Table of Contents
- 1. Overview
- 2. Introduction
- 2.1. Background to the Report
- 2.2. Report Content & Structure
- 2.3. Currencies Used
- 3. Entertainment & Recreation
- 3.1. Music
- 3.2. Gaming
- 3.2.1. Networked Gaming at Home
- 3.2.2. Mobile Games and ' Social Play Networks'
- 3.2.3. Massively Multiplayer Online (MMO) Games
- 3.2.4. Virtual worlds
- 3.3. Video
- 3.3.1. Social Networking and User Generated Content
- 3.3.2. Broadcast and Video-on-Demand
- 3.3.3. SlingBox and SlingPlayer
- 4. Communication, Navigation and Enterprise Applications
- 4.1. Voice Calls, Voice Conferencing and Video Calls
- 4.1.1. Skype
- 4.1.2. Google Voice
- 4.2. Broadband on Public Transport
- 5. Fixed Broadband Substitution
- 5.1. Mobile Broadband at Home & Office
- 5.2. MiFi (Mobile Wi-Fi)
- 5.3. HSPA for Public Internet Access
- 6. Conclusions and Recommendations
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