Title :
Mobile entertainment: model development and cross services study
Author :
Wong, Chin C. ; Hiew, Pang L.
Author_Institution :
Sch. of Inf. Technol., Monash Univ., Selangor Darul Ehsan, Malaysia
Abstract :
Mobile entertainment is a newly emerging sector. It is implicit throughout the study that proper classification of mobile entertainment services enables players in the value web to adopt appropriate business models to bring services to market and how they should cooperate, share revenue and jointly create competitive advantages. Nonetheless, a main difficulty when researching mobile entertainment is that of definition. It is recognized that, as mobile entertainment is a social and commercial process as well as a technical one, a diversity of other definitions for mobile entertainment is held by numerous industry producers and users, manufacturers and end consumers as well as researchers of dissimilar background. Mobile entertainment represents one of the few mobile services that have mass market potential that will drive the adoption of the next generations of mobile devices. The approach taken in this study is inclusive instead of restrictive; including a number of mobile services (such as mobile entertainment, mobile finance, mobile learning and mobile commerce as a whole) delivered through a mobile device, whether it is a mobile phone, a personal digital assistant or a handheld gaming device. This manner it is possible to deal with foreseeable convergence of the various mobile technologies. This paper presents a model to look at mobile services from multiple points of views concerning the service, network and device related sectors. It aims to classify mobile services into useful domains. This allows future research to be conducted with the clarity of distinguishing mobile services of different domains. The paper also attempts to gather and rationalize the possibilities and restrictions of existing and emerging mobile entertainment technologies with respect to this framework. The paper also explores a number of scenarios to reflect the understanding on the value web.
Keywords :
electronic commerce; mobile communication; mobile computing; business models; handheld gaming device; mobile commerce; mobile devices; mobile entertainment; mobile finance; mobile learning; mobile phone; mobile services; personal digital assistant; Asia; Business; Cultural differences; Electronic commerce; Finance; Information technology; Manufacturing industries; Manufacturing processes; Mobile handsets; Paper technology;
Conference_Titel :
Services Systems and Services Management, 2005. Proceedings of ICSSSM '05. 2005 International Conference on
Print_ISBN :
0-7803-8971-9
DOI :
10.1109/ICSSSM.2005.1500219