Latest Mobile Entertainment (MBEI) Headlines
Post# of 3
Energy Telecom Announces Launch of Blaupunkt Mobile Entertainment Eyewear
GlobeNewswire - Mon Jan 13, 10:59AM CST
Energy Telecom, Inc. (OTCBB:ENRG) ("Energy Telecom" or the "Company") announced that its manufacturing partners launched the Blaupunkt stereo Bluetooth eyewear for sale in the mobile entertainment market, at the 2014 Consumer Electronics Show.
GREE's Knights & Dragons Tops $5 Million in 30-Day Revenue
PRWeb - Tue Dec 17, 9:13AM CST
GREE today announced that Knights & Dragons, a top-charting game developed by their San Francisco studio in collaboration with Vancouver-based developer IUGO Mobile Entertainment Inc., has recorded more than $5 million of revenue in a 30-day period. GREE and IUGO now represent one of the most successful publishing relationships in mobile gaming.
Golden Gekko, a Digital Management, Inc. (DMI) Company, Recognized in Two Mobile Industry Awards
PR Newswire - Wed Dec 11, 7:16AM CST
Digital Management, Inc. (DMI), a leading provider of mobile enterprise and big data solutions and services, today announced Golden Gekko, a DMI company, was recognized as the "2013 Best Developer of an Enterprise App" for its development of the Warburtons' Red Insights app at the eighth annual Mobile Entertainment (ME) awards. The app was also recognized as the "Most Effective B2B Mobile Application" at the 2013 Effective Mobile Marketing Awards. Both ceremonies took place in London and recognized the mobile industry's finest achievements and innovations.
Research and Markets: 3Q13 Eastern Europe Mobile Entertainment Market Forecast, 2008-2017
Business Wire - Wed Nov 27, 10:14AM CST
Research and Markets (http://www.researchandmarkets.com/research/m87mjt/3q13_eastern) has announced the addition of IE Market Research Corp's new report "3Q13 Eastern Europe Mobile Entertainment Market Forecast, 2008-2017" to their offering.
3Q13 Eastern Europe Mobile Entertainment Market Forecast, 2008-2017
M2 - Wed Nov 27, 10:01AM CST
Research and Markets (http://www.researchandmarkets.com/research/39cnpx/3q13_eastern) has announced the addition of IE Market Research Corp's new report "3Q13 Eastern Europe Mobile Entertainment Market Forecast, 2008-2017" to their offering. We provide historical quarterly (2008 - 2012) data and annual forecasts (2013 - 2017) for Mobile Music (Total Users, Retail Revenues, Wholesale Revenues, ARPU), Mobile Gaming (Total Users, Total Events, Revenues, Average Spend per Event), Mobile Personalisation (Total Users, Paid Personalisation Events, Revenues, Average Spend per Event), Mobile TV (Total Users, Total Events, Revenues, Average Spend per Event), and Other Premium Content (Total Users, Average Spend per Event, Total Events, Revenue). For each of the above series, this forecast will provide data on 48 countries and 6 regions and is one of the most comprehensive forecasts of mobile entertainment usage in the world. Why you should buy this report: This report provides answers to all of the following questions: - What are the key trends in the global mobile entertainment market and in specific countries? How will this market grow over the next five years? - Which region/country is experiencing the fastest growth in mobile entertainment usage in the world? What are the key trends in each region/country? - Within the mobile multimedia industry, which segment is growing faster than others: Mobile Music, Mobile Gaming, Mobile Personalisation, Mobile TV, or Other Premium Content? How does this differ across regions/countries? Key Topics Covered: Total Mobile Multimedia Market Revenues ($ millions) - Mobile Music Revenue - Mobile Gaming Revenue - Mobile Personalisation Revenue - Mobile TV Revenue - Other Premium Content Revenue Mobile Music - Total users (000s) - Retail Revenues ($ millions) - Wholesale Revenues ($ millions) - Average Revenue per User ($) [Retail Revenues Only, monthly] Mobile Gaming - Total Users (000s) - Total Events (000s) - Mobile Gaming Revenues ($ millions) - Average Spend per Event ($) Mobile Personalisation - Total Users (000s) - Ringtone Users (000s) - Ringbacktone Users (000s) - Wallpapers and Graphics Users (000s) - Paid Personalisation Events (000s) - Mobile Personalisation Revenues ($ millions) - Average Spend per Event ($) Mobile TV - Total Users (000s) - Mobile TV Total Events (000s) - Mobile TV Revenues ($millions) - Average Spend per Event ($) Other Premium Content - Total Users (000s) - Average Spend per Event ($) - Other Premium Content Total Events (000s) - Total Other Premium Content Revenue ($ millions) For more information visit http://www.researchandmarkets.com/research/39...13_eastern Source: IE Market Research Corp
Research and Markets: Latest North America Mobile Entertainment Market Forecast, 2008-2017
Business Wire - Tue Nov 19, 9:53AM CST
Research and Markets (http://www.researchandmarkets.com/research/5r27t4/3q13_north) has announced the addition of IE Market Research Corp's new report "3Q13 North America Mobile Entertainment Market Forecast, 2008-2017" to their offering.
Latest North America Mobile Entertainment Market Forecast, 2008-2017
M2 - Tue Nov 19, 9:28AM CST
Research and Markets (http://www.researchandmarkets.com/research/r2zp93/3q13_north) has announced the addition of IE Market Research Corp's new report "3Q13 North America Mobile Entertainment Market Forecast, 2008-2017" to their offering. Global Mobile Entertainment Market Forecast provides a comprehensive forecast of global, regional, and country-specific mobile entertainment usage among consumers in 50 countries and regions. For each country, region, and globally, we provide historical quarterly (2008 - 2012) data and annual forecasts (2013 - 2017) for Mobile Music (Total Users, Retail Revenues, Wholesale Revenues, ARPU), Mobile Gaming (Total Users, Total Events, Revenues, Average Spend per Event), Mobile Personalisation (Total Users, Paid Personalisation Events, Revenues, Average Spend per Event), Mobile TV (Total Users, Total Events, Revenues, Average Spend per Event), and Other Premium Content (Total Users, Average Spend per Event, Total Events, Revenue). For each of the above series, this forecast will provide data on 48 countries and 6 regions and is one of the most comprehensive forecasts of mobile entertainment usage in the world. This report provides answers to all of the following questions: - What are the key trends in the global mobile entertainment market and in specific countries? How will this market grow over the next five years? - Which region/country is experiencing the fastest growth in mobile entertainment usage in the world? What are the key trends in each region/country? - Within the mobile multimedia industry, which segment is growing faster than others: Mobile Music, Mobile Gaming, Mobile Personalisation, Mobile TV, or Other Premium Content? How does this differ across regions/countries? This report will be useful to: - Mobile entertainment content providers - Strategists and analysts at vendors responsible for mobile entertainment strategy development and business analytics - Handset and device manufacturers in all areas of the telecommunications market that need strategy recommendations on key trends in the global mobile entertainment industry - Financial analysts and portfolio managers covering firms in the mobile entertainment industry - Consultants advising their clients on mobile entertainment markets - Researchers who need to gain a better understanding of the global mobile entertainment market Key Topics Covered: - Total Mobile Multimedia Market Revenues ($ millions) - Mobile Music - Mobile Gaming - Mobile Personalisation - Mobile TV - Other Premium Content For more information visit http://www.researchandmarkets.com/research/r2zp93/3q13_north Source: IE Market Research Corp About Research and Markets Research and Markets is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.
Carrier LTE Application Strategies to Combat OTT Players and Services
M2 - Tue Nov 19, 2:35AM CST
Research and Markets (http://www.researchandmarkets.com/research/pswsvm/carrier_lte) has announced the addition of the "Carrier LTE Application Strategies to Combat OTT Players and Services" report to their offering. Over-the-Top (OTT) applications are those that are provided via the Internet in which only a data connection is required. The wireless carrier is not directly involved and only recognized indirect revenue due to data usage. OTT players and applications have grown to become a significant threat to core services for network operators, most notably voice and messaging. Carriers do not discriminate what is being carried over the data channel and are satisfied (from a data service revenue perspective) to just sign up as many data users as possible. LTE brings rather significant capacity gains to the mobile networks, which translates into more bandwidth to offer, more subscriptions to sell, more data consumed, and more data revenue for the carriers. On the demand side, bear services, particularly data, continues to grow at a healthy pace, but there are limits to growth in bearer service for consumer and even enterprise usage. In addition, there is an increasing awareness of Internet Protocol (IP) being cheap source of transport, and hence more people becoming aware of VoIP, and therefore OTT alternatives. There is a big migration underway from traditional voice to data. This is not to mean that voice goes away in favor of only non-voice services. What this really means is that traditional circuit-switched (bearer) is going away, and eventually with it, traditional voice calling plans. With this evolution of bearer services becoming marginalized, the payload itself becomes the value and the simple carriage of data becomes a marginalized commodity. With this development, Value-added Service (VAS) applications become much more important to the network operators. Carriers can either sit idly by while this happens or take proactive action. We recommend the latter !! This research evaluates the OTT threat to wireless carriers and provides specific strategies and recommendations to compete and win in the marketplace. The report evaluates the general market drivers for VAS applications and the competitive factors issues relative to OTT player offerings. The report includes analysis of LTE enabled application benefits and challenges and presents an application roadmap. The report also includes forecasts from 2013 - 2018 for every major VAS application category including: - Mobile Data - Voice over LTE (VoLTE) - Rich Communication Suite (RCS) - Mobile Advertising - API-based Apps - Social Networking - Coupons and Loyalty - Geo-location - Mobile Gaming - Mobile Virtual Goods - Video, TV, and Second Screen - Mobile Health - Mobile Entertainment - Machine-to-Machine (M2M) - Connected Vehicles - Public Safety - Messaging (non RCS) - Small Cell Targeted Advertising Key Report Findings: - Carriers must leverage the Cloud and APIs to deploy their own VAS applications - The first VAS in the post-VoLTE era is RCS and it will lead to API development and integration - Network operators must deal with the threat of these "dial around" voice over wireless IP (or VoIP over Wireless OTT) - Partnerships such as API integration for Enterprise Dashboard will lead to improved customer loyalty as well as carrier profits - Leading VAS (such as Mobile Health with projected $10B revenue by 2018) represent significant margin enhancement opportunities for carriers For more information visit http://www.researchandmarkets.com/research/ps...arrier_lte About Research and Markets Research and Markets is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.
Amobee PULSE 3D Wins 2013 ME Award for Best Rich Media Ad Platform for Second Year Running
Marketwire - Mon Nov 18, 9:47AM CST
Amobee, the company defining mobile advertising, today announced that its PULSE 3D platform was declared the "Best Rich Media Ad Platform" in the 2013 ME Awards from Mobile Entertainment. This is the second year that Amobee has been honored with the award in the Best Rich Media Ad Platform category.
NQ Mobile Security(TM) Named "Consumer Trust" Winner at the 2013 MEFFYS
PR Newswire - Mon Nov 18, 8:03AM CST
NQ Mobile(TM) Inc. (NYSE: NQ) ("NQ Mobile" or the "Company"), a leading global provider of mobile Internet services, today announced that NQ Mobile Security(TM), NQ Mobile's flagship security app, has been named winner of the "Consumer Trust" category at the 2013 Mobile Entertainment Awards (the "MEFFYS"). Celebrating its 10th year, the MEFFYS are one of the mobile industry's most coveted awards, honoring achievements across mobile content and commerce and recognizing innovation from around the globe.
Tapjoy(R) Wins 2013 ME Award for Best Games Monetization Service
GlobeNewswire - Fri Nov 15, 3:57PM CST
Tapjoy, Inc. (www.tapjoy.com), a leading mobile advertising and monetization platform, announced today that it received the 2013 ME Award for Best Games Monetization Service from Mobile Entertainment, host of the annual ME Awards and leading news source for the mobile content market. Tapjoy was selected by a panel of industry insiders and mobile media and marketing experts to honor its overall excellence and breakthrough achievement in mobile advertising. Tapjoy accepted the award Thursday night at The Royal Garden Hotel in London.
RealNetworks Announces LISTEN(TM) - Reinventing Ringback Tones For Smartphones
PR Newswire Europe - Wed Nov 13, 2:02AM CST
RealNetworks, Inc. today introduced LISTEN(TM), a new app and service for music lovers and listeners that completely reinvents the ringback tone experience for smartphone users. LISTEN makes setting up and managing ringback tones - the songs and messages that play when someone calls you - easier and more flexible than ever before.
Motion Picture Studios Are Driving DVD Sales With Mobile Entertainment In-App Advertising Campaigns
Marketwire - Thu Nov 07, 8:30AM CST
SupersonicAds Media Group (www.supersonicads.com), the leading marketplace for mobile and web based native in-app advertising, has partnered with multiple major motion picture studios, including Sony Pictures, Universal Pictures, Lionsgate, Disney, Paramount, Warner Bros. and Fox, to promote theatrical, DVD and TV show releases.
Robert Herscu's HQ Development Leads Culver City Development by Providing High End Creative Space for Mobile Entertainment Network Provider 'Scopely' and Top Production Company 'HSI Productions'
Business Wire - Tue Oct 29, 1:01PM CDT
Driving towards Downtown on Jefferson Boulevard in Culver City, you notice the area looks newly refreshed. The Los Angeles startup community from Silicon Beach and beyond needs room to grow, and they demand an inspirational working environment in line with their youthful spirit. HQ Development Group teamed up with award-winning architects Shubin+Donaldson to transform a three-building manufacturing space along the Jefferson corridor into a hip, landscaped creative office campus.
RealNetworks Acquires Muzicall, A Leading Mobile Carrier Service Provider
PR Newswire Europe - Mon Oct 28, 2:02AM CDT
RealNetworks, Inc. [http://www.realnetworks.com/] today announced the acquisition of Muzicall [http://www.muzicall.com/], a leading service provider for mobile carriers and media companies in Europe, best known for its ringback tone (RBT) platform and innovative direct-to-consumer marketing approach to the RBT business. Muzicall has been integrated into RealNetworks' Mobile Entertainment division, which in partnership with carriers manages 18 million active global ringback tone subscribers.
Downhill Racer Sidekick Cycle Now Available for iOS Devices
GlobeNewswire - Wed Sep 18, 10:05AM CDT
And they're off! Sidekick Cycle, the inaugural mobile game from Global Gaming Initiative, is now available for download on iOS platforms. The title marks the beginning of GGI's mission to build gaming experiences that connect digital-world customers to real-world causes. For every 387 downloads of Sidekick Cycle, GGI purchases one bicycle for a child in an impoverished community.