2002
DOI: 10.1080/101967802762553477
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Business Models for Mobile Content: The Case of M-Games

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Cited by 41 publications
(17 citation statements)
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“…These kinds of publications do not only contribute to the development of a richer knowledge base but they also expand the horizon for the mobile marketing research stream by offering innovative consumer-centric solutions packaged as mobile marketing tools. Topics of selected articles include examination of current and future applications of wireless technology and their commercial potentials (Aungst & Wilson, 2005;Malladi & Agrawal, 2002;Wen & Mahatanankoon, 2004), comparison of mobile payment solutions with other payment instruments (Ondrus & Pigneur, 2006), value propositions of location-based services and commercialization of them (Barnes, 2003a(Barnes, , 2003bHosbond & Skov, 2007;Kumar & Stokkeland, 2003;Rao & Minakakis, 2003), adoption of mobile gaming (Kleijnen, Ruyter, & Wetzels, 2004), review of mobile games research to assess the potential of mobile games as an advertising medium (MacInnes, Moneta, Caraballo, & Sarni, 2002;Salo & Karjaluoto, 2007), measuring the effectiveness of mobile direct mail coupons (Kondo & Nakahara, 2007), laying the foundations of text-message advertising (Rettie, Grandcolas, & Deakins, 2005), mobile multimedia services (Pagani, 2004), mobile multimedia advertising (Heller, 2006), text-to-screen mobile marketing (Dolian, 2008), image recognition as an opt-in method (Ramkumar, 2007), text messaging method for television voting (Becker, 2007), vehicular mobile commerce applications (Varshney, 2005), mobile TV (Bayartsaikhan et al, 2007), mobile banking (Laukkanen, 2005;Luarn & Lin, 2005;Ratten, 2008), mobile payments (Chen, 2008), mobile ticketing (Bauer, Reichardt, Exler, & Tranka, 2007) and wireless application protocol (Barnes, 2002b;Bertelè, Rangone, & Renga, 2002).…”
Section: Applicationsmentioning
confidence: 99%
“…These kinds of publications do not only contribute to the development of a richer knowledge base but they also expand the horizon for the mobile marketing research stream by offering innovative consumer-centric solutions packaged as mobile marketing tools. Topics of selected articles include examination of current and future applications of wireless technology and their commercial potentials (Aungst & Wilson, 2005;Malladi & Agrawal, 2002;Wen & Mahatanankoon, 2004), comparison of mobile payment solutions with other payment instruments (Ondrus & Pigneur, 2006), value propositions of location-based services and commercialization of them (Barnes, 2003a(Barnes, , 2003bHosbond & Skov, 2007;Kumar & Stokkeland, 2003;Rao & Minakakis, 2003), adoption of mobile gaming (Kleijnen, Ruyter, & Wetzels, 2004), review of mobile games research to assess the potential of mobile games as an advertising medium (MacInnes, Moneta, Caraballo, & Sarni, 2002;Salo & Karjaluoto, 2007), measuring the effectiveness of mobile direct mail coupons (Kondo & Nakahara, 2007), laying the foundations of text-message advertising (Rettie, Grandcolas, & Deakins, 2005), mobile multimedia services (Pagani, 2004), mobile multimedia advertising (Heller, 2006), text-to-screen mobile marketing (Dolian, 2008), image recognition as an opt-in method (Ramkumar, 2007), text messaging method for television voting (Becker, 2007), vehicular mobile commerce applications (Varshney, 2005), mobile TV (Bayartsaikhan et al, 2007), mobile banking (Laukkanen, 2005;Luarn & Lin, 2005;Ratten, 2008), mobile payments (Chen, 2008), mobile ticketing (Bauer, Reichardt, Exler, & Tranka, 2007) and wireless application protocol (Barnes, 2002b;Bertelè, Rangone, & Renga, 2002).…”
Section: Applicationsmentioning
confidence: 99%
“…Although there has been much research on computer games (MacInnes et al 2002;Benford et al 2005), most of it has focused on games online (Sinha et al 2005;Huang and Cappel 2005;Claypool and Claypool 2006;Brun et al 2006;Pena and Hancock 2006;D'Amora et al 2006), and less attention has been given to its mobile counterpart. Therefore, a theoretical study on the characteristics of mobile games could benefit industry participants and scholars.…”
Section: Introductionmentioning
confidence: 98%
“…Probably, the two industries can help each other by designing technologies and business models that will offer innovative services and added value to the end-users. Along the same lines, Macinnes et al [15] report that, "the nature of mobile communications promises a substantial improvement in profitability for content developers and distributors. "…”
Section: Mobile Music Challengesmentioning
confidence: 95%