Pub Date : 2023-04-20DOI: 10.1177/20501579231155531
Chi-ying Kwok
{"title":"Book Review: Negotiating control: Organizations and mobile communication by Keri K. Stephens","authors":"Chi-ying Kwok","doi":"10.1177/20501579231155531","DOIUrl":"https://doi.org/10.1177/20501579231155531","url":null,"abstract":"","PeriodicalId":46650,"journal":{"name":"Mobile Media & Communication","volume":"11 1","pages":"328 - 329"},"PeriodicalIF":4.9,"publicationDate":"2023-04-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47907380","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-27DOI: 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.
{"title":"Contact tracing apps, nationalism, and users with disability in the Global South: The faith in state and collective objective","authors":"Abdul Rohman, Dyah Pitaloka","doi":"10.1177/20501579231158908","DOIUrl":"https://doi.org/10.1177/20501579231158908","url":null,"abstract":"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.","PeriodicalId":46650,"journal":{"name":"Mobile Media & Communication","volume":"11 1","pages":"230 - 247"},"PeriodicalIF":4.9,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42257048","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-23DOI: 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
{"title":"Software presentation: The retro mobile gaming database","authors":"Adriana de Souza e Silva, Ragan Glover-Rijkse","doi":"10.1177/20501579231155534","DOIUrl":"https://doi.org/10.1177/20501579231155534","url":null,"abstract":"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","PeriodicalId":46650,"journal":{"name":"Mobile Media & Communication","volume":"11 1","pages":"566 - 571"},"PeriodicalIF":4.9,"publicationDate":"2023-02-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42321445","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-23DOI: 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
{"title":"Preserving the history of mobile gaming—a review of The Retro Mobile Gaming Database","authors":"J. Frith","doi":"10.1177/20501579231155533","DOIUrl":"https://doi.org/10.1177/20501579231155533","url":null,"abstract":"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","PeriodicalId":46650,"journal":{"name":"Mobile Media & Communication","volume":"11 1","pages":"572 - 574"},"PeriodicalIF":4.9,"publicationDate":"2023-02-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43802513","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-17DOI: 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.
{"title":"Perceived vs. observed mHealth behavior: A naturalistic investigation of tracking apps and daily movement","authors":"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","doi":"10.1177/20501579221149823","DOIUrl":"https://doi.org/10.1177/20501579221149823","url":null,"abstract":"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.","PeriodicalId":46650,"journal":{"name":"Mobile Media & Communication","volume":"11 1","pages":"526 - 548"},"PeriodicalIF":4.9,"publicationDate":"2023-02-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47565581","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-07DOI: 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.
{"title":"A standard for (qualitative) diary studies: MeTag app and MeTag analyzer","authors":"L. Otto","doi":"10.1177/20501579221147599","DOIUrl":"https://doi.org/10.1177/20501579221147599","url":null,"abstract":"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.","PeriodicalId":46650,"journal":{"name":"Mobile Media & Communication","volume":"11 1","pages":"336 - 338"},"PeriodicalIF":4.9,"publicationDate":"2023-02-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46878013","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-26DOI: 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?
{"title":"Mobilizing care? WeChat for older adults’ digital kinship and informal care in Wuhan households","authors":"Haiqing Yu, Gehao Zhang, L. Hjorth","doi":"10.1177/20501579221150716","DOIUrl":"https://doi.org/10.1177/20501579221150716","url":null,"abstract":"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?","PeriodicalId":46650,"journal":{"name":"Mobile Media & Communication","volume":"11 1","pages":"294 - 311"},"PeriodicalIF":4.9,"publicationDate":"2023-01-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44807435","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-18DOI: 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.
{"title":"Digital borders in spatial-temporal mobility: Social inclusion and exclusion of Chinese migrant students in Macao","authors":"Chuyue Ou, Zhongxuan Lin","doi":"10.1177/20501579221149838","DOIUrl":"https://doi.org/10.1177/20501579221149838","url":null,"abstract":"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.","PeriodicalId":46650,"journal":{"name":"Mobile Media & Communication","volume":"11 1","pages":"507 - 525"},"PeriodicalIF":4.9,"publicationDate":"2023-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47370434","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-12DOI: 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.
{"title":"Pilgrimage to Fátima and Santiago after COVID: Dis/connection in the post-digital age","authors":"Ana Jorge","doi":"10.1177/20501579221151041","DOIUrl":"https://doi.org/10.1177/20501579221151041","url":null,"abstract":"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.","PeriodicalId":46650,"journal":{"name":"Mobile Media & Communication","volume":"11 1","pages":"549 - 565"},"PeriodicalIF":4.9,"publicationDate":"2023-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46651762","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}