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  • The 5 Biggest Trends Changing Mobile Entertainment | Entrepreneur

    The 5 Biggest Trends Changing Mobile Entertainment | Entrepreneur

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    Opinions expressed by Entrepreneur contributors are their own.

    Mobile entertainment is now a multi-billion-dollar global industry, evolving at breakneck speed as technological advances unlock new possibilities and shape consumer preferences in new and unexpected ways.

    Here is a look at the top five trends changing this industry today:

    1. Bite-sized, mobile-first entertainment

    Mobile phones and tablets have become ubiquitous, and user expectations are shifting towards mobile-first experiences optimized for smaller screens as a result. At the same time, leisure time is increasingly becoming a luxury as the pace of life for the active part of the population continues to speed up. One consequence is that users are increasingly drawn to content that can be enjoyed quickly and easily on the go. We have witnessed the rise of platforms like TikTok, Instagram Reels, YouTube Shorts and Yepp, serving up user-generated short-form content to a broad range of audiences.

    While there is a lot of discussion about the addictive properties of short-form entertainment, screen time regulation and age restrictions for platforms that offer bite-sized mobile fun, one thing is clear — this type of content has true mass appeal and is likely to remain a major fixture in the mobile entertainment space for the foreseeable future.

    Related: 4 Tech Trends Shaping the Future of Media and Entertainment

    2. Better connectivity

    More reliable connectivity, faster speed and greater proliferation of 5G are also transforming mobile entertainment in their own ways. Better connectivity enables developers to serve up more interactive experiences and data “heavy” formats, such as video streaming and conferencing, audio streaming, podcasting and networked gaming. This democratizes the creation of high-quality live content, which is no longer the exclusive turf of big broadcasting corporations, nor is it reliant upon wifi connectivity and a desktop device.

    In addition, the speed and coverage of 5G networks enable more precise location-based services. These enhance mobile entertainment experiences, such as augmented reality games or virtual tours, enabling a more immersive user experience.

    With the ability to provide higher-quality and more engaging content, mobile entertainment businesses can unlock new revenue streams, such as subscription-based services or pay-per-view options. By opening the door to more prosperous, more interactive, and more immersive content that can be consumed on the go, improved connectivity directly impacts the possibilities for entertainment on mobile devices and fuelling industry growth.

    3. AI and machine learning

    Artificial intelligence (AI) has a profound effect on mobile entertainment. Using AI-based tools such as machine learning helps developers improve and optimize backend processes like streamlining repetitive tasks, improving content moderation, and enabling leaner teams to achieve results. It also helps provide the more targeted, personalized entertainment experience that consumers have come to expect – serving up content based on a user’s interests and past viewing behavior.

    While AI is also making it easier to generate content, including text, images and video, users are increasingly looking for content that feels authentic and relatable – something that is still hard, if not impossible, for AI to produce.

    Therefore, when it comes to funny videos, fun memes and similar entertainment, user-generated content is still king for now, while AI works backstage to enhance how it is delivered and consumed.

    Related: The FBI Says Hackers Are Using Public Phone Chargers to Steal Your Information. Here’s How To Avoid Falling Victim to the Scam.

    4. Social media integration

    An argument has been made that mobile technologies are making us less sociable as a society, with some even ringing alarm bells that the art of casual in-person communication is in danger of being lost. After all, look around when riding the subway, and you’ll see most of your fellow passengers with their heads bent over their mobile devices, completely oblivious to their surroundings and more often than not entirely uninterested in striking up any conversations with their fellow passengers (which is not such a bad thing, to be honest). However, within the confines of the digital world, the opposite trend is underway, and consumers increasingly expect entertaining content that is much more social and interactive.

    Users are no longer passive consumers who just want to play a game or watch a video. Increasingly, they prefer to interact with other players, share their memes, comment on the videos they watch and otherwise engage with their digital communities and audiences. This trend is prompting the integration of social media functionality into mobile entertainment apps, providing more opportunities for users to interact with others online and within their digital communities.

    Related: How to Think Outside Your Industry and Revolutionize the Customer Journey

    5. AR and VR

    Advances in augmented reality (AR) and virtual reality (VR) tech have opened new possibilities for mobile entertainment. AR technology allows users to overlay digital content on top of the real world, creating a more engaging and interactive experience for users. Sharing features within social apps enable users to capture and share their AR experiences, such as swapping faces in photos or putting funny filters on images. AR also enables location-based experiences in social apps, which can be used for real-world events or virtual events. Users can interact with digital content tied to their physical location, participate in AR-based scavenger hunts and other location-based games, or engage in pretend play, such as trying on countless pairs of e-sneakers.

    As a result of the many AR- and VR-enabled features coming to the market, consumers are starting to expect more immersive, personalized, interactive, real-time, multimodal, and accessible experiences, prompting a higher level of competition among gaming and mobile entertainment companies to meet these expectations.

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    Max Kraynov

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  • IRS delays rule change for people who get paid on Venmo, Etsy, Airbnb and other apps | CNN Business

    IRS delays rule change for people who get paid on Venmo, Etsy, Airbnb and other apps | CNN Business

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    New York
    CNN
     — 

    Anyone getting paid for their goods and services through apps like Venmo, PayPal or CashApp, or platforms like Etsy and Airbnb, just got a reprieve from the IRS.

    Following concerns expressed by the tax community, the electronic transactions industry and some lawmakers, the IRS said Friday it would delay by one year the implementation of a rule change that would have resulted in a virtual paper chase of tax forms going out by January 31, 2023, to anyone using such apps for their business transactions.

    The rule change requires third-party payment platforms to issue a 1099-K to the IRS and the app user for business transaction payments if they add up to more than $600 over the course of the year. A business transaction that is taxable is defined as a payment for a good or service, including tips.

    It used to be those platforms only had to issue you a 1099-K if you engaged in more than 200 business transactions for which you received total payments of more than $20,000 in a year.

    “The IRS and Treasury heard a number of concerns regarding the timeline of implementation of these changes under the American Rescue Plan,” said Acting IRS Commissioner Doug O’Donnell. “To help smooth the transition and ensure clarity for taxpayers, tax professionals and industry, the IRS will delay implementation of the 1099-K changes. The additional time will help reduce confusion during the upcoming 2023 tax filing season and provide more time for taxpayers to prepare and understand the new reporting requirements.”

    Indeed, the increase in 1099-Ks issued early next year for people’s 2022 tax returns was expected to be, in a word, “ginormous,” according to Wendy Walker, who chairs the information reporting subgroup on the Internal Revenue Service Advisory Council.

    Walker works as a solution principal for Sovos, which helps more than 30,000 business clients with tax compliance, including the issuance of all types of 1099s, of which there are at least 16 different varieties.

    Some businesses that only had to issue a couple thousand 1099-Ks under the prior rules were looking at a couple hundred thousand, she noted. “Our clients … have reported enormous increases in their potential filing obligations as result of the threshold change,” Walker said.

    Meanwhile, those receiving 1099-Ks for the first time will have to figure out what portion of the amount reported on the form is actually taxable versus what portion represents payments that may be deductible business expenses, such as a fee paid to the payment platform or a credit issued to the business, Walker said.

    “People are just not going to understand how to take that gross amount and then work off the deductions to get to their taxable amount.”

    The move was welcomed by those representing third-party payment platforms.

    “Given the potential confusion the reporting requirement would cause, we applaud the delay, ” said Scott Talbott, spokesman for the Electronic Transactions Association. “The $600 reporting requirement is not worth the problems it would cause. ETA will keep working to increase the threshold to a realistic amount.”

    How does ETA define realistic? A threshold that falls between $10,000 and $20,000, Talbott said. “ETA supports a reporting threshold that ties into regular businesses and not consumers occasionally selling a handbag or a bike online.”

    The new rule doesn’t impose any additional taxes on anyone. Nor does it change your obligation as a taxpayer to always report to the IRS all of your taxable income from your business activities.

    But the 1099-K reporting will make it harder for someone to evade the taxes they owe by underreporting their business income.

    The rule also does not apply to personal transactions you conduct on an electronic payment platform. For example, if a friend sends you money through Venmo to help pay for a dinner out or your mother sends you some spending money.

    Lastly, the 1099-K reporting rule does not apply to any transactions made through Zelle. That’s because Zelle is a payments clearinghouse that connects the payer’s bank account directly to the receiver’s bank account. “Zelle facilitates messaging between financial institutions, but does not hold accounts or handle settlement of funds,” the company said in a statement earlier this year.

    But the IRS may still get reporting on at least some of your business transactions on Zelle, Walker said.

    If there is a business-to-business payment over the Zelle network, the business that makes the payment must provide the receiving business and the IRS with either a 1099-NEC for non-employee compensation or a 1099-MISC for other expenses, she explained.

    Like the 1099-K, those other forms also provide information to the IRS that will make it harder for businesses to understate their income in a tax year.

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  • Apple launches buy now, pay later service | CNN Business

    Apple launches buy now, pay later service | CNN Business

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    New York
    CNN
     — 

    Apple on Tuesday launched an option in its digital wallet allowing customers to pay for online purchases in installments, making it the latest company to embrace the buy now, pay later trend.

    The new feature, called Apple Pay Later, lets customers split payments for purchases into four installments over six weeks, with the first installment due at the time of purchase. Apple users can also apply for a loan within the Wallet app, ranging from $50 to $1000, with no interest or fees, to make online or in-app purchases.

    The payment option is rolling out to select users in the United States now, with plans to offer it to all eligible customers over the next several months, according to a company release. Apple first teased the feature last year.

    Apple’s move comes as a growing number of consumers have turned to buy now, pay later services to stretch their budgets at a time of high inflation and broader economic uncertainty. Other popular services that offer the same payment option include Affirm, Klarna and Afterpay.

    But some economists and consumer advocates have raised concerns that these services could cause shoppers to take on more debt.

    The installment process makes it seem like someone is paying practically nothing for the goods or service they’re acquiring, Terri R. Bradford, a research specialist in payment systems for the Kansas City Federal Reserve, previously told CNN. “So the possibility is that you could, in your mind, think of everything that you’re buying in those four installments and, as a result, take on more debt than you would if you had to pay for them in full each and every time.”

    But Apple says the new feature is “designed with users’ financial health in mind.”

    “There’s no one-size-fits-all approach when it comes to how people manage their finances,” said Jennifer Bailey, Apple’s vice president of Apple Pay and Apple Wallet, in Tuesday’s release. “Many people are looking for flexible payment options, which is why we’re excited to provide our users with Apple Pay Later.”

    Apple users will be able to track and manage upcoming loan payments in the Wallet app. Any loan application can also be done in the app with no impact on credit, according to the company.

    Apple’s Pay Later option is enabled through the Mastercard Installments program.

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