Network Entertainment

Electronic entertainment is a fast and innovative industry. While mobile entertainment has driven mobile commerce revenue to date, current mobile entertainment includes static content services such as downloadable music, videos, books, ringtones, wallpapers and standalone games, as well as text-based messaging services like weather, horoscopes and news etc. Global revenue on static content is expected to exceed US$65 billion. Mobile network operators can enable next generation entertainment platforms that incorporate person-to-person communication and network features and are uniquely positioned to control social networks.

Next Generation Network Entertainment would primarily leverage a native mobile social networking as its base platform. Mobile services such as mobile communication, location based services, and augmented reality requiring mobile devices and technology would be intrinsic to the platform. This is distinct from web based social networks (e.g. Facebook) being extended for mobile access. Service components that extend the base platform include commercial and user-generated video (UGV) content and spectator games that provide rich entertainment by allowing users to observe multiplayer games in real time without participating in the game itself.

The role of social networks or communities will become stronger as the next generation of society does everything online and increasingly with mobile devices. Mobile network operators are in a unique position to enter and dominate this aspect of the social networking arena and enable new associated revenues.

Next Generation Services

  • The electronic games market shows the highest growth (42%) in the entertainment industry in the last 5 years.
  • Broadband penetration stimulates the consumption of electronic games and vice versa and there is a continuous growth trend.
  • The multivalent levels of communication and networking of electronic games proves a unique growth opportunity.
  • The role of networks in entertainment and gaming has increased significantly over recent years.
  • Games will be increasingly played over networks irrespective of the channel – whether web, mobile, via PC or console.
  • Revenue from electronic games surpassed revenue from offline electronic games in 2005 and will overtake the music-market in revenue.
  • The gaming market has not yet explored the full potential of social networks and untapped market segments.
  • A worldwide market increase from $32bn to $50bn is forecast for the electronic gaming sector.
  • Mobile Web 2.0 is the fusion of Web 2.0 applications with the services of mobile network operators.
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