Mobile Disruption: The Technologies and Applications Driving the Mobile Internet by Jeffrey L. FunkMobile Disruption: The Technologies and Applications Driving the Mobile Internet by Jeffrey L. Funk

Mobile Disruption: The Technologies and Applications Driving the Mobile Internet

byJeffrey L. Funk

Hardcover | December 29, 2003

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  • A disruptive technology is a technology or innovation that results in worse product performance different from the expected or predicted performance; an example is that the Internet accessible mobile phone was thought to be a portable substitute for the PC-the actual applications of mobile phones are far different from this
  • Describes business models, user needs, and key technologies to create long-term strategies that are profitable in both the long- and short-term
Jeffrey L. Funk, PhD., is a professor of business at Hitotsubashi University in Japan, where he has been studying the mobile phone industry for almost ten years. He has been a consultant to industry leaders like NTT DoCoMo, J-Phone, Nokia, Hutchison Telecom, KPN, and Bouygues Telecom and is a member of the Global Mobility Roundtable, w...
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Title:Mobile Disruption: The Technologies and Applications Driving the Mobile InternetFormat:HardcoverDimensions:224 pages, 9.43 × 6.48 × 0.8 inPublished:December 29, 2003Publisher:WileyLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:0471511226

ISBN - 13:9780471511229

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Table of Contents

1. The Next Disruption.

Network Effects.

Disruptive Technologies.

Disruptive to Whom.

Network Effects and Communication Channels.

Competition in the Mobile Internet.

2. The Origins of the Mobile Internet.

Model of Industry Formation.

i-Mode: Initial Applications and Users.

KDDI, J-Phone, and Western Service Providers.

Appendix: The Creation of i-Mode.

3. Key Technological Trends

Polyphonic Tones.

Color Displays and Cameras.

Display Size.

Network Speeds.

Faster Microprocessors.

Increase Memory.

Improved User Interface.

Other Network Technologies.

Summary.

4. Phones as Portable Entertainment Players.

Ringing Tones.

Games.

Screen Savers. .

The New Value Chain.

Independent Portals.

Summary: Multi-media and the future of Entertainment Contents.

5. Mobile Marketing. 

Discount Coupons.

Free Samples and Giveaways.

Brand Image.

Attracting Mobile Members.

Linking databases.

Phones as Mileage and Membership Cards.

Summary.

6. Mobile Shopping and Multichannel Integration.

Pure Online Shopping .

Catalogues and Magazines.

Radio Stations.

Television Programming.

Summary.

Appendix: Payment Services.

7. Portable Services.

Car Navigation Systems.

Train and Bus Information Services.

Destination Information Services.

Maps.

B2C Integrated Services.

B2C and B2B Integrated Services.

Business Services.

GPS and Location-Based Services.

Summary.

8. Phones as Tickets and Money.

Competing Technologies.

Transportation Tickets and Reservations.

Concert and Other Entertainment Tickets.

Money.

Biometrics.

Other Applications.

Summary: The End of Cash?.

9. Mobile Intranets Applications.

Stage 1 Systems: Mail.

Examples of Stage 1 Systems.

Stage 2 Systems: Groupware.

Stage 3 Systems: Maintenance Applications.

Stage 3 Systems: Construction.

Stage 3 Systems: Report preparation.

Stage 3 Systems: SFA Applications.

Summary.

10. Platform Strategies.

Power Brokers.

Conventional Platform Management.

Key Role of Technological Trajectories.

The Evolution of the Mobile Platform in Japan.

The Evolution of the Mobile Platform in the West.

Index.

.