.com/ideas/index_dnxTrends.html.

Domingo, D. et al. (2007) ‘Four Dimensions of Journalistic Convergence: A Preliminary

Approach to Current Media Trends in Spain’, research paper presented at the

International Symposium on Online Journalism, University of Austin, Texas, March

30-31.

Feldmann, V. (2005) Leveraging Mobile Media. Cross-Media Strategy and Innovation

Policy for Mobile Media Communication. Heidelberg–New York, Physica Verlag.

Fortunati, L. (2005) ‘Mobile Telephone and the Presentation of Self’, in Richard Ling and

Per E. Pedersen (eds) Mobile Communications. Re-negotiation of the Social Sphere,

London: Springer, pp. 203-218.

Fortunati, L. and Pozzobon, F. (2006) ‘Media Mobiles: When Interpersonal Media become

Mass Media’, paper presented at 2006 ICA Pre-Conference ‘After the Mobile

Phone?’, June 16-18, 2006, University of Erfurt, Germany.

26

Goggin, G. (2006) Cell Phone Culture. London: Routledge.

Haddon, L. (2000) ‘Domestication and Mobile Phone Telephony’, paper presented at the

conference ‘Machines that Become Us’, Rutgers University, New Jersey, 2001.

Katz, J. E. and Satomi S. (2005) ‘Mobile Phones as Fashion Statements: The Co-Creation

of Mobile Communication’s Public Meaning.’ in Rich Ling and Per Pedersen (eds)

Mobile Communications: Re-Negotiation of the Social Sphere. Surrey, UK: Springer,

pp. 63-81

Klinenberg, E. (2005) ‘Convergence: News production in a digital age’. Annals of the

American Academy of Political and Social Science, 597(1), 48-64.

Krentzschmar, S. (2006) ‘Journalistic Content and the Football World Championship 2006:

Multimedia Services on Mobile Devices’, paper presented at 2006 ICA

Pre-Conference ‘After the Mobile Phone?’, June 16-18, 2006, University of Erfurt,

Germany.

Leung, W. and Wei, R. (2000) ‘More Than Just Talk on the Move: Uses and Gratifications

of the Cellular Phone’. Mass Communication Quarterly, 77(2), 308-320.

Lasen, A. (2002): ‘A Comparative Study of Mobile Phone Use in London, Madrid and

Paris’. Digital World Research Centre. University of Surrey.

http://www.surrey.ac.uk/dwrc/Publications/CompStudy-pdf.

Licoppe, C. (2006) ‘Living in a Location-Aware Community in an Augmented Public

Space: The Uses of a Geolocalized Mobile Multiplayer Game in Japan’, paper

presented at 2006 ICA Pre-Conference ‘After the Mobile Phone?’, June 16-18, 2006,

University of Erfurt, Germany.

27

Oskman, V. (2006) ‘Second generation mobile media and newspapers’. Research

Development Centre. University of Tampere.

http://www.uta.fi/jourtutkimus/mobiili/tiivis.htm.

Rheingold, H. (2002) Smart Mobs: The Next Social Revolution. Cambridge: Perseus.

Rümmler, R., Yun Won Chung and Hamid A. (2005) ‘Modeling and analysis of an

efficient multicast mechanism for UMTS’, in IEEE Transactions on Vehicular

Technology, vol. 54, no. 1 , IEEE, New York, pp. 350-365.

Samis, P. and Pau, S. (2006) ‘Art Casting at SFOMA: First Year Lessons, Future

Challenges for Museum Podcasters’ Broad Audience of Use’, paper presented at

Museums and the Web, The International Conference for Culture and Heritage on

Line, Albuquerque, New Mexico.

Spurgeon, C. and Goggin, G. (2006) ‘Mobiles into Media: Premium Rate SMS and the

Adaptation of Television to Cultures of Interactivity’, paper presented at 2006 ICA

Pre-Conference ‘After the Mobile Phone?’, June 16-18, 2006, University of Erfurt,

Germany.

WAN (World Association of Newspapers) (2004) Shaping the Future of the Newspaper:

The Mobile Opportunity.

WAN (2007) World Digital Media Trends.