1. Technological
1.1. Hardware
1.1.1. Mobile Devices
1.1.1.1. Capabilities
1.1.1.1.1. Apps
1.1.1.1.2. Cellular
1.1.1.1.3. Satellite
1.1.1.1.4. Data Management
1.1.1.2. Markets
1.1.1.2.1. Gaming
1.1.1.2.2. Computing
1.1.1.2.3. Cellular
1.2. Software
1.2.1. Web App (SaaS)
1.2.1.1. Rich Internet Application (RIA)
1.2.1.1.1. Google Apps
1.2.1.2. Content Delivery
1.2.1.2.1. Search
1.2.1.2.2. Ebooks?
1.2.1.3. Social Media
1.2.1.3.1. Twitter
1.2.1.3.2. Etc.
1.2.1.3.3. Networking
1.2.2. Caching/Storage
1.2.2.1. Cloud Tech
1.2.3. Desktop Applications
1.2.3.1. Gaming
1.2.3.1.1. Massively Multiplayer
1.2.3.1.2. Multiplayer
1.2.3.2. VOIP
1.2.3.2.1. e.g. Skype
1.2.4. E-Commerce
1.2.4.1. B2C
1.2.4.1.1. E.G. Amazon.com
1.2.4.2. User 2 User
1.2.4.2.1. e.g. Craigslist, Ebay
2. Sociological
2.1. Participatory Journalism
2.1.1. e.g. CNN's "iReport"
2.1.2. Twitter (a la ham radio)
2.2. "Contracting World"
2.2.1. Intercultural Comm
2.2.2. Workplace Changes
2.2.3. News Interests Broaden
2.3. Additional Experiential Reality
2.3.1. Addiction
2.3.2. Esoteric Social Rules
2.3.2.1. Online Rules
2.3.2.1.1. e.g. posting rules, "flaming"
2.3.2.2. Offline Rules
2.3.2.2.1. e.g. using cell on train, texting while talking face-to-face, checking email during a meeting
2.4. Human Rights / Quality of Life Implications
2.4.1. Popular Belief
2.4.2. Government Belief
2.4.3. Digital Divide