Some entertainment media are cast in stone: Cinema, television, game consoles, CDs, are all standardized media. Most of these media have no element of person to person communication. “P2P” is almost an epithet among content publishers. Viewed in this light, mobile handsets are clearly different: They are created to enable person to person communication, which is sold as a subscription service.
- Handset hardware platforms that are less capable than most handheld game consoles in graphics, processor power, and storage, but universally capable in anytime/anyplace Internet connectivity.
- Hundreds of millions of customers accessible through a relatively small number of channels. Some, like Vodafone and Verizon, have achieved Wal-Mart-like domination of m-commerce in their territories. But, overall, the advantage is with content providers. The terms for mobile commerce are most favorable in the most mature markets.
- Hundreds of millions of new handsets each year that both expand the number of customers and upgrade older customers into a mobile networkthat includes mobile commerce and entertainment platforms.