Chapter 3: Mobile Personal Content Uncovered 47 accessing such content, and devices that will be used when mobility is concerned. Such issues were discussed in Chapter 2. Yet another aspect is the term “computing” itself. Many digital con- sumer devices are, technically speaking, computers, but are not con- sidered as such by their users. Instead of mobile computers, they are referred to as their analogue counterparts, such as “music players”, “phones”, etc. (see section 2.2 on mobile device classifi cation). Therefore, emphasizing computation in mobile devices only blurs the scope. There are several factors that affect experiencing content (Figure 3-1). As can be seen, content is tightly coupled with many aspects relating to people, technology, and business, and should therefore not be investigated as a separate phenomenon. This fi gure acts as a rough roadmap to the issues discussed in this book. In addition to direct actors, there are also a number of indirect actors that affect the content objects, via the direct actors. For instance, prevailing trends affect the choices made by users, as well as content creators. Similarly, society affects people through legislation and pro- viding statutory support for artists. Also culture history and norms affect content creation and usage. Society also controls businesses. Together, all direct and indirect actors ultimately affect our personal content experience. Figure 3-1. Some actors that affect content directly.

Personal Content Experience - Page 71 Personal Content Experience Page 70 Page 72