Abstract:Elaborating on the rapid evolution of mobile entertainment services, this paper investigates customers' preferences and attitudes towards mobile music services in Europe through an exploratory research approach. The study ran in Finland, United Kingdom and Greece, targeting both music consumers and music professionals. Significant differences were observed between the three countries in terms of the importance music consumers attach to specific mobile music buying criteria and functionalities. Music consumers … Show more
“…Previous research has also reported that there are differences in music consumer behavior in different countries. In (Vlachos et al, 2004), this has been found to occur in the criteria people use when selecting mobile music services and rating the importance of their functionalities.…”
This paper reports a user study on retrieving, consuming and managing digital music content related to mobile music consumption. We study the personal relationship people have with music entertainment technology and content, and explore how music is enjoyed on the move. We also look at the typical actions related to personal music management, how they are accomplished, and where they take place. The study was carried out in New York City and Hong Kong, and the paper also reports the differences found in mobile music consumption between these cultural settings.
“…Previous research has also reported that there are differences in music consumer behavior in different countries. In (Vlachos et al, 2004), this has been found to occur in the criteria people use when selecting mobile music services and rating the importance of their functionalities.…”
This paper reports a user study on retrieving, consuming and managing digital music content related to mobile music consumption. We study the personal relationship people have with music entertainment technology and content, and explore how music is enjoyed on the move. We also look at the typical actions related to personal music management, how they are accomplished, and where they take place. The study was carried out in New York City and Hong Kong, and the paper also reports the differences found in mobile music consumption between these cultural settings.
“…The Vlachos and Vrechopoulos [2004] study suggests that there are no big differences in buying criteria between music professionals, that is, people who work in the generic music industry value chain, and those of music consumers; the mobile music service requirements are almost identical for both. The most important buying criterion for music professionals and consumers is content (i.e., "good sound/image quality" and "variety of music songs/video clips") [Vlachos and Vrechopoulos 2004].…”
Section: Two Significant Buying Decisionsmentioning
A short value chain, strong brand, strong game concept, broad porting, strong language support (EFIGS, i.e., English, French, Italian, German and Spanish), combined with short time to market and powerful global distribution machinery, are key components in building a successful mobile game and gaming business. But which of these components and factors affect success when success is defined as high revenue per download and high download volumes of the game? Or does the combination of all these factors decide the outcome? These are two central research questions in this study.We specifically describe the effects of using a brand in the mobile games' value chain. The comparative analysis of three J2ME-branded racing games points to the fact that the brand has a significant impact on the value chain and the success of a game. The stronger the brand the shorter the value chain, and the higher the revenue per download and the download volume.To some extent, a strong brand compensates for a lack in game quality, and even game porting. The other way around, we find that if the brand is weak even a good-quality game and very broad porting cannot compensate for the negative impact of a weak brand.
ACM Reference Format:Stenbacka, B. 2007. The impact of the brand in the success of a mobile game: Comparative analysis of three mobile J2ME racing games.
“…Studies that have addressed mobile music phenomena usually fall into two categories: surveys and statistics that rely on selfreporting and sales records [5,10], and ethnography using qualitative methods such as interviews [6,9]. For instance, Synovate Ltd. [5] recently probed interests for new kind of music services from 8000 respondents around the globe.…”
In this study we attempt to quantify the popularity of mobile music device utilization. We present an observational method to study music interaction in the wild and assess the reliability of the method. We apply this method to investigate mobile music device use regionally and globally in Europe, Asia, and North America. Our results show that globally, a stable one ninth of all observed urban commuters is engaged with music gadgets, in Tokyo above the other cities. In depth analysis shows that public displays of music devices are most common late on the working days. A subsample of bicyclists suggests that they utilize music devices even more than the pedestrians, but none of the observed segments is much interacting with the device while in transit. This has several implications for designing ubiquitous music experiences, particularly for modalities utilized in interaction.
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