Is this the thinking behind you signing more deals with casual web games companies like iWin and Slingo?
It’s about leveraging communities. Take two examples. With Fox and our 24 licence, 27 million people watch the TV show in the US and Europe. That’s a huge community to access either through the TV show, the Fox website or the DVD. So we do look for brands and licences, whether online or TV or Hollywood, which have significant communities that we can bring across to mobile. Then, if you look at something like Slingo, over three million people play, and one in 20 Americans have played a Slingo game. Again, there’s a significant community that has a relationship with that brand, so we can appeal to that community and bring them across to mobile. So people will be able to buy mobile content off the Slingo site. We do that with Jewel Quest and the iWin site, and we’ll do the same with Slingo. Shifting tack, does mobile gaming need a big champion, in the same way that Sony Ericsson has been promoting mobile music with its Walkman handsets, to raise its profile? It’s true that there isn’t one