Wireless Entertainment
Part 1 of 3
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Mobile in a MinuteTM
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Wireless Entertainment: Introduction Wireless Entertainment consists of content, services and applications. This mini-tutorial introduces these areas and provides a brief introduction to the issues associated with implementing and operating wireless entertainment offerings. Wireless Entertainment: Content Wireless Content can be any form of digital goods including ringtones, static or animated graphics, streaming video, and more. One popular thing to do is for the wireless user to acquire digital content and send it to another user – this is known as “gifting”, which has certain issues that must be overcome including billing and digital rights management. Wireless Entertainment: Services Wireless information services are often educational or news oriented. However, wireless services may also provide entertainment such as a joke-of-the-day. More advanced services will utilize special network capabilities such as presence and location technologies. Mobile lifestyle services support the increasing need for people to stay in touch, connected, and use their mobile phone as a lifestyle accessory and/or fashion statement. For example, Web Logging (Blogging) is increasing in popularity with many people expecting to be able to use their mobile phones to access and post to blogs. Wireless Entertainment: Applications Wireless entertainment applications include games such as chess, which may be played against machine or other user thousands of miles away. Other games utilize the mobile nature of wireless and location determination such as real-time search, discover, capture games and geocaching. |
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