Portable Social Groups

Portable Social Groups

Philip J. Auter (University of Louisiana – Lafayette, USA) and R. Brandon Rudyk (University of Louisiana – Lafayette, USA)
Copyright: © 2015 |Pages: 12
DOI: 10.4018/978-1-4666-8239-9.ch117
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Abstract

Mobile phones today hold a high level of importance to a changing communication environment. These devices both loved and hated differ dramatically in there usage from young adults to their parents and older users. A variety of instrumental and ritualistic gratifications have been found for adolescent mobile phone use. Research has shown that usage patterns are constructed partially based on relationships within social groups. Studies of how the public feels – or ‘folk framing' – about mobile phones suggest that the average member of society, whether a mobile phone user or not, has mixed feelings about this liberating technology (Katz & Aakhus, 2002). Framed within a uses and gratifications theoretical foundation, this article reviews the literature that has shaped mobile phone communication theory and studies over the last decade.
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Overview

Mobile phones, both loved and hated, differ dramatically in there usage from young adults to their parents and older users. Fortunati (2001) describes mobile phones as an alluring technology infusing every part of our lives and giving us the ability to stay connected to friends and family. This type of cyborg augmentation, described by James E. Katz, is giving individuals superhuman abilities, accessing data and providing real-time information virtually anywhere in the world (Filas, 2004).

Key Terms in this Chapter

Geolocation: Is the identification of the real-world geographic location of an object, such as a radar, mobile phone or an Internet-connected computer terminal. Source: http://en.wikipedia.org/wiki/Geolocation .

Uses and Gratifications Theory (UGT): An approach to understanding why and how people actively seek out specific media to satisfy specific needs. Source: http://en.wikipedia.org/wiki/Uses_and_gratifications_theory .

Absent Presence Theory: “The fact or condition of being present” and “the state of being absent or away.” Someone banishes another socially from an event – essentially ignoring them as if they were absent even though they are present. Source: http://lucian.uchicago.edu/blogs/mediatheory/keywords/absence-presence/ AU71: The URL http://lucian.uchicago.edu/blogs/mediatheory/keywords/absence-presence/ has been redirected to https://lucian.uchicago.edu/blogs/mediatheory/keywords/absence-presence/. Please verify the URL. .

Micro-Behavior: Behaviors based on ubiquitous content and publisher personalization of media, allowing users micro experiences and micro consumptions. Source: http://www.clickz.com/clickz/column/1697016/emergence-micro-behaviors .

Folk Framing: The study how the public represent, conceptualize, and reason about mental states. Source: Malle, B. F. (1998) AU72: The in-text citation "Malle, B. F. (1998)" is not in the reference list. Please correct the citation, add the reference to the list, or delete the citation. . F.Ex: Coding scheme for people’s folk explanations of behavior. University of Oregon. Downloaded from http://darkwing.uoregon.edu/~bfmalle/fex.html AU73: URL Validation failed because the page http://darkwing.uoregon.edu/~bfmalle/fex.html does not exist (HTTP error 404). on May 1, 2001.

4G: Short for fourth generation, is the fourth generation of mobile telecommunications technology, succeeding 3G and preceding 5G. Source: http://en.wikipedia.org/wiki/4G .

Nodes: In communication networks, a node (Latin nodus, ‘knot’) is either a connection point, a redistribution point or a communication endpoint. Source: http://en.wikipedia.org/wiki/Node_(networking) .

Reticence: Communication apprehension is a form of anxiety that develops when one considers whether or not to communicate in various situations. a kind of reserve, wanting to avoid communication and not wanting to offer any more information than is necessary. Source: http://www.vocabulary.com/dictionary/reticence .

Personhood: The quality or condition of being an individual person. Source: http://en.wikipedia.org/wiki/Personhood .

ICQ: Is an instant messaging computer program that was first developed and popularized by the Israeli company Mirabilis, which was acquired by America Online (AOL), and since April 2010 owned by Mail.Ru Group. Source: http://en.wikipedia.org/wiki/ICQ .

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