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Book Review: Negotiating control: Organizations and mobile communication by Keri K. Stephens Keri K.Stephens的书评:谈判控制:组织与移动通信
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2023-04-20 DOI: 10.1177/20501579231155531
Chi-ying Kwok
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引用次数: 0
Contact tracing apps, nationalism, and users with disability in the Global South: The faith in state and collective objective 全球南方的接触者追踪应用程序、民族主义和残疾用户:对国家和集体目标的信念
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2023-02-27 DOI: 10.1177/20501579231158908
Abdul Rohman, Dyah Pitaloka
Contact tracing apps have magnified the potential usefulness of mobile media and communication technologies for responding to disruptive events such as the COVID-19 pandemic. Their efficacy and ethical debates have become the focus of recent studies in the Global North. Reasons for using contact tracing apps among users with disability living in the Global South, however, seem to be understudied. Through cases from Indonesia and Vietnam, this study found that nationalistic values were among the reasons for using contact tracing apps as reflected in the users’ faith in the state and inclination to support its collective objective to control the pandemic. The users believed the state would be accountable in managing the personal and mobility data the contact tracing apps collected. Using contact tracing apps represented the users’ sense of capabilities to individually partake in the existing efforts to control the pandemic.
接触者追踪应用程序放大了移动媒体和通信技术在应对COVID-19大流行等破坏性事件方面的潜在用处。它们的功效和伦理争论已成为全球北方最近研究的焦点。然而,生活在全球南方的残疾用户使用接触者追踪应用程序的原因似乎还没有得到充分研究。本研究通过印度尼西亚和越南的案例发现,民族主义价值观是用户使用接触者追踪应用程序的原因之一,这反映在用户对国家的信任和支持其控制疫情的集体目标的倾向上。用户认为,政府应该负责管理接触追踪应用收集的个人和移动数据。使用接触者追踪应用程序代表了用户个人参与现有控制大流行努力的能力。
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引用次数: 2
Software presentation: The retro mobile gaming database 软件演示:复古手机游戏数据库
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2023-02-23 DOI: 10.1177/20501579231155534
Adriana de Souza e Silva, Ragan Glover-Rijkse
The software presented is reviewed in https://doi.org/10.1177/20501579231155533 Link: http://database.mglab.chass.ncsu.edu/ Mobile games have become woven into the fabric of daily life, as individuals carry their phones with them on the go, squeezing in moments of play or setting aside specific playtimes. Since the release of the iPhone 3G and the App Store in 2008, the number of mobile games has increased substantially, reflecting what Mäyrä (2015) refers to as a growing and increasingly complex genre. Nevertheless, mobile games are not new; they have been around since at least the 1970s, serving as ground-building components of today’s mobile, ludic and digital cultures. Despite their significance, early mobile games pose challenges to research. The earliest mobile gaming platforms, such asl Mattel Football and Nintendo Game & Watch, were handheld electronic consoles. Although many of these games were popular at their time of inception, they are often no longer on the market, making them difficult or expensive to acquire. By the 1990s, mobile phones also became important platforms for mobile gameplay –with games, such as Tetris and Snake, being redesigned for mobile phones. However, these games became unplayable with the release of new operating systems, and, similar to handheld consoles, these mobile phones can be difficult and expensive to acquire. Finally, in the early 2000s, several media artists, startup companies, and academic researchers started to experiment with mobile devices, such as mobile phones and personal digital assistants, as interfaces for gameplay (Flintham et al., 2001; Sotamaa, 2002; Wagenknecht & Korn, 2016). However, these early games were often unavailable to the general public because they were restricted to small research or artistic circles. In addition, since the nature of these games was generally ephemeral (i.e., they were played during a specific timeframe in a specific location and then disappeared), it is difficult to find documentation or historical accounts about them, unless a researcher knows specifically how to search for them with exact titles, keywords and creators. Collectively, these challenges limit our knowledge about the history of mobile games and make it difficult to identify correlations between contemporary and early mobile gaming cultures. Software Presentation
介绍的软件在中进行了审查https://doi.org/10.1177/20501579231155533链接:http://database.mglab.chass.ncsu.edu/手机游戏已经融入了日常生活,人们在旅途中随身携带手机,挤出游戏时间或留出特定的游戏时间。自2008年iPhone 3G和应用商店发布以来,手机游戏的数量大幅增加,这反映了Mäyrä(2015)所说的一种日益增长和复杂的类型。尽管如此,手机游戏并不是什么新鲜事;它们至少从20世纪70年代就已经存在,是当今移动、荒诞和数字文化的基础组成部分。尽管早期的手机游戏意义重大,但它们对研究提出了挑战。最早的移动游戏平台,如Mattel Football和Nintendo Game&Watch,是手持电子游戏机。尽管这些游戏中的许多在诞生时很受欢迎,但它们通常已经不在市场上了,这使得它们的收购变得困难或昂贵。到了20世纪90年代,手机也成为了手机游戏的重要平台——俄罗斯方块和蛇等游戏正在为手机重新设计。然而,随着新操作系统的发布,这些游戏变得无法播放,而且与掌上游戏机类似,这些手机的购买可能既困难又昂贵。最后,在21世纪初,几位媒体艺术家、初创公司和学术研究人员开始试验移动设备,如手机和个人数字助理,作为游戏界面(Flintham et al.,2001;Sotamaa,2002;Wagenknecht和Korn,2016)。然而,这些早期的游戏往往不为公众所知,因为它们仅限于小型研究或艺术圈。此外,由于这些游戏的性质通常是短暂的(即,它们在特定的时间段内在特定的地点玩,然后消失了),因此很难找到关于它们的文档或历史记录,除非研究人员特别知道如何用确切的标题、关键字和创作者来搜索它们。总之,这些挑战限制了我们对手机游戏历史的了解,并使我们很难确定当代和早期手机游戏文化之间的相关性。软件演示
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引用次数: 0
Preserving the history of mobile gaming—a review of The Retro Mobile Gaming Database 保留手机游戏的历史——回顾the Retro mobile Gaming Database
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2023-02-23 DOI: 10.1177/20501579231155533
J. Frith
The Retro Mobile Gaming Database (RBMG) is a searchable database devoted to preserving the history of mobile gaming in the period between 1975 and 2008. The RBMG was created by the North Carolina State University, USA, Networked Mobilities Laboratory
复古移动游戏数据库(RBMG)是一个可搜索的数据库,致力于保存1975年至2008年期间的移动游戏历史。RBMG由美国北卡罗来纳州立大学网络移动实验室创建
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引用次数: 0
Perceived vs. observed mHealth behavior: A naturalistic investigation of tracking apps and daily movement 感知与观察mHealth行为:追踪应用程序和日常运动的自然主义调查
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2023-02-17 DOI: 10.1177/20501579221149823
Chang (Molly) Mao, J. Bayer, M. Ross, Lisa Rhee, Huyen T. K. Le, Jerry Mount, Hsiu-Chi Chang, Yung-Ju Chang, Alex Hedstrom, S. Hovick
Research on mHealth apps provides mixed evidence regarding their effectiveness for behavior change, including physical activity. Synthesizing prior perspectives, we test predictors of tracking app and physical activity intentions (Study 1; n = 658) and their links to everyday mobility (Study 2; n = 418; n = 27,617,440 observations). Study 1 showed that individuals have overlapping perceptions of tracking apps and physical activity. Taking a naturalistic mobile sensing approach, Study 2 found that tracking app and physical activity intentions predicted self-reported physical activity – but not logged movement (i.e., walking, cycling, or running). Tracking app use was not related to the level of logged movement in daily life. However, participants who regularly used tracking apps were more likely to view them as impactful, suggesting that daily mHealth app use is related to perceived (vs. observed) behavior change. Together, our studies illuminate how perceptions of mobility and mobile media – and their effects – can become intertwined in users’ minds.
对mHealth应用程序的研究提供了关于其行为改变(包括体育活动)有效性的混合证据。综合先前的观点,我们测试了追踪应用程序和身体活动意图的预测因素(研究1;n=658)及其与日常行动能力的联系(研究2;n=418;n=27617440观察结果)。研究1表明,个人对追踪应用程序和体育活动的感知存在重叠。采用自然的移动传感方法,研究2发现,追踪应用程序和身体活动意图可以预测自我报告的身体活动,但不能预测记录的运动(即步行、骑自行车或跑步)。追踪应用程序的使用与日常生活中记录的运动水平无关。然而,经常使用跟踪应用程序的参与者更有可能认为它们有影响力,这表明每天使用mHealth应用程序与感知(与观察到的)行为变化有关。总之,我们的研究阐明了对移动和移动媒体的感知——以及它们的影响——是如何在用户心中交织在一起的。
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引用次数: 0
Software presentation: MeTag Analyze and MeTag App media diary software 软件演示:MeTag Analyze和MeTag App媒体日记软件
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2023-02-07 DOI: 10.1177/20501579221135356
F. Hohmann, Alessandro Belli, A. Hepp
The
这个
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引用次数: 1
A standard for (qualitative) diary studies: MeTag app and MeTag analyzer (定性)日记研究的标准:MeTag应用程序和MeTag分析仪
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2023-02-07 DOI: 10.1177/20501579221147599
L. Otto
The MeTag mobile app and the web-interface MeTag analyzer by Hohman et al. (2022) provide an infrastructure for communication scholars conducting mobile media diaries and are filling a blind spot for (qualitative) diary research in communication science. The software meets high standards of transparency, open science, and accessibility. The user-friendly interface that does not require any coding skills from researchers as well as the detailed documentation (manual and tutorials) make it easy for researchers to conduct mobile media diary studies. While (media) diary studies are an essential part of many social sciences, including communication research, there is to date no standard software solution to conduct (qualitative) media diary studies. There are, of course, handwritten solutions, but the downside of this is well known. Besides accessibility, mobile diary studies carry further advantages even for a less literate sample: The smartphone is portable, and participants have it with them anyway. Some of the media usage reported is happening on the same device as the diary entries. It comes with the opportunity to do audio-based entries for those who are not able or willing to type (long) entries by hand into their mobile device. I will now list some of the characteristics that make the infrastructure a standard tool for media diary studies and fulfill all quality criteria for research software in the social sciences. Please let me elaborate on the mobile app first; that is, the interface where participants conduct their media diary entries.
Hohman等人(2022)开发的MeTag移动应用程序和网络界面MeTag分析仪为传播学者进行移动媒体日记提供了基础设施,填补了传播科学(定性)日记研究的盲点。该软件符合透明度、开放科学和可访问性的高标准。用户友好的界面不需要研究人员的任何编码技能以及详细的文档(手册和教程),使研究人员可以轻松地进行移动媒体日记研究。虽然(媒体)日记研究是包括传播研究在内的许多社会科学的重要组成部分,但迄今为止还没有标准的软件解决方案来进行(定性)媒体日记研究。当然,也有手写的解决方案,但其缺点是众所周知的。除了可访问性之外,移动日记研究还具有其他优势,即使对文化水平较低的样本来说也是如此:智能手机是便携式的,参与者无论如何都要随身携带。一些媒体使用报告是发生在同一设备上的日记条目。对于那些不能或不愿意在移动设备上手动输入(长)条目的人来说,它提供了基于音频的条目的机会。现在,我将列出一些使基础设施成为媒体日记研究的标准工具的特征,并满足社会科学研究软件的所有质量标准。请让我先详细介绍一下手机应用;也就是说,参与者进行媒体日记条目的界面。
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引用次数: 0
Mobilizing care? WeChat for older adults’ digital kinship and informal care in Wuhan households 动员护理?武汉家庭老年人数字亲属关系和非正式护理微信
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2023-01-26 DOI: 10.1177/20501579221150716
Haiqing Yu, Gehao Zhang, L. Hjorth
The COVID-19 pandemic saw the digital amplify all aspects of our lives—work, sociality, health, intimacy, care, and inequality. In a time of restrictions and physical distancing, the role of the digital for social inclusion—especially for older adults—was heightened with many having to care at a distance. Our study focuses on older adults from Wuhan and the role of the dominant social media app, WeChat, for intergenerational informal care through digital literacy during and after the pandemic. Often characterized in global media as the place where the virus began, many of the quotidian experiences of Wuhan people have been overlooked. We reflect upon ethnographic fieldwork conducted in Wuhan in 2020–2021 with 10 households. We are particularly interested in how kinship care practices in Wuhan households—as sites for complex configurations of intergenerational practices that converge digital, social, and material worlds—have shifted during the pandemic. We ask: what are the learnings, opportunities and limitations around smartphone apps like WeChat for informal care as part of filial piety? In sum, what are the possibilities and limitations for mobilizing care?
新冠肺炎大流行见证了数字放大了我们生活的方方面面——工作、社交、健康、亲密、护理和不平等。在一个限制和保持身体距离的时代,数字在社会包容方面的作用——尤其是对老年人来说——得到了加强,许多人不得不远距离照顾。我们的研究重点关注来自武汉的老年人,以及在疫情期间和之后,主流社交媒体应用微信通过数字素养在代际非正式护理中的作用。全球媒体经常将武汉描述为病毒的发源地,但武汉人的许多日常经历却被忽视了。我们回顾了2020-2021年在武汉进行的10户人家的民族志田野调查。我们特别感兴趣的是,武汉家庭的亲属关系护理实践——作为融合数字、社会和物质世界的代际实践的复杂配置的场所——在疫情期间发生了怎样的变化。我们问:像微信这样的智能手机应用程序作为孝顺的一部分,在非正式护理方面有什么经验、机会和局限性?总之,动员护理的可能性和局限性是什么?
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引用次数: 1
Digital borders in spatial-temporal mobility: Social inclusion and exclusion of Chinese migrant students in Macao 时空流动中的数字边界:澳门中国留学生的社会包容与排斥
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2023-01-18 DOI: 10.1177/20501579221149838
Chuyue Ou, Zhongxuan Lin
While mobile social media has increasingly become embedded in migrants’ daily lives, how mobile social media affects migrants’ cross-border experiences remains under-researched. Based on a 2-year ethnographic study, this article demonstrates a more complex relationship among mobile social media, migrants’ spatial-temporal mobility, and their subjective experience of social inclusion and exclusion. Situated in a Chinese cross-border context (Macao Special Administrative Region), this article elaborates on how mobile social media leads to heterogeneous and synchronous spatial-temporal mobility in a homogeneous time-narrative. This article further explains how and why mainland students’ social exclusion transforms into digital inclusion, where the blurring boundaries create the possibility of digital and social inclusion but also risk deeper exclusion and internal borders. The article argues for a new epistemology of the border, which is complicated, heterogeneous, and paradoxical, while mobile social media reinvigorates the border concept in how it constructs and deconstructs territorial/internal boundaries and inclusion/exclusion dynamics.
尽管移动社交媒体越来越多地融入移民的日常生活,但移动社交媒体如何影响移民的跨境体验仍有待研究。基于一项为期2年的民族志研究,本文展示了移动社交媒体、移民的时空流动性及其社会包容和排斥的主观体验之间更为复杂的关系。本文立足于中国的跨境语境(澳门特别行政区),阐述了移动社交媒体如何在同质的时间叙事中导致异质和同步的时空流动。本文进一步解释了大陆学生的社会排斥是如何以及为什么转变为数字包容的,模糊的边界创造了数字和社会包容的可能性,但也有更深层次的排斥和内部边界的风险。这篇文章主张对边界进行一种新的认识论,这种认识论是复杂、异质和矛盾的,而移动社交媒体在如何构建和解构领土/内部边界以及包容/排斥动态方面重振了边界概念。
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引用次数: 0
Pilgrimage to Fátima and Santiago after COVID: Dis/connection in the post-digital age 新冠疫情后的Fátima和圣地亚哥之旅:后数字时代的脱节/连接
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2023-01-12 DOI: 10.1177/20501579221151041
Ana Jorge
This paper reports on a practice-centered study focusing on pilgrimage to explore mobile and digital media dis/connectivity in the context of a particular configuration of personal mobility. Pilgrimage is a practice bringing together people motivated by religion, tourism, leisure, or self-development, in what have been termed “post-secular” forms of pilgrimage and tourism. In 2020 and 2021, restrictions on individual mobility were imposed to contain the spread of the COVID-19 virus. This exploratory study consisted of interviews with 13 pilgrims in Portugal, who went on pilgrimage to Fátima or Santiago de Compostela in 2021. We argue that dis/connection by pilgrims is evidence of a post-digital moment. Our analysis shows how pilgrims maintain an ambivalent relationship with mobile media in light of this experience which limits their access to habitual devices, people, and digital services, while opening up for the use of others that facilitate the mobility and the spiritual, affective, and sensorial experience as a pilgrim. However, digital and mobile media are deeply entangled in pilgrims’ relationships with space, time, and others—and thus disconnection is partial and transitional. Moreover, dis/connection is embodied in pilgriming—for example, in how they choose the mobile media considering the weight and energy, and place it on the body, at the same time that mobile media can also afford disembodiment to the experience of pilgrimage—by alleviating the physical pain of walking, for example. Pilgrims also use the media in ways that blur the distinctions between digital and non-digital in the ways they invest meanings in their practices.
本文报告了一项以实践为中心的研究,聚焦于朝圣,以探索个人移动出行特定配置背景下的移动和数字媒体脱节/连接。朝圣是一种以宗教、旅游、休闲或自我发展为动机的人们聚集在一起的做法,被称为“后世俗”形式的朝圣和旅游。2020年和2021年,为遏制COVID-19病毒的传播,对个人流动实施了限制。这项探索性研究包括对13名葡萄牙朝圣者的采访,他们于2021年前往Fátima或圣地亚哥德孔波斯特拉朝圣。我们认为朝圣者的分离是后数字时代的证据。我们的分析显示了朝圣者如何与移动媒体保持一种矛盾的关系,这种关系限制了他们对习惯性设备、人员和数字服务的访问,同时为使用其他设备、人员和数字服务敞开大门,以促进朝圣者的移动性和精神、情感和感官体验。然而,数字和移动媒体深深纠缠在朝圣者与空间、时间和其他人的关系中——因此,这种脱节是局部的和过渡的。此外,分离体现在朝觐中,例如,他们如何考虑重量和能量选择移动媒介,并将其放置在身上,同时,移动媒介也可以为朝觐的体验提供分离,例如,通过减轻行走的身体痛苦。朝圣者使用媒体的方式也模糊了数字和非数字之间的区别,在他们的实践中赋予意义。
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引用次数: 0
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Mobile Media & Communication
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