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  • Cellware.com - mobile social network where users, content creators benefit

    Recently I’ve stumbled upon Cellware.com and was immediately amazed how it works. It’s a service that adds a new twist to the mobile social networks. Basically, like for instance Nokia’s MOSH , Cellware.com allows users to share mobile content, but also adds a benefit to the content creators allowing them to actually make some money along the way. In addition, they’re providing their members with “fun and easy to use” tools to help them make mobile content, and again, monetize it. As you’ve probably guessed, they’ll be making their money from advertising, which is not that surprising considering that Cellware.com was created by Advertising.com’s co-founder, John Ferber. Finally, as with most services we see nowadays, Cellware.com is still in beta, but that doesn’t mean you won’t find any content there. Right from the start, they’ve managed get few of the content producing companies on board, including Alliance, Arphiola, Norstar Media, NO GOOD TV, Go Music Network, Oddcast, Selectracks, SoundIdeas, 4info, and Hanaho Games… ---Related Articles at IntoMobile:Mobile social networking in JuneYahoo may Buy UK Social Network Bebo for $1BKylie Minogue beats *** cancer, launches mobile social networkMicrosoft serious about mobile social networking; Acquires technology from WebFivesO2 brings MySpace and Facebook to mobile users in the UK
  • Nokia: By 2012, 25% of entertainment will be created and consumed within peer communities

    The Future Laboratory carried the study “A Glimpse of the Next Episode” to help Nokia construct “a global picture of what it believes entertainment will look like over the next five years.” 9,000 “trend-setting consumers” from 17 countries were surveyed and the results suggest up to a quarter of the entertainment consumed by people in five years time will have been created, edited and shared within their peer circle rather than coming out of traditional media groups. Of all people 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, The Future Laboratory has identified four key driving trends that are currently sitting on the edge: Immersive Living - the rise of lifestyles which blur the reality of being on and offline. Entertainment will no longer be segmented; people can access and create it wherever they are. Geek Culture - This triumph marks a shift as consumers become hungry for more sophisticated entertainment. Geek Culture rises, consumers will want to be recognized and rewarded - the boundaries between being commercial and creative will blur. G Tech - an existing social force in Asia that will change the way entertainment will look. Forget pink and sparkly, it is about the feminization of technology that is currently underway. Entertainment will be more collaborative, democratic, emotional and customized. Localism - The report uncovered a locally-minded sprit emerging in entertainment consumption and Localism will become a key theme of future entertainment. Consumers will take pride in seeking out the local and home-grown. See, user-generated...
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