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Mobile entertainment : ウィキペディア英語版
Mobile entertainment

Mobile entertainment comprises a range of activities associated with mobile electronics.〔C. C. Wong and P. L. Hiew (2005) “The State of Deployment and Adoption of Mobile Services in Malaysia: A Comparative Study.” Paper presented at the International Conference on ECommerce, January 10–11, Selangor, Malaysia: UUM〕 The definition is both somewhat subjective and in continual development, but can include purely leisure activities (music, playing games), communications (social media, instant messaging, Twitter), and activities which could also be defined as commerce (shopping).
==Definition==
According to Moore and Rutter: "A primary difficulty when researching mobile entertainment is that of definition. ... ()t is not always clear to consumers precisely what ‘mobile entertainment’ is. The problem of producing common understandings of mobile entertainment has been previously highlighted by the Mobile Entertainment Forum (MEF) when stating that '()wo different industries make up the mobile entertainment industry: entertainment and telecommunications. Mobile entertainment is created as the convergence of both industries. Each of these worlds speaks a different language, and holds different assumptions about the nature of its work' (‘Terminology of Mobile Entertainment: An Introduction’, MEF, August 2003)."〔Moore, Karenza and Jason Rutter (2005). ("Understanding Consumers’ Understanding of Mobile Entertainment" ). Paper published in Proceedings of Mobile Entertainment: User-centred Perspectives, March 25–27, Manchester, UK, 51. Retrieved 9 August 2013.〕
MGAIN〔MGAIN, “Mobile Entertainment in Europe: Current State of the Art” (2003) European Commission User-friendly
Information Society〕 assumes "'mobile entertainment includes any leisure activity undertaken via a personal technology which is, or has the potential to be, networked and facilitates transfer of data ... over geographic distance either on the move or at a variety of discrete locations."〔 While workable, the definition does not cover whether mobile entertainment services must interact with service providers or telcos. It does not cover whether such service would incur a cost upon usage. If mobile entertainment were said to be a subset of mobile commerce, hence, it must involve transactions of economic value. "The social aspects of mobile entertainment are hidden within the phrase ‘any leisure activity’."〔
This article "presents a framework to examine mobile entertainment from multiple points of views.... This allows future research to be conducted with the clarity of distinguishing mobile entertainment services of different domains."〔Wong, Chin Chin and Pang Leang Hiew (2005). (Abstract of "Mobile Entertainment: Review and Redefine" ). Paper presented at the International Conference on Mobile Business, July 11–13, Sydney, Australia, 187. IEEE Computer Society Digital Library. DOI http://doi.ieeecomputersociety.org/10.1109/ICMB.2005.64. Retrieved 9 August 2013.〕

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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