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Introduction
Mobile entertainment refers to entertainment products that run on wireless networked, portable, personal devices.
It utilize Internet, mobile phone technologies, and entertainment content to offer amusement.
Examples: mobile games, ring tones, pictures, audio/video stream, etc.
GSM Overview
Globally dominant system as basis for 70% of future 3G network.
Specified by CEPT now governed by 3GPP
1st standard published in 1990
A growing and evolving system
GSM family: GSM, GPRS, EDGE, 3GSM
Network Services
Teleservices (Voice oriented services) Voice transmission Message services Basic data communication e.g. fax
Data services Transparent or non-transparent Synchronous or asynchronous
Supplementary services
Short Message Services (SMS)
SMS enables user to send & receive short text messages.SMS Infrastructure
MO: MS MSC IWMSC SMSC MS MT: MS SMSC GMSC MSC MS
MS SM-SC GMSC IWMSC MSC MS
SMS (cont.)
General SMS Features Concatenation Compression Binary message Encryption & security Billing Different alphabets
support
Applications Person-to-person messaging Voice mail Fax Games Ringtones Pictures Voting Gambling Information services Mobile banking
SMS (cont.) – Usability Analysis
ConsInterface are tedious & difficult to manipulate
MMI (Man Machine Interface) are not standardized
Generally text based
Restricted to 160/70 characters of Latin/non-Latin alphabets per message
ProsCommercially important technology
Can be used for a variety of applications
Immense popularity
Large user base
Cheap
Wireless Application Protocol (WAP)
WAP is de facto world standard for presentaion and delivery of wireless info and telephone services on mobile terminals
Wap Model Client Gateway (Proxy) Oringin Server
WAP (cont.)
WAP 2.0
Extends WAP capabilities significantlyBased on XHTMLSupport Internet standards and protocolOptimize usage such as GPRS and 3GProvide rich application environmentBackwords compatibility to WAP
J2ME
J2ME platform is a set pf standard Java APIs
Provides flexible user interface, robust security model, broad network protocol
J2ME comprises a virtual machine a set of class libraries
WAP Applications
Unified messagingE-mail servicesInformation services News Weather reports Financial market information Sports
M-commerceLocation-based serviesEntetainment services Multimedai services
WAP Usability Analysis
Cons User interface remain
tedious and difficult Limited browsing
capabilities Connection failures Services quality
depends on bearers Unpredictable
performance
Pros Support richer content
compare to SMS Allow better visual
quality overall Faster transaction than
SMS WAP 2.0 facilitates
improvements J2ME facilitates
extended functionality
3G Technologies – Network Standards
WCDMA The choice of ETSI It can extend the existing
GSM core network, maximizing reuse of existing equipment
can also overlay TDMA and CDMA networks
Implementation is a challenge
Supports data rates up to 2Mbps
The capacity is 50-80 channels per carrier
CDMA2000 Developed by 3GPP2 CDMA2000 1x and
CDMA2000 3x are ITU approved 3G standards
1x uses 1.25MHz bandwidth support data rates from 144kbps to 307kbps
1x EV-DO supports 383kbps to 2.4 Mbps
3x use 5MHz bandwidth, support data rates up to 2Mbps
3G Enabling Technologies
MExE Standardize the environment for executing moble applications
across the full range of 3G devices Classmark is used to categorize mobile devices. Classmark 1
relates to WAP, 2 supports Javaphone API, 3 supports J2ME
Bluetooth Conceived by Ericsson in 1994, developed by Bluetooth Special
Interest Group A de facto standard enabling wireless connectivity between
devices Provide low cost, low power, secure, efficient, high capacity, ad
hoc voice and data networking
3G Applications & Usability Analysis
3G applications include communications, information, entertainment, and m-commerce.3G offers better system capacity, high-speed wireless Internet access and wireless multimedia services (audio, video, image, data)Vastly improved interactivily and visual impact3G devices improved with enhanced battery capability, larger screen, higher resolution, more memory, greater storage capacityEntertainment services become streamlined and viable across various devicesSufficient networks and compliant devices are required
Mobile Entertainment Market Analysis
Mobile Entertainment Business of todayJapan and Korea is the leading regionEurope is the second, UK and Italy are the most
aggressive markets The most successful service to date is ring
tones, followed by mobile gaming
Mobile Entertainment Value Chain
Content providers provide original contents or brands.Application developers create entertainment products.Publishers fund the development and bundle the applicationsWireless application service providers develope, implement mobile entertainment platformsPortal providers provide network based customer interfaceMobile operators provide mobile connectivity and content deliveryMobile device manufacturers design and manufacture mobile devicesConsumers use the services
Content Provider
Application Developer
Publisher
Wireless Application service Provider
Portal Provider
Mobile Operator
Mobile Device Manufacturer
Consumer
Marketing Strategies
Co-branding content partnership
Public Media
Online advertising
Promotion
Registration and Subscription
Conclusion
The mobile entertainment industry has increadible potential
Wireless technologies evolution is enabling increasingly diverse data communications and services possibility.
It is a particularly complex market due to inherent technical restrictions, fragmnetations of the value chain, and the need of effective marketing to stimulate comsumer demands