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EXECUTIVE SUMMARY This document is the deliverable D3.1.1, Mobile Entertainment (ME) in Europe: Current State of the Art of the Information Society Technologies Project MGAIN – Mobile Entertainment Industry and Culture (IST-2001-38846). The objective of the project is: · To understand mobile entertainment concepts and culture, including legal and social aspects of mobile entertainment. · To understand possibilities and restrictions of existing and emerging mobile entertainment technologies (including wireless communication and handheld devices). · To understand the business models of the emerging mobile entertainment industry. · To benchmark the European situation with North America and Asia-Pacific. · To provide guidelines for industry and policy makers, including instruments and incentives needed to encourage implementation of the guidelines. · To provide input for preparation of Framework Programme 6 in the areas of mobile entertainment services and technologies. The mobile phone is now firmly embedded in consumers’ everyday lives throughout Europe and in many states has become a near omnipresent technological artefact. Throughout Europe mobile operators are looking to mobile entertainment to catalyse sales of new handsets and, at least partially, recoup the considerable sums of money spent on 3G spectrum licenses. This report addresses the state of the art in the mobile entertainment landscape in Europe at the end of 2002, and considers the development of the industry over the coming years. It makes a contribution to debates about the future of the mobile entertainment industry in general, and gives special attention to the ways in which current consumption of mobile services may be translated into predictions about the possible uptake of mobile entertainment services in the future. There is a prevalent belief that the mobile market in Europe will gain further pace through the combining the routine familiarity end consumers have developed with mobile phones and the growing success of the digital gaming, music, gambling and other sectors. This document tackles the enablers and barriers to achieving this within the European context. It looks at the assumptions that are being made and highlights some of the false assumptions which undermine the promise that mobile entertainment will neatly develop into the ‘saviour’ of the mobile industry.
Approximate Word count = 1285 Approximate Pages = 5.1 (250 words per page double spaced)
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