While there is still much more research to be done, one clear fact is that mobile devices has really changed the way we use the internet.
Initially having contemplate between 4 questions to choose from, the decision was made, out of interest the effects said device has done. From here it would be wise to narrow down the topic to a specific profession or industry, which in this case, I would like it to be about the gaming industry.
Previous posts have shown how much time is spent on apps and how easy it is to fall out of interest. Making the gaming industry especially volatile. What I hope to achieve from this is to understand how gaming industries can keep themselves in the loop. A previous post has already shown that new content within a game has the potential to bring back users who left the app.
But is that really enough?
Monday, 19 December 2016
Internet Cultures - Focus - Changing the way we use the internet
Let's take a step back for a moment and look at how mobile devices changed he way we use our internet.
Comparing what we have now to back then, there are certainly changes. With 3.2 billion people now on the internet, it has become almost impossible to not live without a mobile device.
A survey conducted by the Bank of America, shows how important said devices are, with 91% of the of the participants saying smartphones are very important. But it is because of this, that we have come to an age where app development has become one of the highest demanding jobs in the technology industry.
That being said, has it really changed the way the way we use the internet? Without a doubt. With everything on our fingertips, the internet has become much more accessible and has created a market for app developers.
That's it for now regarding this, more to come at a later time.
Comparing what we have now to back then, there are certainly changes. With 3.2 billion people now on the internet, it has become almost impossible to not live without a mobile device.
A survey conducted by the Bank of America, shows how important said devices are, with 91% of the of the participants saying smartphones are very important. But it is because of this, that we have come to an age where app development has become one of the highest demanding jobs in the technology industry.
That being said, has it really changed the way the way we use the internet? Without a doubt. With everything on our fingertips, the internet has become much more accessible and has created a market for app developers.
That's it for now regarding this, more to come at a later time.
References
Hartley, D. (2016). These are the most in-demand jobs for 2016. [online] Advice.careerbuilder.com. Available at: http://advice.careerbuilder.com/posts/these-are-the-most-indemand-jobs-for-2016 [Accessed 20 Dec. 2016].
Moxie. (2016). 7 Ways Mobile Devices Changed eCommerce - Moxie. [online] Available at: http://www.gomoxie.com/blog/7-ways-mobile-devices-changed-ecommerce [Accessed 20 Dec. 2016].
TestObject. (2016). How Smartphones and Mobile Internet Have Changed Our Lives – TestObject. [online] Available at: https://testobject.com/blog/2016/01/smartphones-mobile-internet-changed-our-life.html [Accessed 20 Dec. 2016].
Internet Cultures - Mobile Usage - Our Time on Devices
This is somewhat a continuation of the previous post, found here,
http://xinternetculturesy.blogspot.my/2016/12/tidbits-mobile-app-usage.html
This is an in-depth discussion about the time spent on mobile devices.
As suggested by said post, many users spend 90% of the time on mobile apps. So the first question one should ask is, what apps? The statistics was gathered from an annual report by the Flurry, in the 2nd quarter of 2015, the majority of the time spent were on Facebook, Entertainment (Youtube, etc) and Gaming. Now while Facebook was considered a separate category, one can also consider it a Messaging/Social app.
Now that we are aware that essentially most of the time spent is on Social apps, what are users using it for? A study done by Millward Brown Digital suggests that is it used for consuming media. Consuming media means to create content designed for today’s digital media ecosystem. This content is designed to ‘find’ targeted users inline with their specific content consumption behaviors, engage them and allow them to easily ‘share’ with other interested users.
To conclude, based of the statistics, when it comes to mobile app productions, it seems to heavily suggest that content has become one of the most important selling points to grab users attentions.
http://xinternetculturesy.blogspot.my/2016/12/tidbits-mobile-app-usage.html
This is an in-depth discussion about the time spent on mobile devices.
As suggested by said post, many users spend 90% of the time on mobile apps. So the first question one should ask is, what apps? The statistics was gathered from an annual report by the Flurry, in the 2nd quarter of 2015, the majority of the time spent were on Facebook, Entertainment (Youtube, etc) and Gaming. Now while Facebook was considered a separate category, one can also consider it a Messaging/Social app.
Now that we are aware that essentially most of the time spent is on Social apps, what are users using it for? A study done by Millward Brown Digital suggests that is it used for consuming media. Consuming media means to create content designed for today’s digital media ecosystem. This content is designed to ‘find’ targeted users inline with their specific content consumption behaviors, engage them and allow them to easily ‘share’ with other interested users.
To conclude, based of the statistics, when it comes to mobile app productions, it seems to heavily suggest that content has become one of the most important selling points to grab users attentions.
References
Shaun Moores (1993). Interpreting audiences : the ethnography of media consumption. London: Sage.
Sullivan, W. (2016). Trends on Tuesday: Content is King for Mobile Apps. [online] DigitalGov. Available at: https://www.digitalgov.gov/2015/09/22/trends-on-tuesday-content-is-king-for-mobile-apps/ [Accessed 17 Dec. 2016].
Yahoo Developer Network. (2016). Seven Years Into The Mobile Revolution: Content is King… Again. [online] Available at: https://yahoodevelopers.tumblr.com/post/127636051988/seven-years-into-the-mobile-revolution-content-is [Accessed 17 Dec. 2016].
Internet Cultures - Tidbits - Mobile App Usage
In my search for general statistics regarding mobile apps over the recent years, I've come across an interesting piece showing the stats of mobile app usage.
Within this article, 3 points piqued my interest:
1. Users spend 90% of their time in apps compared to the mobile Web.
2. Of those who stop using apps, 30% would use an app again if offered a discount, and 24% would reuse an app if offered exclusive or bonus content.
3. 78% of companies use paid media to drive app downloads.
To summarize, most users spend their time on mobile apps over the mobile web, but mobile apps themselves generally have a short lifespan and only so many would come back if offered new content. The last point drives home how companies use paid media promote their apps. Paid media essentially being, advertising, pay per click, social media ads and the like.
The rest of the article has some insight to mobile apps and will be covered more on the next post.
Within this article, 3 points piqued my interest:
1. Users spend 90% of their time in apps compared to the mobile Web.
2. Of those who stop using apps, 30% would use an app again if offered a discount, and 24% would reuse an app if offered exclusive or bonus content.
3. 78% of companies use paid media to drive app downloads.
To summarize, most users spend their time on mobile apps over the mobile web, but mobile apps themselves generally have a short lifespan and only so many would come back if offered new content. The last point drives home how companies use paid media promote their apps. Paid media essentially being, advertising, pay per click, social media ads and the like.
The rest of the article has some insight to mobile apps and will be covered more on the next post.
References
Binisti, O. and @, F. (2016). 10 Interesting Mobile App Usage Stats | Digital Marketing Blog. [online] Digital Marketing Blog. Available at: https://blogs.adobe.com/digitaleurope/mobile-marketing/10-interesting-mobile-app-usage-stats/ [Accessed 17 Dec. 2016].
Friday, 16 December 2016
Internet Cultures - Regarding - Essay Question (Part 2)
Well, completely forgot to post this.
Alright! Back again regarding the essays questions. Well with some time and thought, I've decided to go with question 3.
How did mobile devices change the way people use the internet? Consider its consumer impact and relate them to a specific creative industry/ profession.
With that out of the way, let us take a a more in-depth look into the question, what are the keywords and the like.
So what are mobile devices? Some would call it a handheld computer, which is a small computing device capable of running mobile apps.
With that being said, there is a high demand for app developers and apps alike since the 2010's, and with the evolution of mobile devices as it is now, that demand has only risen more drastically than it did before.
As such the focus of this questions fall to app developers and apps and hopefully narrowing down the topic to video game developers and the video game industry.
Alright! Back again regarding the essays questions. Well with some time and thought, I've decided to go with question 3.
How did mobile devices change the way people use the internet? Consider its consumer impact and relate them to a specific creative industry/ profession.
With that out of the way, let us take a a more in-depth look into the question, what are the keywords and the like.
So what are mobile devices? Some would call it a handheld computer, which is a small computing device capable of running mobile apps.
With that being said, there is a high demand for app developers and apps alike since the 2010's, and with the evolution of mobile devices as it is now, that demand has only risen more drastically than it did before.
As such the focus of this questions fall to app developers and apps and hopefully narrowing down the topic to video game developers and the video game industry.
Monday, 28 November 2016
Internet Cultures - Regarding - Essay Questions (Part 1)
This post was formed to offer my thoughts and opinions regarding the essay question that us students have to choose from. From these 6 potential questions, 2 will be selected to become my focus, which, overtime, the 2 questions will fall to 1.
With that, here we go.
1. Investigate a major controversy that unfolded online. Discuss its relevance to creative professionals.
As someone who does not really pick up on the news of controversies, this is beyond me. But as far as my understanding goes, this question may very well touch on the topic of copyright laws.
2. Cyberspace is vital for protecting and spreading democracy. Explore this idea and question its effectiveness.
At this moment my understanding of the question seems to suggest otherwise, with the most recent event, being the US elections, it would seem that this idea may not be as effective as it seems.
3. How did mobile devices change the way people use the internet? Consider its consumer impact and relate them to a specific creative industry/ profession.
Mobile devices have certainly made their impact, and a strong one at that! From an aspiring game designers point of view, the impact mobile devices has had on the internet can be seen in companies such as Sony and Nintendo.
4. Compare and contrast how two different communities or social groups use a specific social media platform. Which of the two groups has more to gain from it and why?
The common media platforms I'm well aware of would be Facebook, Tumblr, and Twitter (on the top of my head at least). To compare, all these platforms share a common purpose of socializing, that much is true. But with each platform seem to contrast in their method of sharing and socializing.
5. Malaysians are so uncreative that they cannot even make ‘dank’ memes. Argue for or against the statement.
Hmm, well, first things first, "What is a "dank" meme?"
An ironic expression used to describe online viral media and in-jokes that are intentionally bizarre or have exhausted their comedic value to the point of being trite or cliché. In this context, the word “dank,” originally coined as a term for high quality marijuana, is satirically used as a synonym for “cool.”
Based off the definition, it would imply that Malaysians can create "dank" memes, heck, why shouldn't we be able to make "dank" memes?!
6. Identify a figure who is generally known to have played a major role on the internet. Evaluate if his/her contributions are justified or mythologized.
As far as a figure goes, the one person on the top of my head is Felix Kjellberg or "PewDiePie", a gaming channel on Youtube with a current subscriber count of 49 million, it has given many the opportunity or the aspirations of becoming a "Let's Player". But over the recent years, this is a personal opinion, his content has become much more targeted to a specific audience, a sub par because of it.
With that, here we go.
1. Investigate a major controversy that unfolded online. Discuss its relevance to creative professionals.
As someone who does not really pick up on the news of controversies, this is beyond me. But as far as my understanding goes, this question may very well touch on the topic of copyright laws.
2. Cyberspace is vital for protecting and spreading democracy. Explore this idea and question its effectiveness.
At this moment my understanding of the question seems to suggest otherwise, with the most recent event, being the US elections, it would seem that this idea may not be as effective as it seems.
3. How did mobile devices change the way people use the internet? Consider its consumer impact and relate them to a specific creative industry/ profession.
Mobile devices have certainly made their impact, and a strong one at that! From an aspiring game designers point of view, the impact mobile devices has had on the internet can be seen in companies such as Sony and Nintendo.
4. Compare and contrast how two different communities or social groups use a specific social media platform. Which of the two groups has more to gain from it and why?
The common media platforms I'm well aware of would be Facebook, Tumblr, and Twitter (on the top of my head at least). To compare, all these platforms share a common purpose of socializing, that much is true. But with each platform seem to contrast in their method of sharing and socializing.
5. Malaysians are so uncreative that they cannot even make ‘dank’ memes. Argue for or against the statement.
Hmm, well, first things first, "What is a "dank" meme?"
An ironic expression used to describe online viral media and in-jokes that are intentionally bizarre or have exhausted their comedic value to the point of being trite or cliché. In this context, the word “dank,” originally coined as a term for high quality marijuana, is satirically used as a synonym for “cool.”
Based off the definition, it would imply that Malaysians can create "dank" memes, heck, why shouldn't we be able to make "dank" memes?!
6. Identify a figure who is generally known to have played a major role on the internet. Evaluate if his/her contributions are justified or mythologized.
As far as a figure goes, the one person on the top of my head is Felix Kjellberg or "PewDiePie", a gaming channel on Youtube with a current subscriber count of 49 million, it has given many the opportunity or the aspirations of becoming a "Let's Player". But over the recent years, this is a personal opinion, his content has become much more targeted to a specific audience, a sub par because of it.
Alright, now for the selection.
Often given a choice, I would choose to select something I'm obviously weaker/lacking in, with hopes of improving myself by doing so (rarely does someone get the opportunity to do so). With the choice of 2 questions, I am currently stumped with 1, 3, 4 and 6. The choice between 1 and 2 will be a new experience for me while 3, 4, and 6 I would call my safe zones as it's something I'm more aware of. With regards to question 5, well....moving on.
With that, more time will be needed to decide between the questions and this will be on hold in the meantime.
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