This is the debut of the three major operators after receiving the license - China Mobile Chairman Yang Jie threw out concepts such as " 5G + Ecology"; China Telecom Chairman Ke Ruifen put forward striving to be the first to start SA-oriented network upgrades in 2020; Li Guohua, general manager of China Unicom, said that innovative applications have covered 11 industries and more than 100 scenarios.
This is also a stage for technology companies to show their strength - the Internet of Things, health care, industrial manufacturing, intelligent transportation, intelligent retail ...... almost all the "wind mouth" can be in the 5G concept of help to fly higher and longer.
In the midst of all this buzz, the entertainment sector seems to have been overlooked as an inherently "emotional" segment. In fact, every technological change affects the pan-entertainment experience and the shape of content creation, thus truly disrupting the industry that is closest to the user.1G realizes the communication of voice, 2G opens the expression of text, 3G makes the transmission of pictures possible, 4G ignites the passion of video, and in the upcoming 5G era, "interactive film and television" may be ripe.
We've already seen interactive content such as Netflix's Black Mirror: Pandasnakey, HBO's Mosaic, and Lovecraft's His Smile, and familiar terms such as 4K/8K, VR/AR, and cloud gaming have further materialized the vague perception of pan-entertainment 5G out there.
While creativity will always be the soul of the entertainment industry, it is the churning of technology that is the cog that really leaps the content form. From 1G to 5G, the transformation of mobile communications has unleashed the content capabilities of entertainment, and driven by the energy of entertainment, technology has moved more quickly into practical application.
China began deploying 1G networks around 1987. At that time, the iconic "object" was Motorola's "Big Brother", and the function of the phone was just "making a call", with low voice quality, unstable signals, and poor anti-interference. People's recreational life had nothing to do with communications.
In the 2G era, Nokia was the representative of cell phones that, in addition to making calls, could edit SMS and even MMS messages as well as surf the Internet for some text messages. In addition to using it for communication, people also use SMS subscription services to get information, such as weather forecasts and newsletters.
Everything revolved around "text," and second-generation mobile communications offered a high degree of confidentiality and increased system capacity. "Reading novels on a cell phone became a popular form of entertainment on the "mobile" side.
With the increasing demand for mobile networks, 3G (3rd generation mobile communication network) must develop new standards on the new spectrum to enjoy higher data transmission rates. In the process of upgrading from 2G to 3G, the number of cell phone users increased. 2009-2013 was a period of rapid construction of China's 3G network, the number of cell phone users was 770 million in 2009, and in 2013, the number of users reached 1.228 billion, with a compound growth rate of about 12%. 3G users have achieved basic coverage.
With high bandwidth and stable transmission, video telephony and mass data transmission are more common, and mobile communications have more diversified applications. Therefore, 3G is regarded as an important key to open up a new era of mobile communications, and the transformation of the technology for the entertainment industry has also begun.
The main difference between 3G and 2G is the ability to transmit both voice and data information.It is capable of handling multiple media forms such as images, music, video streaming, etc. and supports cellular mobile communication technology for high-speed transmission.The first generation of smartphones represented by the iPhone and tablets supporting 3G networks also appeared at this time.
This was the time when the main concepts of cell phones began to revolve around the quality of music, as well as the pixels of the camera and the HD of the video.
On the graphic side, the mobile reading market in the 3G era continues to extend the heat of the 2G period. E-reader terminal manufacturers and traditional publishers and other content providers, each launching their own products to join the competition. Telecom operators have also begun to make an effort in mobile reading - China Mobile spent huge sums of money to establish a mobile reading base in 2009, and China Unicom's mobile reading business was also formally introduced to the market.
Taking Shanda Literature as an example, its mobile business income mainly comes from the operating share of providing copyrighted content to the reading base of mobile operators. China Mobile and Shanda's CP is divided into six-four, Shanda and the author of the five-five or six-four share, after deducting a variety of costs, Shanda Literature's authors can share at most 11% to 13% of the total income, in the "IP" concept has not yet appeared, this is the net article authors' This is also the "meager" income of the authors of online literature when the concept of "IP" has not yet appeared.
Posted by Anvon, please cite the source when reprinting or quoting this article:https://anvon.com/en/579.html