April 28, 2009

Mobile Phone Market, Media and Usage

Market

In Q3/2008, Nokia was the world's largest manufacturer of mobile phones, with a global device market share of 39.4%, followed by Samsung (17.3%), Sony Ericsson (8.6%), Motorola (8.5%) and LG Electronics (7.7%). These manufacturers accounted for over 80% of all mobile phones sold at that time.

Other manufacturers include Apple Inc., Audiovox (now UTStarcom), Benefon, BenQ-Siemens, CECT, High Tech Computer Corporation (HTC), Fujitsu, Kyocera, Mitsubishi Electric, NEC, Neonode, Panasonic, Palm, Matsushita, Pantech Wireless Inc., Philips, Qualcomm Inc., Research in Motion Ltd. (RIM), Sagem, Sanyo, Sharp, Siemens, Sendo, Sierra Wireless, SK Teletech, T&A Alcatel, Huawei, Trium and Toshiba. There are also specialist communication systems related to (but distinct from) mobile phones.

Media

The mobile phone became a mass media channel in 1998 when the first ringing tones were sold to mobile phones by Radiolinja in Finland. Soon other media content appeared such as news, videogames, jokes, horoscopes, TV content and advertising. In 2006 the total value of mobile phone paid media content exceeded internet paid media content and was worth 31 Billion dollars (source Informa 2007). The value of music on phones was worth 9.3 Billion dollars in 2007 and gaming was worth over 5 billion dollars in 2007 (source Netsize Guide 2008 [12]).

The mobile phone is often called the Fourth Screen (if counting cinema, TV and PC screens as the first three) or Third Screen (counting only TV and PC screens). It is also called the Seventh of the Mass Media (with Print, Recordings, Cinema, Radio, TV and Internet the first six). Most early content for mobile tended to be copies of legacy media, such as the banner advertisement or the TV news highlight video clip. Recently unique content for mobile has been emerging, from the ringing tones and ringback tones in music to "mobisodes," video content that has been produced exclusively for mobile phones.

The advent of media on the mobile phone has also produced the opportunity to identify and track Alpha Users or Hubs, the most influential members of any social community. AMF Ventures measured in 2007 the relative accuracy of three mass media, and found that audience measures on mobile were nine times more accurate than on the internet and 90 times more accurate than on TV.

Usage

The cell-phone novel is the first literary genre to emerge from the cellular age via text messaging to a website that collects the novels as a whole.[13] In virtual online computer games, readers can put themselves into first person in the story. Cell phone novels create a personal space for each individual reader. Paul Levinson, in Information on the Move (2004), says "...nowadays, a writer can write just about as easily, anywhere, as a reader can read" and they are "not only personal but portable".

In the event of a dropped call, most commonly the Scovill Protocol is used to decide who redials. The protocol suggests that the person whose phone dropped the call makes the call to return. This solves the problem of the person in the "good" zone calling someone still in a "bad" zone. Prior to the Scovill Protocol, either the initiator made the new call or more often, both parties would continue trying to re-establish the call causing more confusion. However, since the initiator is usually in a good zone, this leads to multiple missed return calls. The Scovill Protocol does not solve the problem if both callers drop the call, but that is very rare.

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