In the context of an international research project on older people’s relations with and through mobile telephony, Italian participants spontaneously provided narrations on mobile phones that appeared to be structured around strong stereotypes. Respondents show a twofold representation of mobile phones either as a simple communication tool or as a ‘hi-tech’ device, which generates multifaceted stereotypes. More specifically, when the mobile phone is considered as a simple communication tool, age-based stereotypes address younger people’s bad manners, while gendered stereotypes depict women as ‘chatterboxes’ or ‘social groomers’. On the other hand, when the mobile phone is considered a ‘hi-tech’ device, age-based stereotypes underline younger people’s advanced user skills, while gendered stereotypes focus on women’s lack of competencies. Based on that, we provide a conceptual framework for analysing such stereotyped – and apparently conflicting – representations. Interestingly, while some issues also emerged in other countries, the masculine assumption that women are less-skilled mobile phone users appears as a peculiarity of Italian respondents.
Social media have become a relevant arena for different forms of civic engagement and activism. This article focuses on the affordances and constraints of different social media platforms as they are perceived by Italian activists. Instead of focusing on single protest movements, or on single platforms, we adopt a media ecological approach and consider a variety of environments where people can choose to express protest-related content. Our main goal is to explore whether, and how, the affordances and constraints of different social media platforms are perceived by users, and how such perceived differences are integrated in everyday social media activities. To this end, we combined in-depth interviews with an adapted version of the cognitive walkthrough and thinking aloud techniques. Respondents reported that they act on social media platforms according to specific representations of what each platform 'is', and how it works. Such perceptions affect users' protest-related social media practices. Although they perceive major social media platforms filtering strategies and are aware, to different extents, of their commodified nature, they report continuing to use them for activism-related communication, often adopting an instrumental approach.
Andrea Rosales, PhD, is a postdoctoral researcher at IN3-UOC. Since 2014 she has combined ethnographic explorations and tracked data analysis, with an intergenerational perspective. She highlights the importance of critical analysis of smartwatch logs and experiences in understanding how to design smartwatch apps that take older people's interests into account. AbstractWhile wearable technologies, such as smartwatches, are seen as an opportunity to solve some problems often related to older people (65+), e.g. emergencies, physical activity, or isolation, little is known about how older people would domesticate such new technologies. In this study we provided eleven older individuals with smartwatches and tracked their expectations and initial experiences using two interviews. According to our preliminary findings, previous experience with ICTs along with optimistic attitudes toward technology were key to initial domestication of the new technology and overcoming initial problems. Moreover, use was closely related to expectations and personal habits. Participants in this study used smartwatches in similar ways to to those described in previous studies with adults (18-64), including managing notifications and sports' tracking. Additionally, users reported that the smartwatch provided a boost in social status (associated with attributes such as cool, snobbish, young) and created some fashion opportunities and/or concerns. KeywordsExpectations; Domestication; Appropriation; Smartwatches; Wearables; Older people. ResumenLas tecnologías wearables, como los smartwatches (relojes inteligentes), se han visto como una oportunidad para resolver problemas, a menudo relacionados con las personas mayores (55+), tales como manejo de emergencias, falta de actividad física, y soledad. Sin embargo poco se sabe sobre en qué medida tales personas apropiarían estos dispositivos. Dotamos a 11 personas mayores con relojes inteligentes y seguimos sus primeras experiencia principalmente con dos entrevistas. De acuerdo con los resultados, las experiencias previas con otras tecnologías de la información y la comunicación, y las actitudes positivas hacia la tecnología fueron fundamentales para una primera apropiación de la nueva tecnología, y para superar los primeros problemas. Además el uso estuvo muy relacionado con las expectativas y los hábitos personales. Los participantes usaron los relojes en forma similar a la descrita en estudios previos con adultos (18-64), que incluye el manejo de notificaciones y los sistemas para seguimiento deportivo. El reloj proveía a la mayoría de los participantes un status social (asociado a ser guay, snob o joven), y creaba oportunidades o preocupaciones sobre el estilo personal. Palabras clave
This article analyzes the idioms of practice and media ideologies of adolescents and older adults regarding mobile digital media usage, and how they are negotiated within and between age cohorts. We formed aged-based focus groups in Rome and Barcelona (four groups of 16- to 19-year-olds and four of 65- to 85-year-olds). The comparison provides new insights on older individuals’ communication practices, often overshadowed by the focus on youth. Participants of both age groups explained they do media in their own way, which is perceived as “the right” (or legitimate) way. Strategies and hierarchies differ with age, according to meanings and rankings attributed to media choices in a communicative environment of affordances, or polymedia. The results suggest that differentiated generation-based idioms of practice and media ideologies are in operation in each cohort while, in both cases, refer to adaptative and goal-oriented communications.
Digital technology users are growingly involved in what has been described as convergence culture or participatory cultures. In this context, a major role is played by user-generated content. This article focuses on the participatory practices related to Little Big Planet (LBP) 1, a PlayStation platform video game that encourages users to create and share their own gaming levels. Our theoretical framework refers both to convergence culture and to a specific perspective of game studies that focuses on the cultural and social dimensions that are to be found in gaming and modding practices. A total of 8,829 Italian PlayStation Network (PSN) users were surveyed regarding their gaming practices, their attitude toward digital technology, and their LBP usage experiences. The results show that familiarity with digital technology and a socially oriented attitude to digital technology are clearly related to ''active LBP engagement.'' Moreover, PSN users are more likely than other digital platforms users to create their own content.
In this paper, we explore ageist depictions of both young and older people as they emerge from discourses addressing ‘other people's’ digital media usage practices. We carried out eight focus groups (four with teenagers, four with people aged 65 or older) in two southern European cities (Rome and Barcelona). By negotiating the affordances and constraints of (digital) tools and platforms, people develop their own usage norms and strategies, which might – or might not – be intersubjectively shared. Discourses surrounding usage practices and norms tend to refer to what people understand as an appropriate way of using digital platforms: these discourses proved to be powerful triggers for expressing ageist stereotypes; ‘the others’ were depicted, by both teenage and older participants, as adopting inappropriate usage practices (with regard to content, form, skills and adherence to social norms). These reflections proved to have broader implications on how other age cohorts are perceived: participants tended to take discourses on digital media usage as an opportunity for making generalised judgements about ‘the others’, which address their manners, as well as their attitude towards communication and social life. Inter-group discrimination processes and ageist stereotypes play a major role in shaping the strong moralistic and patronising judgements expressed by older and younger participants towards ‘the other’ age cohort.
The aim of this special issue is to collect and put into dialogue theoretical, methodological, critical, and applied contributions dealing with the variety of Information and Communication Technology (ICT) uses in community development. In this introduction to the special issue, we first provide the readers with a quick overview of the field, conducted by analyzing the lexicon of titles and abstracts published in the past few years in information and communication technology for development journals. We will then briefly elaborate on the concept of “users” as a pivotal dimension that can shed light on the complex interlinkages between technological artifacts and sociocultural factors involved in ICT usage. The focus on user, in fact, highlights some relevant issues concerning the relation between ICT, people and communities. Drawing on these premises, the papers collected in the special issue will then be briefly described. These contributions come from a variety of theoretical and methodological approaches, include the uptake of innovative technologies as well as top-down interventions, and focus on different regions of the world. The cross-fertilization and the range of disciplines included in this special issue result in a kaleidoscope in which different facets can be mixed, showing the individual, community, and societal aspects of community use of ICT for development.
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