"[2] MGAIN[3] assumes "mobile entertainment includes any leisure activity undertaken via a personal technology which is, or has the potential to be, networked and facilitates transfer of data ... over geographic distance either on the move or at a variety of discrete locations.
This allows future research to be conducted with the clarity of distinguishing mobile entertainment services of different domains.
"[4] Wong and Hiew[5] examine multiple perspectives from various players of the value web as well as researchers to bridge the gaps found in various definitions in order to reach a common understanding.
The authors consider the following as key considerations in determining whether a mobile service falls under mobile entertainment category: a form of leisure activity, interaction with service providers, utilization of wireless telecommunication networks, and transaction which incur a cost upon usage.
Segment 3 involves mobile entertainment which does not require wireless connection and transaction of an economic value.
Because SMS is the main messaging technology used by young people, it is still the most effective way of reaching this target market.
What enhances the consumer confidence in using SMS for mobile entertainment applications is the reliability of the service.
However, if he composes a ring tone (provided if the mobile device supports composing ring tone) and sets it as default ringtone, such activity is still considered as mobile entertainment but it does not utilize the wireless network or incur a cost upon usage.