Mobile entertainment comprises a range of activities associated with
mobile electronics. The definition is both somewhat subjective and in continual development, but can include purely leisure activities (music, playing games), communications (
social media
Social media are interactive technologies that facilitate the Content creation, creation, information exchange, sharing and news aggregator, aggregation of Content (media), content (such as ideas, interests, and other forms of expression) amongs ...
,
instant messaging
Instant messaging (IM) technology is a type of synchronous computer-mediated communication involving the immediate ( real-time) transmission of messages between two or more parties over the Internet or another computer network. Originally involv ...
,
Twitter
Twitter, officially known as X since 2023, is an American microblogging and social networking service. It is one of the world's largest social media platforms and one of the most-visited websites. Users can share short text messages, image ...
), and activities which could also be defined as
commerce
Commerce is the organized Complex system, system of activities, functions, procedures and institutions that directly or indirectly contribute to the smooth, unhindered large-scale exchange (distribution through Financial transaction, transactiona ...
(shopping).
Definition
According to Moore and Rutter: "A primary difficulty when researching mobile entertainment is that of definition". It is not always clear to consumers precisely what ‘mobile entertainment’ is. The problem of producing common understandings of mobile entertainment has been previously highlighted by the Mobile Entertainment Forum (MEF) when stating that 'two different industries make up the mobile entertainment industry: entertainment and
telecommunications
Telecommunication, often used in its plural form or abbreviated as telecom, is the transmission of information over a distance using electronic means, typically through cables, radio waves, or other communication technologies. These means of ...
. Mobile entertainment is created as the convergence of both industries. Each of these worlds speaks a different language, and holds different assumptions about the nature of its work' (‘Terminology of Mobile Entertainment: An Introduction’, MEF, August 2003)."
[Moore, Karenza and Jason Rutter (2005)]
"Understanding Consumers’ Understanding of Mobile Entertainment"
Paper published in Proceedings of Mobile Entertainment: User-centred Perspectives, March 25–27, Manchester, UK, 51. Retrieved 9 August 2013.
MGAIN assumes "mobile entertainment includes any leisure activity undertaken via a personal technology which is, or has the potential to be, networked and facilitates transfer of data ... over geographic distance either on the move or at a variety of discrete locations."
While workable, the definition does not cover whether mobile entertainment services must interact with service providers or
telcos. It does not cover whether such service would incur a cost of usage. If mobile entertainment were said to be a subset of
mobile commerce
The term mobile commerce was originally coined in 1997 by Kevin Duffey at the launch of the Global Mobile Commerce Forum, to mean "the delivery of electronic commerce capabilities directly into the consumer’s hand, anywhere, via wireless techno ...
, hence, it must involve transactions of economic value. "The social aspects of mobile entertainment are hidden within the phrase ‘any leisure activity’."
This article "presents a framework to examine mobile entertainment from multiple points of views. This allows future research to be conducted with the clarity of distinguishing mobile entertainment services of different domains."
[Wong, Chin Chin and Pang Leang Hiew (2005)]
Abstract of "Mobile Entertainment: Review and Redefine"
Paper presented at the International Conference on Mobile Business, July 11–13, Sydney, Australia, 187. IEEE Computer Society Digital Library. DOI http://doi.ieeecomputersociety.org/10.1109/ICMB.2005.64. Retrieved 9 August 2013.
Review and redefine
Wong and Hiew
examine multiple perspectives from various players of the value web as well as researchers to bridge the gaps found in various definitions in order to reach a common understanding. The authors consider the following as key considerations in determining whether a mobile service falls under mobile entertainment category: a form of leisure activity, interaction with service providers, utilization of wireless
telecommunication networks, and transaction which incur a cost upon usage. To understand mobile entertainment, three different segments are suggested in the following figure. Each segment suggests a specific set of theories. It is implicit throughout the study that mobile entertainment is any type of leisure activity on the move.
Segment 1 consists of intersection between mobile commerce and mobile entertainment, sitting on top of wireless telecommunication networks. In other words, mobile entertainment services in segment 1 must be a subset of mobile commerce, which involves exchanges of monetary value and interaction with service providers.
Segment 2 covers mobile entertainment services which utilize wireless telecommunication networks, but do not incur a cost upon usage and do not interact with service providers. For example, one may play
multiplayer mobile games with friends via
Bluetooth
Bluetooth is a short-range wireless technology standard that is used for exchanging data between fixed and mobile devices over short distances and building personal area networks (PANs). In the most widely used mode, transmission power is li ...
.
Segment 3 involves mobile entertainment which does not require wireless connection and transaction of an economic value. For example, one may play preinstalled single player games on a handheld device such as a mobile phone.
Transmission of mobile entertainment
Mobile entertainment via
SMS
Short Message Service, commonly abbreviated as SMS, is a text messaging service component of most telephone, Internet and mobile device systems. It uses standardized communication protocols that let mobile phones exchange short text messages, t ...
has expanded rapidly in
Europe
Europe is a continent located entirely in the Northern Hemisphere and mostly in the Eastern Hemisphere. It is bordered by the Arctic Ocean to the north, the Atlantic Ocean to the west, the Mediterranean Sea to the south, and Asia to the east ...
and
Asia
Asia ( , ) is the largest continent in the world by both land area and population. It covers an area of more than 44 million square kilometres, about 30% of Earth's total land area and 8% of Earth's total surface area. The continent, which ...
and it is still the main technology-bearer to send mobile entertainment messages to consumers. Because SMS is the main messaging technology used by young people, it is still the most effective way of reaching this target market. SMS is also ubiquitous, reaching a wider audience than any other technology available in the mobile space (
MMS,
bluetooth
Bluetooth is a short-range wireless technology standard that is used for exchanging data between fixed and mobile devices over short distances and building personal area networks (PANs). In the most widely used mode, transmission power is li ...
, mobile e-mail or
WAP). More important than anything else, SMS is extremely easy to use, what makes adoption increase day by day.
What enhances the consumer confidence in using SMS for mobile entertainment applications is the reliability of the service. This means, if a consumer has ordered a new wallpaper or
ringtone
A ringtone is the sound made by a telephone to indicate an incoming telephone call. Originally referring to the sound of electromechanical striking of bells or gongs, the term refers to any sound by any device alerting of an incoming call.
On p ...
, this has to work properly, in a speedy and reliable way. Therefore, it is important to choose the right
SMS gateway
An SMS gateway or MMS gateway allows a computer (also known as a Server) to send or receive text messages in the form of Short Message Service (SMS) or Multimedia Messaging Service (MMS) transmissions between local and/or international telecom ...
provider in order to ensure quality-of-service along the whole path of the entertainment SMS until reaching the consumer's mobile.
Scenarios
A mobile user connects to the Internet via his WAP-enabled mobile phone, searches for a particular ringtone and downloads it onto his mobile phone. This falls under Segment 1 where this activity utilizes wireless telecommunication networks, incurs a cost upon file download, interacts with the service provider and is a form of leisure activity. If he transfers the ringtone to his friend via
Bluetooth
Bluetooth is a short-range wireless technology standard that is used for exchanging data between fixed and mobile devices over short distances and building personal area networks (PANs). In the most widely used mode, transmission power is li ...
or infrared, this falls under Segment 2 where such activity still utilizes the wireless network yet does not incur a cost upon file transfer or involves any interaction with service providers. However, if he composes a ring tone (provided if the mobile device supports composing ring tone) and sets it as default ringtone, such activity is still considered as mobile entertainment but it does not utilize the wireless network or incur a cost upon usage.
Therefore, this activity falls under Segment 3. Hence, in this scenario, the players in the value web differ in all three scenarios. The definitions for all three cases vary as well. Hence, the model in the above-mentioned framework aids the industries to determine the appropriate business model to adopt in order to target the right audience.
References
External links
Mobile Entertainment Forum (MEF)global trade association
{{DEFAULTSORT:Mobile Entertainment
Mobile telecommunications