Nokia predicts 25% of entertainment by 2012 will be created within peer communities
Rating: tell me something I don’t know
By Bena Roberts
According to Nokia mobile-mash-ups are the way forward and (from the press release)
of the 9,000 consumers we surveyed:
- 23% buy movies in digital format
- 35% buy music on MP3 files
- 25% buy music on mobile devices
- 39% watch TV on the internet
- 23% watch TV on mobile devices
- 46% regularly use IM, 37% on a mobile device
- 29% regularly blog
- 28% regularly access social networking sites
- 22% connect using technologies such as Skype
- 17% take part in Multiplayer Online Role Playing Games
- 17% upload to the internet from a mobile device
As part of the research we have identified four key driving trends; Immersive Living; Geek Culture; G Tech and Localism. These trends are currently sitting on the edge, but as these trends become more mainstream, they will have a collaborative, creative effect on the way people consume entertainment and, we predict, will lead to the Circular Entertainment phenomenon.
What we think?
Catch-up Nokia. The world and there dog is already aware of this and the term Circular Entertainment is on the border of awful. But criticism aside – figures such as these offer little as the time that people do these activities is not noted. Personally I do all of the above and would do even if I wasn’t in mobile but the problem is that I only do them occasionally or I watch mobile TV for about one minute a month.
The issue is not what the future will be – as it’s clear that user generated mobile content is key – the problem is maintaining that interaction to build a sustainable business model. Just like Web 2.0; Mobile 2.0 is starting to take off but without generating dollars or thriving revenue streams it doesn’t matter what category a person fits into. Moreover, Immersive Living and Geek Culture are passé terms that do little to pinpoint the emerging creative market for users that want a taste but not a subscription.
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