Abstrakt: | The main aim of this book is to determine the influence of mobile application on the area
of new media reality and culture. The dissertation consists of eight chapters. The first chapter
begins with a recall of the most important concepts of computer program and the presentation
of its history, based on the following criteria: „linguistic“ – presenting different programming
languages, and „technical“ – discussing further innovations, milestones in the field of computer
hardware. Afterwards the author considers the evolution of computer program, the history of
mobile phone and the presentation of mobile operating systems. The important part of dissertation
concentrates on the cultural aspects of programming – the concept of algorithm and the
reception of programming languages in the light of the Sapir‑Whorf
hypothesis. The following
subject focuses on finding common ground for concepts, phenomena and mechanisms that combines
the digital and cultural order, provides the foundation for reflection on the interface issues,
the idea of cross‑platform,
the „three screens strategy“ and the consequences of mobile media
consumption. The next part of dissertation concentrates on the analysis of mechanisms related
to the selection of applications in the light of Henrik Vejlgaard‘s trend sociology and their use
as a marketing tool. The conversion of media reality mediated by the mobile apps is the main
problem of subsequent chapters: the transformations of computer games (the transition from
console to mobile channel), the phenomenon of most popular mobile games, the personalization
and customization of the user experience. Thereafter the author goes back to the sources of
mobile applications – the innovation and start‑ups.
The main reference are the most important
business models and the area of „creation – foundation – distribution“. The last part of dissertation
concentrates on the new communication behaviors that have been created in the different
areas of life (for example: self‑
expression, e‑reading, „smart homes“). The foregoing discussion
has attempted to present the cultural perception of mobile applications, the transformation of
concepts and the possible directions of their influence. |