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3. RELATIONSHIPS OF ICT TO LEISURE
In this section, we explore the relationships of ICT to leisure activities
in depth. First, we discuss
four kinds of ways by which ICT can affect leisure activities and
travel, followed by 13
dimensions to leisure activities that are especially relevant to the
issue of ICT impacts. Although
the four types of impacts and the 13 dimensions are presented in separate
subsections (3.1 and
3.2, respectively), there is inevitably some forward and backward
referencing between the two
parts. Table 3 will integrate them by presenting a 13x4 matrix summarizing
the role of each
dimension with respect to each type of impact.
3.1 Four Types of Impacts of ICT on Leisure
It is possible to identify four types of effects that ICT may have
on leisure activities and travel;
these are shown in Table 2.12 All four types have the
result of increasing the individuals choice
set, which can then be acted upon in several different ways. We discuss
each of these types of
impacts in turn.
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3.1.1 Replacement of Traditional Leisure Activity with ICT-based
Counterpart
Most directly, ICT may present an alternative way of conducting a
leisure activity, which will be
chosen if the net utility of the ICT-based form of the activity exceeds
that of the other forms.
Clearly, to the extent that ICT-based forms are chosen over location-based
forms of an activity,
travel is likely to be reduced.
Mature ICT technologies, like radio and television broadcasts, have
been used for leisure purposes
for decades, sometimes serving as substitutes for physical attendance
at a stadium, theatre,
or concert hall. In the 1960s, for example, it was suggested that
television would replace theatre
movies as people would prefer the home-based alternative. Television
watching has significantly
increased during the second half of the 20th century, and yet movie
theatres have maintained or
increased their patronage. This situation provided an early warning
that ICTs impacts on engagement
in activities and travel may not be simply that of substitution, and
clearly, there are
many indications that complementarity is a viable option. This is
all the more true as ongoing
cost reductions and miniaturization increase the number and portability
of leisure-related technologies
(consider the progression from the Sony Walkman, to portable CD players,
to multifunctional
mobile phones).
As has been suggested elsewhere with respect to ICT-based alternatives
to work (Salomon and
Salomon, 1983) and shopping (Salomon and Koppelman, 1988), an important
reason why
substitution does not always occur to the extent expected is that
the ICT-based alternatives are
often not desirable substitutes to the individual decision-maker at
all. To illustrate this point in
the context of leisure activities, let us further consider the example
of watching a movie. Going
to a movie theatre constitutes a totally distinct experience from
that of watching the same movie
at home, on one of various technologies that enable home viewing.
If watching a particular
movie were the single attribute of this leisure activity, then the
concept of substitution could
properly apply. However, screen size, popcorn, chained activities
en-route to or from a theatre,
seeing people and being seen, sharing an experience with a crowd,
and devotion of uninterrupted
time (provided cellular telephone calls or other simultaneous demands
are eliminated), all make
the cinema a different activity than the home-based movie (Handy and
Yantis, 1997). From a transportation perspective, the cardinal question
is, to what extent will or can the use of
ICT change the behavior of individuals in time and space? To explore
this issue, we have
mapped the range of several leisure activities on a two dimensional
diagram, with time and space
ranging from dependence to independence, respectively. Thus, in Figure
1, the lower left
quadrant represents old activities, both time- and location-dependent,
whereas the upper right
quadrant represents the activities that are independent of time and
location (positions of activities
are only approximate).
Continua >>>>>
12 It is worth noting that this classification
can apply to the effects of ICT on all activities, not just leisure,
and to any number of technological improvements, not just ICT. For
some technologies (e.g., microwave ovens), the timesavings-effect
(category 3) may dominate the time-stealing effect (category 2), and
in some cases the facilitationeffect (category 4) may be inconsequential.
But for a technology such as the automobile, all four effects are
quite relevant.
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