MOBILE PHONES, INTERNET, AND GENDER IN MYANMAR
MOBILE PHONES, INTERNET, AND GENDER IN MYANMAR
5.2.3 Mobile usage
Many owners cannot imagine being without a phone
anymore as their mobile has become a constant
companion in their daily lives.
Men’s and women’s mobile usage is largely the same,
according to the survey data. After missed calls,
SMS,40 and voice calls, the most popular uses were
entertainment-related (Table 6). Mobiles provide a
much-welcomed source of entertainment, especially
in rural areas, where entertainment options are limited
(two state TV channels, although reception and
electricity availability varies). Furthermore, for women
who generally have to be home after dark, mobile
entertainment is valued.
The top entertainment use among women and men
was listening to music.
Gaming was the next most popular use of a mobile,
equally popular among women as men, with a third
of mobile owners gaming on their mobiles (most of
this use was among those below 34 years). Current
non-owners cited gaming as a motivation for getting a
mobile phone. Many are aware of the addictive nature
of games. Mothers spoken to in the qualitative research
were concerned their children were getting distracted
from their studies, so they only allowed them to
game after they finish their homework. Some wives
were not happy that their husbands spent too much
time (and money) gaming. The game Clash of Clans
is very popular, and some participants justified their
frequent gaming with the potential to make money
from it. There is apparently a market for Clash of Clans
accounts, and if one has many jewels/points it can be
“The phone is near me all the
time except when I take a bath.”
FGD Yangon, female owner, 18–29, working,
SEC B/C
“With a mobile my mother
would not be worried anymore
and I could download music.”
HV Yangon, male non-owner, 29, working, SEC B
What mobile owners do with their mobiles
sold for several hundred dollars.
Sixteen percent of female mobile owners used some
kind of social media compared to 19% of male mobile
owners (although this use was mostly Facebook).
Qualitative respondents who were already internet
users41 often mentioned social media and gaming as
their favorite pastimes. Calling and chat applications
were also popular low-cost ways of communicating.
Section 5.3 looks at internet and application use in
Myanmar in more detail.
“These days we are wasting
so much time with gaming or
chatting.”
FGD Yangon, female owners, 18-29, working,
SEC B/C
“I learned to use the Internet
to play Clash of Clans. I hardly
watch TV anymore, just play it.
Even grade 6 students play it,
many do. My friends say you
can sell your clan in Yangon.”
FGD rural, female owners, 18-29, working,
SEC D/E
“I don’t want to visit my rural
home anymore because the
Internet is bad. I wouldn’t be
able to play there. Sometimes
I get up in the middle of the
night to play Clash of Clans.”
HV Yangon, female owner, 19, non-working,
SEC C
“I told my husband you are just
playing the game (COC) all the
time but do nothing. When we
tell him to babysit he is playing
games.”
HV Yangon, female non-owner, 36, working,
SEC D/E
40. The qualitative research suggests that the ‘use’ of SMS refers to the receipt of SMS messages, mainly from operators (e.g. advertisements). Respondents don’t understand the
messages (e.g. when they are received in English) and/or do not know how to reply and therefore do not send any SMS.
41. Note: These qualitative respondents were recruited specifically because they had already used the internet and/or mobile applications.
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Source: LIRNEasia Baseline Survey, 2015
Table 6
% of mobile owners
Male
Female
Myanmar total
FOR MISSED CALLS42
80%
80%
80%
FOR TEXT MESSAGING (SMS)
66%
65%
66%
RECEIVING PHONE CALLS (VIA YOUR NETWORK PROVIDER,
NOT ANY OTHER CALLING APPLICATION)
58%
55%
57%
TAKING PHONE CALLS (VIA YOUR NETWORK PROVIDER,
NOT ANY OTHER CALLING APPLICATION)
58%
54%
56%
TO LISTEN TO MUSIC
53%
49%
52%
TO PLAY GAMES
34%
32%
33%
FOR CALLING APPLICATIONS
(E.G. CALLS USING VIBER, SKYPE, ETC.)
25%
23%
24%
FOR USING CHAT/INSTANT MESSAGING APPLICATIONS
(E.G. WHATSAPP, WECHAT, FACEBOOK MESSENGER, LINE, ETC.)
20%
19%
20%
FOR SHARING CONTENT (PICTURES/VIDEO/MUSIC, ETC.)
19%
18%
18%
TO USE FACEBOOK APPLICATION (NOT THROUGH BROWSER)
18%
15%
17%
TO DOWNLOAD/USE ANY OTHER MOBILE
APPLICATION (‘APP’)
14%
13%
13%
TO RECEIVE UPDATES, SUCH AS BREAKING NEWS UPDATES,
SPORTS UPDATES, ETC.
14%
7%
11%
TO WATCH ONLINE VIDEO CONTENT (STREAMING)
12%
8%
10%
FOR USING THE INTERNET/WEB THROUGH A BROWSER
10%
8%
9%
FOR EMAIL
6%
6%
6%
FOR MOBILE MONEY (SENDING/RECEIVING TALK TIME)
APPLICATIONS (NOT THROUGH BROWSER)
6%
5%
6%
TO ACCESS OTHER SOCIAL NETWORKING OR BLOG
APPLICATIONS (TWITTER, LINKEDIN, ORKUT, MYSPACE, ETC.)
(NOT THROUGH BROWSER)
5%
5%
5%
TO USE WIKIPEDIA APPLICATION (NOT THROUGH BROWSER)
4%
3%
3%
TO ACCESS MOBILE MONEY OR BANKING SERVICES
2%
2%
2%
42. That is, dialling another person’s mobile and hanging up before they answer; this has been seen as a way of communicating among mobile owners in low-income settings, to avoid
incurring call charges. This is also referred to as ‘beeping,’ or ‘flashing’ in other settings.
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