y. Owners could be a movie or music studio, a book publisher, a newspaper or TV network, a sports league, and SO on. Thus, content owners range from multinational entertainment conglomerates to individual artists. Content owners typically receive 30-40% of the revenue of mobile content business. Design and Development: The content designed for PCs or TV often has to be modified for mobile platforms. The screens and graphics may have to be redesigned to fit the smaller screens of mobile phones. One of the challenges for developers and designers has been the diversity of mobile hardware and software platforms relative to the PC environment. This has meant that the desirability of having content available on many devices has had to be weighed against the costs of making different versions for different handsets (a process known as "porting"). Designers and developers get about 10-15% of the mobile content revenue. Publishing and Aggregation: Publishers and aggregators are experts who take content from multiple sources and test and certify that it can operate on various devices and networks. They also promote mobile content to operators and other distributors. These get about 3-8% of the mobile content revenue. Provisioning and Hosting: During this stage the content is actually transferred to the customers. This can include providing hosting services that physically store and deliver content ordered from network operators or others. Provisioning and hosting providers need to integrate closely with operators' billing systems, and in some cases they actually take on the billing function. These providers typically acquire 20-30% of the total mobile content revenue. Marketing and Delivery: These include the mobile operators, as well as others who sell mobile content to end users. Other players could be either OEMs like Nokia's Ovi offering and independent retailers. Operators also get about 20-30% of the revenue. Content distribution in North America is much more dominated by mobile operators than it is in Europe: someth