
You
know, for kids: communicating for fun
Why
would you listen to a Walkman when you could read your phone
instead?
teenager, Co. Kildare, Summer 2000.
Getting
it wrong
Communications devices since the telephone display slippage,
quickly moving beyond their inventors' original intentions
and towards leisure uses.
In
the earliest days of the Bell telephone system, it proved
difficult for the company to focus on the uses to which
their technology would soon be put. It had developed a method
for businesses to communicate across the United States,
and the notion that private individuals might take up valuable
switches exchanging gossip seemed simply incredible. But
then, the company also failed to realise that women would
have any use whatsoever for the phone. Yet within a few
years, the non-business possibilities of the telephone became
entirely obvious.
A
similar blindness accompanied the advent of mobile technologies,
with many telecoms servicing only business clients in their
initial offerings. While there were many reasons for this
oversight including the attractive possibility of
charging premium rates to businesses, and the fear that
payment might prove harder to extract from individual mobile
users than from land line customers an examination
of historical trends might have offered useful input in
the development of commercial strategy.
These
examples of businesses' initial failure to understand fully
the uses to which its products might eventually be put,
both point to the dangers of viewing technologies in a purely
deterministic manner. In recent times, there has been a
trend among academics and writers on technology to see things
in a more holistic manner, an approach that could also prove
useful to businesses.
In
these approaches, which are generally more sensitive to
the social and cultural dimensions of technology, it is
a far too superficial view to suggest that technology will
shape society. Rather, individuals will make use of technologies
which, while encompassing the original intentions of their
authors, will also involve inflecting and shaping them in
unpredictable fashions. The nature of a certain technology
may tell us something about the way in which it will be
used, but only end users can fully define its eventual significance.
(This
kind of view is outlined in, for example, Dynamics of
Modern Communication: The Shaping and Impact of New Communication
Technologies by Patrice Flichy, but Doing Cultural
Studies: The Story of the Walkman edited by duGay et
al also covers the arguments.)
Getting
to the Net
The origins of the Internet in the exchange of information
for military and academic purposes resulted in a network
that followed an entirely different developmental path from
its predecessors. Pathways cultivated for the exchange of
information that were at least in principle
free from monetary value, mapped very precisely onto what
was necessary for communication as a leisure activity, even
an entertainment. In fact, on the Net it was necessary to
convince most businesses that there was any commercial potential
in this hobby network.
The
original structures of networked information exchanges,
such as Usenet, included and indeed promoted
exchanges of a phatic nature. People communicated for its
own sake, for the pleasure it gave them. With the advent
of mobile Internet technologies, this social aspect of the
communication has taken a front seat. Following the well-documented
surprise experience by mobile phone service providers faced
with the popularity of SMS messaging in the late 1990s,
much of the discourse around the marginally more advanced
WAP involved the use of mobile devices for leisure communication.
It was a shock for many, but phones were not always tools,
they were to a great extent, toys.
(It
is interesting, for example, to study the early mass market
promotion of the Internet by companies such as Intel and
IBM which involved highlighting the business and
educational aspects of Internet technologies with
the more recent strategies of mobile manufactures, such
as Ericsson, Nokia and Motorola, which entirely neglect
promotion of these two aspects.)
Over
the 1990s, many companies came to appreciate that values
adopted from the unwired world might not hold sway online.
In the words of the title of one recent publication what
was being experienced was, "The end of business as usual".
Which is to say, the notion of the Net as simply the location
for an online mall was exploded and an appreciation of some
of the user-defined characteristics of the new marketspace
gradually took hold.
Hagel
and Armstrong's 1997 Net Gains: Expanding Markets through
Virtual Communities marked something of a watershed
in the appreciation of Internet communities. It was not
that this Harvard Business School duo were really talking
about anything radically new, but for many companies on
the Internet, reading this book brought home some notion
of the character of the arena in which they had chosen to
operate. Only after Net Gains did the notion of the
radical alterations of business practice being wrought by
connected individuals come into stark focus.
But
of course, Hagel and Armstrong's work involved talking about
the past as much as predicting the future. The interactions
they considered novel and noteworthy were, by 1997, well-trodden
paths and modes of operation for many on the Net.
Some
of the earliest manifestations of the Internet involved
functions that would currently be categorised under the
heading of community features. Virtual communities had developed
around Usenet as early as 1979, when the service was established
between Duke University and UNC. While the administrators
of the initial newsgroups aimed to siphon content into a
limited number of categories, these soon became fragmented
and an alternative set of groups (the "alt" groups), concerning
themselves purely with "hobby" or leisure activities, came
into being.
Also
in 1979, the first MUDs (an acronym variously described
as having its origins in Multi-User Dungeons, or Multi-User
Dimension), the direct ancestors of today's chat and community
sites, began to appear. Some have described these entities
as "virtual reality experiments accessible through the Internet".
In essence, what this meant was that large numbers of users
could meet and interact, typing their communications on
home, college or business PCs.
The
model for this type of interaction was role-playing games.
Many of those using these early MUDs took advantage of the
form's inherent malleability to forge new identities, adopting
character names, as well as "building" and extending the
MUDs (which were in reality contained in databases) as they
chose.
For
many users the experience became more than emersive. It
was an acceptrable substitute for social interaction in
the face of the decline of civil societies and the disappearance
of many of the gathering places of traditional communities.
(These changes were chronicled by many commentators, such
as Neil Postman in CyberDemocracy: Internet and the Public
Sphere, Ray Oldenburg in his The Great Good Place,
and Robert D. Putnam in Bowling Alone: America's
Declining Social Capital.)
Home,
work and the third space
The importance of virtual communities as the location
of a new third space, that is a place that is neither
work nor home, is currently coming into greater focus. There
are several possible reasons for this, including the increased
penetration, at least in Europe, of the mobile/wireless
phone. The general acceptance of the mobile phone has come
to mean that, while previously individuals tended to enter
a third space while they were in either the first
or second space, mobile technology gives the third space
a flexibility.
Despite
the time expended on trying to determine what would be the
most compelling content to lure users to the Net and drive
sales of new hardware, software and services, the answer
has been obvious for many years. The rise of SMS messaging
is simply the latest indication that the most attractive
"authors" of content are the users themselves.
Community
is not simply the means to another end frequently
envisaged as sales but a commercially desirable thing
in itself. The early prophets of virtual spaces, such as
Pavel Curtis, founder and programmer of LambdaMOO, while
hardly operating with commercial ends in mind, have performed
useful work for those entering the marketspace now, establishing
a tradition in which sophisticated communication is synonymous
with play.
Getting
it right
But where exactly this will lead is what we have to
work out now. The uptake of WAP phones has been far stronger
in the under 25s than in the older business users. (Indications
are that this may be because, while WAP services hardly
compete with wired Internet services, they offer an incremental
improvement on the text-only SMS services popular in this
age group.)
So,
while many businesses have traditionally targeted information
and communication services initially to commercial users,
new product launches to watch are in the consumer sector,
particularly at the younger end of the scale.
The
official end of American commerce's love affair with business-to-consumer
B2C Internet services may yet turn out to be a blip, with
some of the strongest, most promising offerings now appearing
in the consumer communication sector.
Products
such as the Cybico www.cybiko.com
»
which allows users to play games and communicate with the
aid of a short range wireless device, and infrastructure
businesses such as the Sticks network, may have some way
to go before proving to be market-leading providers, but
their products have a clear market.
Similarly,
the development of hybrid devices, such as Ericsson's Handsfree
MP3 add-on for their mobiles, and Motorolla's combination
FM radio, mobile and WAP phone, are helping to change consumer
expectations of mobile phones. But these devices, to some
degree, are simply piggy-backing traditional entertainment
devices on new entertainment devices.
It
will, however, remain crucial to observe the ways in which
consumer demand and usage moves at variance to the plans
of manufactures. Despite sophisticated hybrid devices, the
services that consumers find attractive may involve the
functions that initially attracted them to mobile devices.
Only services that are seen to usefully expand these features
will have any chance of success.
Gradually,
one-to-one communication through text messaging and voice
will be expanded towards one-to-many communication, and
as such will facilitate not just social/leisure organisation,
but group play. Services such as Sweden's Incirco www.incirco.se/company/english.jsp
which provides group voice messaging and group SMS messaging,
popular on a range of sites, for example, www.sms.ac
simply illustrate the latent demand for chat, discussion
and message-like features on mobile platforms.
The
introduction of G3 mobile/wireless technologies may have
surprisingly little effect on the patterns of mobile usage.
While the technology promises broadband mobile services,
some industry analysts predict that the extra bandwidth
may not, in reality, mean the advent of rich multimedia.
Extra bandwidth may simply be soaked up by increased usage
in the communication services already enjoyed by large sections
of the mobile market.
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