 
Entertainment
Firms, Hearing The Ring Of Cash Registers, Offer Compact Fun To
A Huge Market Of Cell Phone Users
A large U.S. corporation recently handed
down an unusual edict to its employees: Stop bowling in the office.
It seems that during staff meetings,
too many workers were quietly rolling animated bowling balls down
virtual alleys on their cell phones. That's one of the simple forms
of amusement being ushered in by a new generation of handsets that
are equipped to entertain as well as communicate.
Cell phone users around the globe are
or soon will be sampling songs, watching soccer highlights, caring
for electronic girlfriends and fishing on virtual lakes. They might
even pay a celebrity to supply their voicemail greeting. Granted,
a mobile phone is no one's first choice for music or video. But
close to a billion people carry one everywhere they go, and that's
why major entertainment companies are plotting ways to get their
products onto wireless networks.
Those networks will need much more capacity
before they'll be able to deliver songs, TV programs or movies.
So companies are focusing on more compact forms of amusement that
take advantage of the phones' increasing power.
Games are one example. The current generation
of phones can dial into the Internet and deliver rudimentary games
such as Jamdat Mobile's "Gladiator,"
in which players maneuver black-and-white icons through a medieval
kingdom and trade blows--slowly--with online opponents.
New phones for next-generation networks,
such as the ones Verizon and Sprint are deploying this spring and
summer, can download games such as Jamdat's "Bowling"
so users don't need to connect to the Web as they play. These games
are still far simpler than what you'd find on Nintendo or a computer,
but they're more detailed, responsive and instantly gratifying than
the previous versions.
The games typically rely on a phone's
tiny up, down, left, right and OK buttons to control the action.
In the bowling game, for example, players must click the OK button
at just the right time to set the optimum speed, direction and spin
of the ball. Those three elements determine the animated ball's
path and how many pins it lays low.
Beyond games, companies are starting
to work entertaining elements into the basic functions of the phone,
including its sounds, its screens and the messages it sends.
For example, New Line Cinema,
a film distributor owned by AOL Time Warner, offered downloadable
"Lord of the Rings" theme music and icons to VoiceStream
phones last fall.
"I have 'The Bridge at Khazad-dum
Theme' as my ring tone," said Gordon Paddison, a marketing
executive at New Line. "People go, 'Oh my God, where
did you get that?' It's great because it's such a recognizable tune."
Nokia brought customizable ring tones
to the European masses in 1998, and they've become wildly popular
despite their cheesy beeps and bleats. Who knows what will happen
as sound quality improves, as it will in many of the new phones?
The next round of Nokia handsets, for
example, includes software from Beatnik Inc. that brings higher
fidelity to ring tones, games and multimedia messages. Those models
and other phones also will have the ability to download and play
"song tones," or ring tones that are snippets of actual
songs.
Moviso, a subsidiary of media conglomerate
Vivendi Universal that focuses on wireless services, plans to offer
the first song tones this summer. Shawn Conahan, Moviso's
president, also is eager to offer multimedia messaging services
that use celebrated performers or athletes to deliver customized
tidbits of information.
Sony already is developing a multimedia
messaging service featuring actors and scenes from the upcoming
movie "XXX," said Rio D. Caraeff, vice president
of wireless services for Sony Pictures Digital Entertainment.
The company plans to announce deals soon with several global wireless
phone companies to offer mobile messaging and games built around
Sony films, he said.
About half a billion phones today are
equipped to handle messages enhanced with pictures, and upward of
10 million will soon be able to deliver messages with music and
animation, said Adam Lavine, chief executive of FunMail
Inc. in Pleasanton, Calif. The FunMail service, which is rolling
out on several networks, automatically embellishes messages with
cartoon figures and graphics.
Consumers in Japan may have access to
the richest variety of cell-phone-based entertainment. One example
is the Love by Mail virtual girlfriend service, which supplies users
with a demanding female cartoon figure.
Last year, NTT DoCoMo, the dominant
wireless phone company in Japan, enabled customers with camera-equipped
cell phones to snap and send photos wirelessly--a service that attracted
20% of the subscribers.
P.J. McNealy, a senior analyst at research
firm GartnerG2, cautioned that DoCoMo's success with mobile entertainment
may reflect unique social factors not found in the U.S.
"People [in Japan] spend two hours
on the train every day, going to and from work. Hand-helds are a
main source of communications and entertainment," McNealy said.
For most U.S. workers, who drive to work, "cell phone entertainment
isn't exactly optimal."
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