Cocooning is staying inside one's home, insulated from perceived danger, instead of going out. [1] [2] [3] The term was coined in 1981 by Faith Popcorn, a trend forecaster and marketing consultant. [4] It is used in social science, [5] [6] marketing, [7] parenting, [8] [9] economic forecasting, [10] self-help, [11] religion, [12] and has become part of standard English as defined by multiple dictionaries.
Evidence of intensifying home-focused behavior became more pronounced in Popcorn's data from 1984, and by 1985 she forecast it would be a trend, not a fad. [13] She explained the concept involves building a "shell of safety" around oneself in a 1986 article in The New Yorker . [14]
In 1987, The Washington Post columnist George Will explained that "the harassments of daily life -- looming nuclear incineration, rude waiters -- have driven people to ''cocooning''. They have gone to ground in their dens with their VCRs and compact-disc players, snug in their Barcaloungers equipped with stereo headphones, the better to keep at bay the modern world, the discontinuities of which have produced a longing for tradition." [15]
A Los Angeles Times article in 1987 called "The Essence of Cocooning: It's a Desire for a Cozy, Perfect Environment Far From the Influences of a Madding World" tied the concept to fear of environmental destruction. [13] In the article, Popcorn cited the increased use of gourmet frozen foods, soft furniture such as Barcaloungers, investment services, and "mom foods" that remind consumers of adolescence, as examples of cocooning behavior. She cited less involvement in social and political issues as a downside of cocooning, though she predicted a counter-trend to emerge.
The term was designated in 1987 by the editors of the American Heritage Dictionary of the English Language as a word being tracked for possible inclusion in the dictionary. The dictionary's editors later included it, [2] as did Merriam Webster's Dictionary. [1]
A 1989 article in The New York Times called "Lounge Wear for Cocooning" described a trend among many upscale designers, including Ralph Lauren, Bob Mackie, Giorgio Armani and Valentino, to create clothing for use at home that was more dressy than sleepwear but less formal than sportswear. [7] "However, sleeping is not the point. Neither, necessarily, is seduction. Cocooning, a dream word for market researchers, is. Everybody is working. Everybody is tired. Everybody just wants to go home and watch 48-inch TV. Relax, slip into something comfortable, and join the ranks of homebody chic," the article says.
In its 1996 "Year in Review" article, Time cited cocooning as a major social trend and linked it to Bowling Alone , a 1995 essay by Harvard Professor Robert Putnam, describing a decrease in in-person social intercourse. [16]
Shortly after the September 11 attacks, the Chicago Tribune ran an article entitled "The 'cocooning' trend draws reinforcement" which asserted that the terrorist attacks intensified cocooning. [17]
A study by sociologists at the University of Toronto in 2004 concluded that Canadians were socializing less with their friends and family and spending more time "cocooning" home alone. The change was attributed to "higher rates of separation and divorce, smaller households with fewer children, delayed marriages and more individuals living alone." [18]
In 2013, a USA Today article entitled "Cocooning: It's back and thanks to tech, it's bigger" concluded that cocooning had turned into "super-cocooning": "Thanks to always-on wireless Internet connectivity and bigger, better TVs that reproduce pixel-perfect high-definition video, cocooning is entering a new evolutionary stage. Consumers are staying home more, watching movies delivered via cable, satellite, Internet or disc, eating in and transforming their apartments and houses into a shelter from the daily social storm." [4]
In Fortune in 2015, Popcorn said "uber-cocooning, and now even bunkering" were becoming prominent because people had become "terrified" of world conditions. [19]
During the COVID-19 pandemic in the Republic of Ireland, "cocooning" has been the term used by the Health Service Executive and other official bodies when advising precautionary self-isolation by those aged over 70 or in other high-risk groups. [20] In the UK, the term "shielding" is more frequently used. The UK government has advised people who are "clinically extremely vulnerable" to "stay at home as much as possible and keep interactions outside to a minimum. This is called 'shielding'." [21]
A 2014 clinical book for mental health practitioners, lawyers and educators describes the parental strategy of cocooning (or "restrictive mediation") as explicitly limiting objectionable material, including from television and the movies, from younger children. When the same practice is used with older adolescents, it was determined parents were less connected to their children, more likely to be resented and less successful in maintaining control in the long term. [8]
In The Social History of the American Family: An Encyclopedia, its authors contend that adoptive parents have "popularized" cocooning as "a strategic way in which to create a safe and secure home in which to raise a newly adopted child." [5] The psychologist Patti Zordich trademarked "cocooning" as the focus of the resources she provides to adoptive families. [5]
Standard cocooning tactics for adoptive parents include retreating from the outside world to focus on the immediate family in order to build bonds that will secure attachment with the child. [9] [22]
A 1994 article in PC Magazine described "virtual cocooning" in terms of virtual reality products for exploring and designing one's own interiors or world. [23]
In South Korea, experts who saw the rise of "digital cocooning" in 2006 said that while some people were experiencing a nomadic outdoor life thanks to wireless devices, others were choosing to stay "nested up at home" with them. [24] [25] People who almost never left home because of the internet were characterized as "digital zombies." [24]
Digital cocooning was the subject of a 2014 panel discussion about "isolating elements of pervasive mobile technology." [26]
A 2014 report by Euromonitor International, a strategic market research firm, contends that "A major consequence of the growth in mobile web use is that the trend towards cocooning – the home-centred lifestyle that characterised the early part of the century – has given way to a movement towards mobile or individual cocooning, whereby consumers are immersed in their own digital worlds anywhere and anytime." [27]
Tele-Cocooning is a term developed by Ichiyo Habuchi in 2005 to describe intimate human computer interaction, specifically in reference to "the communication of one person to the next without having physical interaction with that person". [28]
In 2014, an academic study of Japanese youth supported the "tele-cocooning hypothesis", which contends that mobile "texting is associated with increasingly insular communication because it strengthens core ties at the expense of interactions with lesser-known weak ties." The study says that research from many sources showed that texting among youth usually involves "the intensive exchange of text messages among intimate and homogeneous peers." This decreases social tolerance and trust. [6]
A 2015 follow up study concluded that tele-cocooning behavior could be mitigated with smartphone applications stimulating interaction with weak ties through on-screen reminders. [29]
In her 1991 book, The Popcorn Report, Popcorn describes cocooning as: "the impulse to go inside when it just gets too tough and scary outside. To pull a shell of safety around yourself, so you're not at the mercy of a mean, unpredictable world - those harassments and assaults that run the gamut from rude waiters and noise pollution to crack-crime, recession and AIDS. Cocooning is about insulation and avoidance, peace and protection, coziness and control-a sort of hyper-nesting." [30]
In the 1991 book, Popcorn argues that since she had defined the trend it had been substantiated by subsequent skyrocketing VCR sales; declining restaurant sales just as take out restaurant sales substantially grew; the emergence of "shelter" magazines; screening calls; and the increase in birth rates. [30]
Popcorn described three sub-trends within cocooning: the armored cocoon, the wandering cocoon, and the socialized cocoon.
Indicators of the "armored cocoon" included greater gun ownership among women, and the growth in "paranoia" industries. These include home security systems, computerized watchdog systems linked to private guards and emergency help, anti-snooping devices, home warehousing of supplies and home delivery of food and other supplies to "stock the cocoon." [30]
The "wandering cocoon" is characterized by controlling one's environment when outside the home, such as car and mini-van design intended to make automobiles more pleasurable and livable. Signs of the "mobile cocoon" included people eating more meals in their cars; conducting business and "life maintenance chores" over the phone while driving; and the increase in airline security. [30]
The "socialized cocoon" is characterized by surrounding oneself with "soothing, congenial" friends in one's "home cocoon." Rather than entertaining at home as in the past, the socialized cocoon is characterized by selective invitations to a few close friends. Signs included a surge in book clubs, watching television with friends. The 1991 trend was described as "nascent." [30]
In her 1997 book, Clicking: 17 Trends That Drive Your Business--And Your Life, Popcorn asserted that the cocooning trend would give rise to 24-hour, comprehensive home banking. [31]
William A. Sherden, in his 1999 book The Fortune Sellers: The Big Business of Buying and Selling Predictions, takes a skeptical view of Popcorn's ideas about cocooning and concludes she was wrong on several issues. [32] Sherden's statistics show double digit percentage growth in activities outside the home in the five years following her prediction. [32]
In 2003, in the Encyclopedia of Community: From the Village to the Virtual World, authors David Levinson and Karen Christensen note that cocooning has intensified with the growth of the internet because people can stay at home for weeks at a time without losing touch with friends, getting food to eat, working or watching recent movies. [33] The authors cite the growth of home entertainment as a significant factor in cocooning, with people treating large casts of fictional characters as a "surrogate community." While they saw no evidence of people entertaining at home more, in the wake of September 11, they said that people traveled less, stayed closer to home and spent more time with their families. [33]
A German economics book in 2009 titled Cocooning: My Home is My Castle asserted that in times of crisis people prefer to "hedgehog" at home and forecast good commercial prospects for chocolate, snacks, ready-made-meals and home furniture. [10]
A self-help book from 2010, The One Year Book of Inspiration for Girlfriends, advocates cocooning as a form of religious retreat. [12]
In 2014, authors Marilyn Coleman and Lawrence Ganong tie cocooning to the trend for larger homes. Rather than using amenities like public pools, parks and movie theaters, and participate in community activities like church and school functions, the authors contended that more people were retreating to large homes designed as a safe and pleasant refuge. [5]
Homeschooling or home schooling, also known as home education or elective home education (EHE), is the education of school-aged children at home or a variety of places other than a school. Usually conducted by a parent, tutor, or online teacher, many homeschool families use less formal, more personalized and individualized methods of learning that are not always found in schools. The actual practice of homeschooling varies considerably. The spectrum ranges from highly structured forms based on traditional school lessons to more open, free forms such as unschooling, which is a lesson- and curriculum-free implementation of homeschooling. Some families who initially attended a school go through a deschool phase to break away from school habits and prepare for homeschooling. While "homeschooling" is the term commonly used in North America, "home education" is primarily used in Europe and many Commonwealth countries. Homeschooling should not be confused with distance education, which generally refers to the arrangement where the student is educated by and conforms to the requirements of an online school, rather than being educated independently and unrestrictedly by their parents or by themselves.
Telephony is the field of technology involving the development, application, and deployment of telecommunications services for the purpose of electronic transmission of voice, fax, or data, between distant parties. The history of telephony is intimately linked to the invention and development of the telephone.
In sociology, socialization is the process of internalizing the norms and ideologies of society. Socialization encompasses both learning and teaching and is thus "the means by which social and cultural continuity are attained".
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play.
In computing, an avatar is a graphical representation of a user, the user's character, or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons. Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games, or an imaginary character with no graphical appearance, as in text-based games or worlds such as MUDs.
The social web is a set of social relations that link people through the World Wide Web. The social web encompasses how websites and software are designed and developed in order to support and foster social interaction. These online social interactions form the basis of much online activity including online shopping, education, gaming and social networking services. The social aspect of Web 2.0 communication has been to facilitate interaction between people with similar tastes. These tastes vary depending on who the target audience is, and what they are looking for. For individuals working in the public relation department, the job is consistently changing and the impact is coming from the social web. The influence held by the social network is large and ever changing.
Information and communications technology (ICT) is an extensional term for information technology (IT) that stresses the role of unified communications and the integration of telecommunications and computers, as well as necessary enterprise software, middleware, storage and audiovisual, that enable users to access, store, transmit, understand and manipulate information.
Digitality is used to mean the condition of living in a digital culture, derived from Nicholas Negroponte's book Being Digital in analogy with modernity and post-modernity.
A social networking service (SNS), or social networking site, is a type of online social media platform which people use to build social networks or social relationships with other people who share similar personal or career content, interests, activities, backgrounds or real-life connections.
Video game culture or gaming culture is a worldwide new media subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among adolescents and young adults. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games, which has led to an increase in the female demographic that play video games.
Digital literacy is an individual's ability to find, evaluate, and communicate information using typing or digital media platforms. It is a combination of both technical and cognitive abilities in using information and communication technologies to create, evaluate, and share information.
Faith Popcorn is a futurist, author, and founder and CEO of the marketing consulting firm BrainReserve. She has written three best selling books:The Popcorn Report (1991), Clicking (1996), and EVEolution (2000).
The Bartle taxonomy of player types is a classification of video game players (gamers) based on a 1996 paper by Richard Bartle according to their preferred actions within the game. The classification originally described players of multiplayer online games, though now it also refers to players of single-player video games.
Digital marketing is the component of marketing that uses the Internet and online-based digital technologies such as desktop computers, mobile phones, and other digital media and platforms to promote products and services. It has significantly transformed the way brands and businesses utilize technology for marketing since the 1990s and 2000s. As digital platforms became increasingly incorporated into marketing plans and everyday life, and as people increasingly used digital devices instead of visiting physical shops, digital marketing campaigns have become prevalent, employing combinations of search engine optimization (SEO), search engine marketing (SEM), content marketing, influencer marketing, content automation, campaign marketing, data-driven marketing, e-commerce marketing, social media marketing, social media optimization, e-mail direct marketing, display advertising, e-books, and optical disks and games have become commonplace. Digital marketing extends to non-Internet channels that provide digital media, such as television, mobile phones, callbacks, and on-hold mobile ringtones. The extension to non-Internet channels differentiates digital marketing from online marketing.
In communication, media are the outlets or tools used to store and deliver content; semantic information or subject matter of which the media contains. The term generally refers to components of the mass media communications industry, such as print media, publishing, news media, photography, cinema, broadcasting, digital media, and advertising. Each of these channels requires a specific, thus media-adequate approach to a successful transmission of content.
Adam Hanft is an American brand strategist who also writes and speaks on business and cultural trends for a variety of print, television and online media. His blog SpinSeason.com, which analyzes politics in a cultural context, is a partner blog of Salon.com. A Phi Beta Kappa graduate of New York University's College of Arts and Sciences, Hanft serves on the Board of Directors of Scotts Miracle-Gro, the world's largest marketer of branded consumer lawn and garden products. He is also a strategic adviser to Conduit, Israel's largest Internet company, LaunchBox digital, an early stage venture capital firm; to Luminoso, a text analytics firm that was incubated in the MIT Media Lab; and to Keas, a provider of wellness solutions using game mechanics.
Media consumption or media diet is the sum of information and entertainment media taken in by an individual or group. It includes activities such as interacting with new media, reading books and magazines, watching television and film, and listening to radio. An active media consumer must have the capacity for skepticism, judgement, free thinking, questioning, and understanding. Media consumption is to maximize the interests of consumers.
Problematic smartphone use is psychological or behavioral dependence on cell phones. It is closely related to other forms of digital media overuse such as social media addiction or internet addiction disorder.
Phubbing is the habit of snubbing a physically present person in favour of a mobile phone. In May 2012, as part of a linguistic experiment by Macquarie Dictionary, the advertising agency behind the campaign, McCann, had invited a number of lexicographers, authors, and poets to coin a neologism to describe the behaviour. The word "phubbing," a portmanteau of phone and snubbing, was first described by McCann Group Account Director Adrian Mills, who was working with David Astle. The term has appeared in media around the world and was popularized by the Stop Phubbing campaign created by McCann.
The digital divide is an economic and social inequality with regard to access to, use of, or impact of information and communication technologies (ICT). Factors causing the divide can vary depending on the country and culture, as can the potential solutions for minimizing or closing the divide.
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