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mobile entertainment

1.0 Introduction

Mobile phone was becoming the trend for the people in the 21st century. Some of the giant mobile telecommunication such as Nokia, Sony Erickson, Samsung, Motorola, etc was providing the current technology of mobile telecommunication into the people. And than, with the wonderful function of mobile communication to communicating and connecting to all the people without any boundaries it can give valuable benefits for the humans and their social networks, even though the distance between one person to another person is far away, different country, and different place, this mobile communication making the human life more easier, faster, cheap, effective, and efficient to connecting to another people around the world.

The mobile communication also has the greatest impact into the humans to communicate around the world and also was giving a big effect into the rapid development in telecommunication technology. And than, every people around the world need this technology to make there live and work more easy and simple.

Moreover, the world is experiencing fast growing mobile penetration rates[1]. Based on that’s statement, the usefulness of this mobile communication into humans was giving the world is experiencing fast growing mobile penetration rates. And also, the fast growing mobile penetration rate in the world was becoming the mobile revolution for changing the way people live and work. As a result, mobile phone is already pervasive in all major developed economies and in an increasing number of developing ones as well[2].

On the other hand, the function of mobile telecommunication nowadays is not for communication purposes only. According to Elisabeth (2005), the mobile telecommunications industry is searching for a new service, not only to regain its investments in licenses but also to stay competitive in the future. Furthermore, the industry is undergoing a radical transformation and organization in the telecommunications, information technology and media sector are becoming increasingly interdependent. Organizations have to collaborate to create new mobile data services[3]. Based on that’s statement, to stay competitive in the future, the mobile telecommunication industry need to make new innovation to be competitive and can be compete with another competitor among mobile telecommunication industry. To make more competitive, the mobile telecommunication industry make an innovation, the innovation can be into the content, Internet application, services.

According to Jeffrey (2004), growth in mobile Internet services and contents expanded from Japan and Korea in 2000 to Europe in 2003, and is expected that this growth will become a global phenomenon by the end of 2004[4]. Based on that statement, the growth in mobile internet services and contents was making the mobile telecommunication not necessary for communicate only, but nowadays, a lot of people (mobile phone consumer) searching some another benefits and function about the content of their mobile phone. One of the content that increasingly demanded is entertainment. Many researchers agree that mobile content market is focused only on entertainment and infotainment application[5].

In addition, according to Wong and Hiew (2005) Mobile entertainment is a newly emerging and rapid developing sector. Within this area, playing games on mobile devices is considered one of the most popular activities, and already showing signs of rapid and lucrative growth[6].

The showing and lucrative growth in mobile entertainment, it can make me interesting about the mobile entertainment topic. On this paper, I would like to discuss about the mobile entertainment. On this paper, I would like to divide the discussion about mobile entertainment into eight sections. In the section 1.0 will be covered about the introduction, in the section 2.0 will be discuss about the definition and overview about mobile entertainment, in the section 3.0 will be discuss about the types of mobile entertainment, section 4.0 will be discuss about mobile entertainment user population, in the section 5.0 will be discuss about mobile entertainment consumer behavior, section 6.0 will be discuss about mobile entertainment in Malaysia, section 7.0 will be discuss about mobile entertainment drivers and barriers, and the last section which is section 8.0 will be the conclusion of this paper.

2.0 Definition and overview

On this section, I would like to discuss about the definition and overview of mobile entertainment. Before I will be discuss about the mobile entertainment, let we understand what is the definition and overview of mobile entertainment. On this section we will be discuss the definition of mobile entertainment from the different author, researcher, resource and different perspective.

According to Moore and Rutter (2004), a primary difficulty when researching mobile entertainment is that of definition. It’s not always apparent to consumers precisely what mobile entertainment is[7]. In addition, the problem of producing common understandings of mobile entertainment has previously highlighted by the mobile entertainment forum when asserting that two different industries make up the mobile entertainment industry: entertainment and telecommunication.

Moreover, mobile entertainment is created as the convergence of both of these industries. Each of these worlds speaks a different language, and holds different assumptions about the nature of its work[8]. Based on that’s statement, the definition of mobile entertainment was facing difficulties to define because with the different background of the author and different perspective of the people looking of the definition, it was making difficult to define precisely what mobile entertainment is.

According Kalyanaraman (2002), defines mobile entertainment as services that offer gaming experiences on par with those to be had in other mediums such as Xbox and Playstation 2[9]. And than, according to MGAIN, mobile entertainment represents on of the few mobile services that have mass market potential that will drive the next generation of mobile devices[10]. Furthermore, as mobile entertainment is a social and commercial process as well as a technical one, numerous industry producers and users, manufacturers and consumers as well as researchers of dissimilar background hold a diversity of the other definition for mobile entertainment. Mobile entertainment represents on of the few mobile services that have mass market potential that will drive the adoption of the next generation of mobile devices[11].

Kalyanaram, MGAIN, Wong and Hiew stated that entertainment is a service. They are more defines the mobile entertainment that is related with the services.

On the other hand, the another definition In other literature, MGAIN assumes mobile entertainment includes any leisure activity undertaken via a personnel technology, which is, or has the potential to be, networked and facilitate transfer of data over geographic distance either on the move or at a variety of discrete lactations[12]. And than, Mobile entertainment as any type of leisure activity undertaken via personnel technology that utilizes telecommunication networks interacts with services providers and incurs a cost upon usage[13]. In that’s statement from MGAIN, Wong and Hiew more stressed that mobile entertainment is the type of leisure activity.

The different definition also come out from a search on google on the term ‘Mobile Entertainment’ reveals that even everything portable, including DVD player, television, radio, external players, amplifier, speakers, as well as woofers and so forth are considered devices of mobile entertainment[14]. Google more define the mobile entertainment as the types or products of the mobile entertainment itself.

Based on the few of author, researcher, and source about the mobile entertainment definition, each of authors has different perspective to make definition about mobile entertainment. Kalyanaram and MGAIN stated that entertainment is a service. They are more defines the mobile entertainment that is related with the services. And than, MGAIN, Wong and Hiew more stressed that mobile entertainment is the type of leisure activity. And google more defines the mobile entertainment as the types of the mobile entertainment itself. The difficulties to define of mobile entertainment are because any different background and perspective of the author, researcher, source and also the mobile entertainment is still a newly emerging sector. Furthermore, mobile entertainment is a newly emerging sector. It is implicit throughout the study that proper classification of mobile entertainment services enables players in the value of web to adopt appropriate business models to bring services to market and how they should cooperate, share revenue and jointly creative competitive advantages[15].

In conclusion, the terms of mobile entertainment have so many definition, the researcher found difficulties to find the precisely definition about mobile entertainment. The difficulties to find the precisely definition is because the different perception and background from the author, research, and the source whose explain about mobile entertainment, and than this is because some clash function understanding between entertainment and telecommunication.

3.0 The content of mobile entertainment

After we understand about the mobile entertainment definition and overview, on this section I will be discuss about the content of mobile entertainment. If we are talking about the mobile entertainment, these are a lot of mobile entertainment that are using and applying in mobile phone.

According to Wong and Hiew (2005), mobile entertainment comprises of a range of activities including but not limited to downloading ring tones, logo, music and movie, playing games, instant messaging, assessing location based entertainment services and internet browsing[16]. And than, Games, ringing tones, screen savers, and other entertainment contents are already maxing the mobile phone a portable entertainment player, and faster network speeds, increased processing power, java, and 3D rendering techniques will reinforce this trend[17]. Based on that’s statement, mobile entertainment comprises with a range of activities and content. In the explanation above, Wong and Hiew classified some of activities and content in the mobile entertainment. We can look more the overview of applications segmentation for mobile entertainment in the table below.

Table 2. Overview of Applications Segmentation For Mobile Entertainment[18]

Segment 1 Segment 2 Segment 3
Watch a streaming video on mobile device Share downloaded video clip with friends via Bluetooth Record video clip on mobile devices equipped with camera
Send MMS to a friend’s mobile device Transfer pictures to a friends mobile device via infrared Snap pictures with mobile devices equipped with camera
Download music onto mobile device Transfer music file to a friend’s mobile device via infrared Listen to music files transferred from PC to Apple Ipod

On that table, Wong and Hiew classified the application segmentation into three segments. This three segment is classified for mobile entertainment services. By categorizing mobile entertainment services in a particular segment, it can make more understanding from the user perspective to use mobile entertainment in their mobile.

In addition, the content of mobile entertainment is not only stated and classified in the above. But, in mobile entertainment also have another content that are using in mobile such as mobile TV, Mobile learning (edutainment), mobile Internet, mobile infotainment, etc.

In conclusion, the content in mobile entertainment is not limited that Wong and Hiew Stated above. That’s type of mobile entertainment is only a small and few types in mobile entertainment. In the developing of mobile entertainment, is not possible that will be another content that can be using and classified as mobile entertainment.

4.0 Mobile entertainment user population

After we are discussed about the content of mobile entertainment. This section will be discussed about mobile entertainment user population. Nowadays, mobile entertainment is rapidly growing in the world. The predicted by BWCS that the total number of mobile subscribers worldwide will increase to more than 1.72billion by the end of 2007, compared to 950 in 2001, with Asia Pacific likely to retain its dominance pertaining to global market share[19].

A lot of people are using the mobile entertainment with a lot of reason. The mobile entertainment is giving more benefits to the users which is not just limited for using mobile as a tools for communication, but the users (customer) want more inside in their mobile. Many of the customer wants is any entertainment inside their mobile.

The user population of mobile entertainment was growing rapidly in many countries. According to Kangas (2003), On top of that, region is predicted to hit 39 billion Euros by 2010[20]. Based on that statement, the increasing of user population in mobile entertainment can increasing the revenue and predicted to hit 39 billion Euros by 2010. Actually, the rapidly growing not only in the developed countries such as Europe and USA but this rapidly growing also in the developing countries such as Indonesia, Malaysia, Cambodia. Moreover, the highest user population that was using mobile entertainment is youth. It has been found that the youth is the lead segment in adopting mobile entertainment[21].

According to IDATE, Asia Pacific Region, which should have accounted for 38.7% of the global mobile subscriber base by the end of 2002, again showed very steady growth (an increase of 32.3% in comparative terms and 106.3 million new subscribers in 2002, versus an increase of 40.9% and 95.7 million new subscribers in 2001. Growth in the Asian mobile market was again higher than the worldwide average but there are several disparities in this growth[22].

As a result, the increasing of mobile entertainment user population in the world can make the changing of mindset and perception that mobile telecommunication is not only for to communicating to other people, but the users also need the services or leisure activity that are provided to them which is can give more adding value and useful benefits to the customers.

5.0 Mobile entertainment consumer behavior

On this section will be discussed about the mobile entertainment consumer behavior. On this section, I will be discussing and identifying about the consumer behavior using mobile entertainment.

According to Wong and Hiew (2005) the success of mobile services deployment in the future depends ultimately on the successful development and the satisfaction of an end user market rather than technical development[23]. Based on that statements, the success of mobile services in mobile entertainment is depends on the satisfaction of end user market rather than technical development. To the success of mobile service deployment in the future, they need to identify their consumer behavior in using mobile entertainment. The identifying consumer behavior has a important role for make the satisfaction to the customer. The consumer behaviors in using mobile entertainment are:

  1. Different perception and behavior of Asian, European, and North American consumers

According to O’Doherty (2005), Thus, it as well known that on the whole, Asian consumers are more familiar and more comfortable with the notion of using mobile phones as entertainment devices compared to their European and North American counterparts. In general, European and North American consumers seek more information based-services. As a result, European and North American Consumers spend les time on their mobile phones, typically spending fewer than 15 minutes daily on content services[24]. Based on this statement, we already know that any different behavior between Asian, European, and North American consumers when they are using, applying, implementing, and choosing mobile entertainment. The different behavior of this user might be influenced with few of factor such as perception, culture, economics, race, and family or lifestyle background

  1. The behavior depends on the age the users

On this consumer behavior, the age is very influencing of the mobile entertainment consumer behavior. The young generation has very influencing factor in the consumer behaviors.

According to Wong and Hiew (2005), the young are the most fertile groups for absorbing and incorporating the changes in mobile communication development[25]. And than, from the ages perspective we can identify which ages are more likes the contents of the mobile entertainment. According to O’Doherty (2007), Content such as ring tones, logos, wallpapers, and screensavers are generally consumed by subscriber between aged between 13 and 16, where areas mobile games purchased in the greater numbers by the 22 to 26 years olds[26].

  1. Pricing is not make a significant contribution

On the consumer behavior whose using mobile entertainment in their mobile stated that pricing is not make a significant contribution to them. According to Wong and Hiew (2005), Indicates that pricing is not making a significant contribution to the prediction of the adoption of mobile entertainment[27]. The consumer on mobile entertainment is not to consider with the price when they are using mobile entertainment into their mobile.

  1. Depends on the mobile entertainment content and features

According to Suki (2007), users satisfaction with a mobile phone increases when the content and features of the mobile phone are easy to use[28].

On the previous consumer behavior that was written which stated pricing is not make a significant contribution. The consumer is not to consider about the price if the content and features that they received are easy to use. When the content and features are easy to use in the mobile entertainment, the consumer not to more stress about the price.

  1. Word of mouth influenced

On of the consumer behavior in mobile entertainment is the easy influenced by word of mouth. According to Bhattacherje (2000) Asserts that consumers are easily influenced based on word-of-mouth from peers[29].

In conclusion, after we identify one by one about the mobile entertainment consumer behavior. The mobile entertainment is the key important things to understand more deeply to make customer satisfaction about the mobile entertainment.

6.0 Mobile entertainment in Malaysia

On this section, I will be discussing about mobile entertainment in Malaysia. This discussion will be covering about the development of mobile users in Malaysia, who is the majority users of mobile entertainment in Malaysia, and also the study about what kind of factor that influencing Malaysia mobile user to use mobile entertainment.

According to the Malaysian Communications and Multimedia Commission’s (MCMC), hand phone user’s survey 2005, as of May there were 16.2 million hand phone subscriptions on the five digital networks operating in Malaysia, in the first quarter of 2006, the number had increased to 20.5 million, a 5.3 percent growth rate and 77.7 percent penetration rate nationwide. This shows that there has been an increase the usage of Malaysia mobile technologies, especially hand phone[30]. The number of phone users in Malaysia is increase significantly for every year since 2005. On that statements explained that the increasing number of phone user’s in Malaysia has been increase the usage of Malaysia mobile technologies, especially hand phone.

In addition, the mobile market in Malaysia continuous to grow increasingly competitive.[31] According to this statement, the development of mobile market in Malaysia continuous to grow increasingly. The increasing of mobile market in Malaysia because mobile was becoming the important things for Malaysian people to communication to other people. On the other research found that, the majority of users that use mobile are younger. He was found that in the year 2005, more than two million hand phone users in Malaysia were 19 years old or younger[32]. In conclusion,

Lee found that the younger Malaysian is the majority user in Malaysia.  And than, the other findings by lee also stated Malaysian mobile phone users preferred to go for entertainment (36.0 per cent) and personalization (ring tone) content (23.6 per cent)[33]. Lee stated that younger is the majority use mobile in Malaysia and also he found the Malaysian younger also more preferred to go for entertainment with the highest percentage 36.0 percent. On that statement already notice that the majority of mobile entertainment users in Malaysia are the younger.

The next study also will be found about what kind of factor that influencing Malaysia mobile user to use mobile entertainment. The other research that found by Wong and Hiew stated the factor perceived benefit amongst consumers’ drivers the adoption of mobile entertainment in Malaysia. Wong and Hiew was identified what kind of factor that can influence the mobile entertainment users in Malaysia. Based on their research, Wong and Hiew found that the key findings in this research indicate that young subscriber in Malaysia place greater importance on perceived benefit of mobile entertainment services compared to issue of pricing, product, and technological standardization, peers, and community as well as privacy and security[34]. More over, on their research, Wong and Hiew compared to issue of pricing, product, and technological standardization, peers, and community as well as privacy and security. This issue is usually used for the mobile entertainment users perception to look at before they are using mobile entertainment.

In addition, Wong and Hiew also found that the young Malaysian subscriber place more important on the quality or perceived benefits.  This could be attributed to the possibility that young Malaysian subscriber place more important on the quality or perceived benefits of mobile entertainment services compared to other factors in the survey. This suggests that the adoption of mobile entertainment in Malaysia is driven by the attributes of mobile services, which include ubiquity, personalization, localization, timeliness, network stability, and mobility. This supports the widely accepted wisdom that potential adopters will only be attracted to mobile entertainment if there is a clear perceived benefit of the services from their perspective[35]. Furthermore, the factors that influencing the adoption of mobile entertainment in Malaysia also found by Wong and Hiew stated that community and media factor may not indicate that peer pressure; community influence and advertising do not contribute in influencing the youth in Malaysia to consume mobile entertainment. Young subscriber in Malaysia are not particularly eager to try out new mobile entertainment service unless the services it self’s perceived as useful[36].

As a result, the total number users of mobile in Malaysia are increasing significantly since 2005, and the researcher found that the majority of mobile users in Malaysia are younger. The researcher also found that mobile entertainment in Malaysia is growing and increasing significantly. Moreover, the factors that influencing the adoption of mobile entertainment in Malaysia found that the others factors such as prices, media and community, advertising, product, and technological standardization, peers, and community as well as privacy and security is not to influencing significantly to the mobile entertainment consumers, the consumers more stressed in services and perceived benefits when they are using the mobile entertainment rather than the others factor. The services are given to the consumers in using mobile entertainment is the highest factor that can influencing of the usage and customer satisfaction of mobile entertainment in Malaysia.

7.0 Mobile entertainment drivers and barriers

After we discussed about the mobile entertainment in Malaysia, on this section we will be discuss about the mobile entertainment drivers and barriers. If we are discussing about mobile entertainment, researcher found that the factors that can be drivers and barriers of mobile entertainment. If we discuss about mobile entertainment, it can’t be a simplest things that we are thinking. Mobile entertainment is more complex than other subsets of mobile commerce. According to Wong and Hiew (2005), It is noteworthy to rethink and redefine mobile entertainment, as it is more complex than other subsets of mobile commerce[37].

On this section, I’m also will be discuss about the drivers and barrier in mobile entertainment. what is the drivers in mobile entertainment? According to Vrechopoulos et al, reveal that lower prices, improved security, improved devices, and effective customer support, constitute the critical success factor towards accelerating mobile commerce consumer adoption in Europe[38]. Based on that statement, this factors that drivers in mobile entertainment. The issues of lower prices, improved security, improved devices, and effective customer support can be the drivers to pushing the increasing of customer satisfaction towards mobile entertainment. Even though, Vrechopoulos, et al found the mobile entertainment drivers and the sample in Europe, we still can agree that the drivers also can be using in another country.

After I was identified the barriers of mobile entertainment that Vrechopoulos, et al stated, we are continue to identify the barriers in mobile entertainment. What are the barriers in mobile entertainment? According to form the major obstacles towards mobile commerce adoption[39]. And than, a commercial research conducted by TNS Interactive concludes that the greatest barriers to mobile commerce were, in order of priority: security, tangibility, and physical experience. Therefore, uncertainty reduction pertaining to reducing such concerns is important in encouraging adoption of mobile entertainment[40]. More over, Ollila stated that the major challenge for the players in the mobile entertainment value web is to take the services to mass-market consumer group of the pragmatists, thereby crossing what is called the chasm. There are three main obstacles related to discontinuity, quality of services, and pricing that need to be addressed[41].

Based on the statement about the mobile entertainment barriers, some of researcher comes out with the different types of barriers in mobile entertainment. goldman identified mobile entertainment barriers are:

  1. Slow transmission rates
  2. Inadequate mobile interfaces,
  3. High cost
  4. And power consumption of devices

TNS identified mobile entertainment barriers are:

  1. Security
  2. Tangibility
  3. And physical experience

Ollila identified mobile entertainment barriers are:

  1. Discontinuity
  2. Quality of services
  3. And pricing

In conclusion, some researcher found the different perspective about the mobile entertainment drivers and barriers, but the purpose of identified drivers and barriers are for the development of mobile entertainment itself in the future.

8.0 Conclusion

Mobile telecommunication nowadays is not only for communication purposes only. The needs of people for having communication easier, faster, cheap, effective and efficient to connecting to the people around the world and also the more services that costumer received benefits is one of the purposes of any mobile entertainment nowadays. Moreover, the development of technology in mobile telecommunication can be to make there live and work more easy and simple.

The increasing number of mobile users also can give effect into the new innovation of mobile telecommunication that is mobile entertainment. Moreover, the definition of mobile entertainment is the important things when we discussed about mobile entertainment, the understanding of mobile entertainment can give us more understand to identify and analyze which is related with mobile entertainment.

In the development of mobile entertainment nowadays, these are many types of mobile entertainment itself. These types of mobile entertainment are related with the content of mobile entertainment itself. The example of mobile entertainment is mobile TV, download ring tones, playing games in mobile, etc. In addition, the mobile entertainment user population is significantly increasing in the world. the increasing of mobile entertainment user population in the world can make the changing of mindset and perception that mobile telecommunication is not only for to communicating to other people, but the users also need the services or leisure activity that are provided to them which is can give more adding value and useful benefits to the customers.

The increasing of user population that is using mobile entertainment also needs to identify their behavior. The consumer behaviors in using mobile entertainment are: Different perception and behavior of Asian, European, and North American consumers, The behavior depends on the age the users, Pricing is not make a significant contribution, Depends on the mobile entertainment content and features, and the word of mouth influenced.

On this paper also explain about the mobile entertainment Malaysia. In Malaysia, the total number users of mobile in Malaysia are increasing significantly since 2005, and the researcher found that the majority of mobile users in Malaysia are younger. The researcher also found that mobile entertainment in Malaysia is growing and increasing significantly. Moreover, the factors that influencing the adoption of mobile entertainment in Malaysia found that the others factors such as prices, media and community, advertising, product, and technological standardization, peers, and community as well as privacy and security is not to influencing significantly to the mobile entertainment consumers, the consumers more stressed in services and perceived benefits when they are using the mobile entertainment rather than the others factor. The services are given to the consumers in using mobile entertainment is the highest factor that can influencing of the usage and customer satisfaction of mobile entertainment in Malaysia.

And least but not least, some researcher found the different perspective about the mobile entertainment drivers and barriers, but the purpose of identified drivers and barriers are for the development of mobile entertainment itself in the future.

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[1] Wong, C. C. and P. L. Hiew (2005). “Mobile Entertainment: Review and Redefine.”

IEEE Xplore: 2

[2] Wong, C. C. and P. L. Hiew (2005). “Correlation Betweens Factors Affecting the

Diffusion of Mobile Entertainment in Malaysia.” IEEE Xplore: 620.

[3] Kar, E. A. M. v. d. (2005). “The design of Mobile Information and Entertainment

Service on a UMTS Testbed.” ACM: 607.

[4] Funk, J. L. (2004). “Key technological trajectories and the expansion of

mobile internet applications.” Emerald Management 6: 208.

[5] Salz, P.A. (2006b), “Mobile delivery discoveries”, available at:

www.econtentmag.com/Articles/ArticleReader.aspx?ArticleID = 15719@AuthorID

= 157

[6] Wong, C. C. and P. L. Hiew (2005). “Mobile Entertainment: Model Development

and Cross Services Study.” IEEE Xplore: 1358

[7] K. Moore and J. Rutter. “Understanding Consumers Understanding of Mobile

Entertainment.” Presented at the Proceeding of Mobile Entertainment: User-Centred

Perspective, Manchester, England, 2004

[8] S. N. Wiener, “Terminology of Mobile Entertainment: An Introduction, “Mobile

Entertainment Forum, August 2003

[9] R. Kalyanaraman, “Mobile Entertainment Services- A Perspective, “ Wipro

technologies White Paper Series, 2002

[10] MGAIN, “Mobile Entertainment Industry and Culture,” MGAIN April 25, 2004.

[11] Wong, C. C. and P. L. Hiew (2005). “Mobile Entertainment: Model Development

and Cross Services Study.” IEEE Xplore: 1355

[12] MGAIN, “Mobile Entertainment in Europe: Current State of The Art,” European

Commission User-Friendly  Information Society, 2003.

[13] C. C. Wong and P.L Hiew. “Mobile Entertainment: Review and Redefine.” IEEE

4th International Conference on mobile business, Sydney, Australia, 2005. To be

published

[14] C. C. Wong and P.L Hiew. “ Mobile Entertainment Review and Redefine. “IEEE

4th International Conference on Mobile Business, Sydney, Australia, 2005, to be

published

[15] Wong, C. C. and P. L. Hiew (2005). “Mobile Entertainment: Model Development

and Cross Services Study.” IEEE Xplore: 1355.

[16] C. C. Wong and P.L Hiew. “ The State of Deployment and Adoption of Mobile

Services in Malaysia: A Comparative Study,.” Presented at the International

Conference on E-Commerce, Slangor, Malaysia, 2005.

[17] Funk, J. L. (2004). “Key technological trajectories and the expansion of

mobile internet applications.” Emerald Management 6: 211.

[18] C. C. Wong and P.L Hiew. “ Mobile Entertainment Review and Redefine. “IEEE

4th International Conference on Mobile Business, Sydney, Australia, 2005, to be

published

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