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Diversity of Journalisms. Proceedings of <strong>ECREA</strong>/CICOM Conference, Pamplona, 4-5 July 2011<br />

Conceptual relationships<br />

1. Mobile Infotainment<br />

The term Infotainment comes from a neologism resulted by <strong>the</strong> union of <strong>the</strong> words<br />

information and entertainment, and came during <strong>the</strong> 1980's, gaining notoriety in late<br />

1990 and was used internationally by professionals and academia. It refers to <strong>the</strong><br />

specialty of journalism and editorial only directed to information and entertainment. Its<br />

articulation and reproduction are associated with many social and cultural<br />

responsibilities. Its editorial content is attached to <strong>the</strong> seriousness, lightness, accuracy<br />

and ethics, reporting data in all genres of journalism, while entertaining and distracting<br />

<strong>the</strong> reader.<br />

The infotainment sees <strong>the</strong> information as an enjoyable experience, working as a safety<br />

valve that can relieve stress and promote relaxation as a form of leisure time.<br />

Currently, this is <strong>the</strong> kind of journalism that comes closest to <strong>the</strong> wishes of society and<br />

<strong>the</strong>refore information is consolidated by providing news that fit <strong>the</strong>se characteristics,<br />

which both inform and be accessible to everyone.<br />

It should, however, take into account two factors, as we said Aguado and Martinez<br />

(2009): firstly, mobile devices physical conditions (size and screen terminal, interface<br />

type, autonomy) impose a limited attention conditions and specific perception and<br />

interaction. Second, conditions of use are also imposed by <strong>the</strong> limited time<br />

(displacement related to portability, etc.). In addition, <strong>the</strong>re is also <strong>the</strong> competition with<br />

o<strong>the</strong>r external factors of attention (disruption of <strong>the</strong> environment) over long periods of<br />

time.<br />

Consequently, unlike <strong>the</strong> mobile entertainment social interaction (SMS and Chat), <strong>the</strong><br />

mobile entertainment related to informational content such as newsgames are<br />

represented by small formats, subject to fragmentation, storage, retrieval and<br />

serialization usable for short periods of time (no more than 20-30 minutes) and linked<br />

to posting and management of downtime.<br />

O<strong>the</strong>rwise <strong>the</strong> mobile infotainment horizon specifically includes <strong>the</strong> combined<br />

possibilities of Internet, TV and game consoles (videos, pictures, blogs, series, songs,<br />

ringtones, games, etc.) toge<strong>the</strong>r with <strong>the</strong> o<strong>the</strong>r leisure uses associated to <strong>the</strong><br />

production and distribution of infotainment contents.<br />

2 The culture of mobility as a criterion for newsworthiness<br />

Mobility and ubiquity are two representative elements about <strong>the</strong> role that mobile<br />

technologies currently represent in different informational formats, such as<br />

newsgames. The results of this cross results in <strong>the</strong> emergence of various operating<br />

and reporting practices more consistent with <strong>the</strong> urban space and <strong>the</strong> navigation<br />

through cyberspace. To Santaella (2008), we need to rethink this relationship, having<br />

<strong>the</strong> urban space as a result of mobility established and driven by mobile devices.<br />

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