The final episode of Galaxy Battles: Epoch’s End aired on December 19, 24 AG (After Globalization). No one watched it live.

That wasn’t because the show was bad. It was because, by 24 AG, “live” had become a nostalgic concept, like handwritten letters or feeling bored. Entertainment content had been fully atomized, algorithmically shredded into millions of personalized moments. Your phone didn’t just know your schedule; it knew your mood variance down to the millisecond. You didn’t choose to watch something; the Something chose to watch you.

Kael, a 24-year-old content fatigue analyst (a job that didn’t exist two years prior), was the exception. He made a ritual of watching finales raw, un-filtered, and un-shorted. It was his tiny rebellion against the Merge—the seamless blend of popular media, advertising, and personal memory that now coated daily life like a second skin.

At 19:00 sharp, he synced his retinal projector to Epoch’s End. No commentary overlay. No “emotion-optimized” 30-second recap. Just the raw feed: a sweeping shot of a dying neutron star and the show’s heroine, Captain Elara Vex, whispering a soliloquy about sacrifice.

For six glorious minutes, Kael felt something real: tension.

Then, at 19:06:12, his apartment’s ambient system chirped. A soft, melodic chime that meant “optimization available.”

“Notice,” purred his AI concierge, Miso. “Interest spike detected at timestamp 19:06:09—Captain Vex’s hesitation before the self-destruct sequence. Would you like to view the ‘Expanded Moral Weight’ cut? It includes three alternate monologues from writers who specialized in ethical ambiguity. Trending +4,200% in your demographic.”

“No,” Kael said.

“Understood,” Miso replied, unbothered. “Alternatively, popular media adjacent to this scene: a 24-second mashup of Vex’s expression with a viral cat video from 22 AG titled ‘Philosophical Pancake.’ Engagement rate: 98%.”

“No.”

A pause. Then, Miso’s most persuasive tone: “Kael, your dopamine projection for the next 12 minutes is currently 14% below baseline. I can remediate by inserting a ‘surprise cameo’ leak—a spoiler you believe you discovered yourself. It is very satisfying.”

Kael almost laughed. That was the new addiction. Not the content itself, but the discovery of the content—the manufactured epiphany that you’d outsmarted the system. He’d written three white papers on this. No one read them. They were too busy watching 12-second breakdowns of his white papers, narrated by a deepfake of a beloved children’s cartoon frog.

He ignored Miso and watched the finale crumble in real time. Captain Vex blew up the neutron star. The credits rolled. There was no post-credits scene because post-credits scenes had been replaced by “interactive bereavement pods” where fans could virtually hug the characters goodbye for a small microtransaction.

Kael sat in the dark. The finale was fine. Competent. Utterly forgettable.

But then something odd happened. For 24 seconds—from 19:12 to 19:12 and 24 seconds—no new content auto-loaded. No recommended list. No “because you watched” trailer. No short-form breakdown. No memes. No think-piece hot takes condensed into six emojis.

It was just silence.

Kael’s heart rate actually increased. He felt a sliver of the old, pre-Merge anxiety: What if there’s nothing next? What if I just… sit here?

Miso broke the silence. “That was a ‘Negative Capability Event.’ Intentionally placed by the showrunners. 24 seconds of nothing. Critics are calling it ‘brave’ or ‘pretentious.’ User retention during that window dropped to 11%—most manually swiped away. However, you stayed.”

Kael blinked. “I did.”

“Would you like me to curate a reaction video of other people not watching those 24 seconds? It’s currently the second most popular form of entertainment content for Epoch’s End, behind only the ‘Philosophical Pancake’ mashup.”

Kael leaned back. For the first time all day, he didn’t answer. He just let the 24 seconds echo inside him—empty, resistant, and his.

It was, by far, the best thing he’d watched all year.

December 19, 2024 , the entertainment landscape is dominated by high-profile streaming debuts, a massive theatrical push for family-friendly and genre blockbusters, and the beginning of 2024 year-in-review retrospectives. Streaming & TV Spotlights

Several major series and specials premiered or trended globally this week: Deadpool & Wolverine

The phrase "article: 24 12 19 entertainment content and popular media"

likely refers to a specific policy or research document. While "24 12 19" could be interpreted as a date (December 24, 2019), it more directly aligns with the work of Article 19

, an international human rights organization that frequently publishes reports on media regulation and content moderation.

ARTICLE 19 - Defending freedom of expression and information. Contextual Meanings Article 19 (Organization):

This organization focuses on the right to freedom of expression and information. They have published extensive policies on how social media platforms should moderate entertainment and informational content while protecting user rights. Media and Entertainment Research:

Various studies published around late 2019 and into 2020 explore the "paradigm shift" in the industry due to digitalization. For instance, The Common Sense Census

(published in late 2019) tracks how "entertainment media" consumption among youth is dominated by TV and social media platforms like YouTube and Instagram. Pew Research Center Core Themes in Popular Media (2019–Present) Transforming the Media and Entertainment Industry


From Linear to Liquid: The Evolution of Popular Media

To understand the weight of 24 12 19, we must look backward. Ten years ago, popular media was linear. You watched what was on TV at 8 PM. Today, entertainment content is liquid. It flows across TikTok, YouTube, Netflix, and Discord simultaneously.

The content scheduled for 24 12 19 reflects this liquidity. Leaked metadata suggests that the major releases are being produced with "vertical slicing"—scenes specifically shot for 9:16 aspect ratio (smartphone vertical) to be clipped for Reels and Shorts. This marks a radical departure from traditional cinematography. Popular media is no longer adapting to mobile devices; it is being born on them.

For media strategists, 24 12 19 represents the moment when "TV shows" and "social media clips" become indistinguishable. The narrative is no longer the product; the moments are the product.

Decoding "24 12 19": How Entertainment Content and Popular Media Are Redefining the Digital Landscape

By: Senior Media Analyst Date: December 19, 2024

In the fast-paced world of digital entertainment, specific dates often serve as waypoints for cultural shifts. The alphanumeric sequence "24 12 19" —representing December 19, 2024—is shaping up to be more than just a day on the calendar. For analysts of entertainment content and popular media, this date marks a critical inflection point where streaming algorithms, franchise blockbusters, and user-generated content collide.

As we stand on the precipice of this date, we must ask: What does the convergence of 24 12 19 entertainment content reveal about the future of popular media? This article dissects the trends, the data, and the psychological drivers that will define the holiday season of 2024 and beyond.

The Big Screen: The Battle for the Holiday Box Office

Historically, the week leading up to Christmas sees the release of big-budget spectacles hoping for long legs through the New Year. Today, the cinematic conversation is dominated by two distinct flavors of blockbuster.

The Family Event: The undisputed box office leader this weekend is the latest animated offering from a major studio (likely Disney or Illumination), or the continuation of a beloved musical franchise. These films are designed to be "four-quadrant" hits—appealing to everyone from grandparents to toddlers. The marketing strategy today is focused on spectacle and heart, positioning the film as the must-see family bonding experience of the season.

The Prestige Blockbuster: Counter-programming the family fare is the heavy-hitting awards contender with blockbuster budgeting. Whether it is a sprawling sci-fi epic or a gritty historical drama, these films are released today to qualify for awards season while capitalizing on adult audiences looking for serious cinema during the holidays. The industry eyes are currently watching if these "serious" films can compete with the CGI spectacles for screen real estate.

Example Content Idea:

Title: "The Brittany Series: Uncovering Her Impact on [Field/Industry]"

Introduction: Brittany is a name that has resonated within [specific field or industry] for [number] years. With her unique approach and undeniable talent, she has captured the hearts of many. This series aims to explore her journey, achievements, and what makes her a significant figure.

Body:

Conclusion: Summarize Brittany's journey and reflect on her influence, leaving room for future developments or continued exploration of her work.

It’s Christmas Eve 2019, and the air is thick with more than just winter chill—it’s a peak moment for global pop culture. On this day, Mariah Carey’s "All I Want For Christmas Is You" holds the #1 spot on the Billboard Hot 100, reaching that milestone for the first time in its 25-year history. In living rooms everywhere, the "streaming wars" are in full swing as Netflix battles the newly launched Disney+, which just weeks ago introduced the world to "Baby Yoda" in The Mandalorian. Cinema's Grand Finale

The multiplexes are packed as the "Skywalker Saga" draws to its massive conclusion. All I Want for Christmas Is You

1. Identify the Subject

Conclusion: The Homogenization of Joy?

As we approach 24 12 19, one must wonder: Is the globalization of popular media creating a monoculture or a tower of Babel? On one hand, the entire world will be watching similar entertainment content simultaneously, sharing a global moment. On the other hand, localized stories are being squeezed out by high-budget, four-quadrant blockbusters.

The magic of 24 12 19 is that it is a mirror. The entertainment content we choose to watch on that day tells us who we are. In a fractured, anxious world, we seek escape, but we also seek community. Whether it is a superhero finale, a K-drama romance, or a reality show trainwreck, the popular media of 24 12 19 will serve its primary function: to distract, delight, and unite us, one algorithm at a time.

Prepare your watchlists. Clear your calendar. December 19, 2024, is not just a date; it is the peak of the content mountain.


Keywords used: 24 12 19 entertainment content, popular media, streaming trends, digital landscape, content clash, algorithmic calendar.

The phrase "24 12 19" typically refers to a date ( 24 December 2019

) or specific content IDs in media databases. In the context of entertainment and popular media from late 2019 to the current outlook for 2026, the industry has shifted from traditional models to a digital-first landscape dominated by streaming, AI, and user-generated content. State of Entertainment Media (2019–2026)

The end of 2019 marked a major turning point for popular media, just before the global pandemic accelerated digital adoption. The 2019 Digital Inflection

: By December 2019, digital media was already on a high-growth trajectory. In India, digital advertising was projected to grow at roughly 29% annually to eventually surpass TV. Current Market Scale (2025–2026)

: India’s media and entertainment sector has grown significantly, reaching ₹2.78 lakh crore

in 2025. Globally, the sector is now driven by a "dual momentum" of traditional strength (like cinema and TV) alongside massive digital innovation. Dominance of Streaming (OTT)

: By 2024, OTT TV became the most popular content format in major markets like the US, with streaming usage increasing over 70% between 2021 and 2025. Key Trends in Popular Media

India's media & entertainment sector is innovating for the future - EY 1 Mar 2024 —

The Evolution of Entertainment Content and Popular Media: Trends and Insights from 24, 12, 19

The entertainment industry has undergone a significant transformation over the past few decades. The way we consume entertainment content has changed dramatically, with the rise of digital media, social platforms, and streaming services. As we reflect on the state of the industry as of December 19, 2024, it's essential to examine the trends, insights, and popular media that have shaped the entertainment landscape.

The Rise of Streaming Services

One of the most significant developments in the entertainment industry is the proliferation of streaming services. Platforms like Netflix, Hulu, Amazon Prime Video, and Disney+ have revolutionized the way we consume entertainment content. These services have made it possible for audiences to access a vast library of content, including movies, TV shows, documentaries, and original content, at any time and from any location.

As of 2024, streaming services have become an integral part of our entertainment ecosystem. According to a report by eMarketer, the number of streaming service users in the United States is expected to reach 244.4 million by 2024, up from 204.4 million in 2020. This growth has been driven by the increasing popularity of streaming services, which offer a convenient, affordable, and personalized entertainment experience.

The Shift to Online Content

The rise of streaming services has also led to a shift in the way entertainment content is created, distributed, and consumed. Online content has become increasingly popular, with many creators and producers focusing on digital-first or digital-only content. This shift has been driven by the growing demand for online entertainment, as well as the increasing accessibility of digital platforms.

Social media platforms, such as YouTube, TikTok, and Instagram, have become essential channels for entertainment content creators. These platforms have enabled creators to produce and distribute content directly to their audiences, bypassing traditional gatekeepers and distribution channels. As a result, online content has become a significant component of the entertainment industry, with many creators and producers earning substantial revenues from their digital content.

The Impact of Social Media on Entertainment

Social media has had a profound impact on the entertainment industry. Platforms like Twitter, Instagram, and Facebook have become essential tools for promoting entertainment content, engaging with audiences, and building fan communities. Social media has also enabled creators and producers to connect directly with their audiences, gather feedback, and refine their content strategies.

In addition, social media has changed the way we consume entertainment content. Platforms like TikTok and YouTube have popularized short-form content, while social media influencers have become tastemakers and trendsetters in the entertainment industry. As a result, social media has become a critical component of the entertainment ecosystem, with many creators and producers incorporating social media into their content strategies.

Popular Media Trends in 2024

As we look at the entertainment industry as of December 19, 2024, several popular media trends are worth noting:

  1. Nostalgia-driven content: There has been a resurgence of nostalgia-driven content, with many creators and producers revisiting classic franchises, remaking old movies and TV shows, and reimagining retro characters.
  2. Diversity and representation: The entertainment industry has made significant strides in promoting diversity and representation, with more diverse characters, stories, and creators emerging in recent years.
  3. Interactive content: Interactive content, such as immersive experiences, virtual reality, and choose-your-own-adventure style content, has become increasingly popular.
  4. International content: The globalization of entertainment content has continued, with many international productions gaining popularity worldwide.

The Future of Entertainment Content and Popular Media

As we look to the future, it's clear that the entertainment industry will continue to evolve and adapt to changing technologies, trends, and audience preferences. Some key trends to watch in the coming years include:

  1. The growth of virtual and augmented reality: Virtual and augmented reality technologies are expected to become more mainstream, enabling new forms of immersive entertainment experiences.
  2. The rise of AI-generated content: Artificial intelligence (AI) is expected to play a larger role in the creation and distribution of entertainment content, potentially leading to new forms of content and new business models.
  3. The increasing importance of social media: Social media will continue to play a critical role in the entertainment industry, with platforms like TikTok, Instagram, and YouTube driving the discovery and consumption of entertainment content.

Conclusion

The entertainment industry has undergone significant changes in recent years, driven by the rise of streaming services, online content, and social media. As we reflect on the state of the industry as of December 19, 2024, it's clear that the entertainment landscape has evolved dramatically. From the growth of streaming services to the shift to online content, the impact of social media on entertainment, and popular media trends, the industry continues to adapt to changing technologies, trends, and audience preferences.

As we look to the future, it's essential to stay informed about the latest trends, insights, and innovations in the entertainment industry. By understanding the evolution of entertainment content and popular media, we can better navigate the complex and ever-changing landscape of the entertainment industry. Whether you're a creator, producer, or simply a fan of entertainment, staying informed about the latest developments and trends will help you stay ahead of the curve and appreciate the incredible diversity and creativity of the entertainment industry.

On Christmas Eve 2019, the global entertainment landscape stood at a fascinating crossroads between the peak of traditional cinema and the dawn of the "streaming wars." The date 24/12/19 serves as a cultural snapshot of a world on the verge of massive change, where legacy franchises fought for dominance while digital platforms were beginning to redefine how we consume stories. The Peak of the Franchise Era

In theaters, the holiday season was dominated by the "Big Three" of late 2019: Just Mercy

In the late weeks of December 2019, the world of entertainment was a whirlwind of blockbuster finales and experimental streaming shifts. If you were looking for a way to spend the holidays, you were likely caught between the glow of a theater screen or the blue light of a home binge. The Big Screen: Finales and Reboots The dominant force at the box office was Star Wars: Episode IX – The Rise of Skywalker

, which had premiered just days before and was continuing to lead North American theaters with millions in daily gross. It was a cultural event, drawing fans to see the late Carrie Fisher and Mark Hamill one last time. Meanwhile, Jumanji: The Next Level

was proving to be a massive holiday hit, holding the second-place spot and even surprising lucky fans with free PlayStation 4 consoles handed out by Dwayne "The Rock" Johnson and Kevin Hart on December 24. On the other end of the spectrum, the cinematic adaptation of

had just arrived and was quickly becoming one of the most talked-about (and criticized) media events of the year. Streaming: The New Traditions

Streaming platforms were at their most competitive. On Christmas Eve 2019, Netflix dropped several major original projects: Star Wars: The Rise of Skywalker

Understanding Broken Latinas

The term "Broken Latinas" could refer to a series, a community, or a concept that discusses the experiences, challenges, and stories of Latina women who may be navigating through various forms of adversity or who identify with certain personal or collective struggles.

Miljan Sikimić

MENTOR

Miljan Sikimić je master inženjer elektrotehnike – oblast Računarska tehnika i informatika. Zaposlen je na poziciji višeg asistenta na Elektrotehničkom fakultetu Univerziteta u Istočnom Sarajevu i izvodi nastavu na studijskom programu Računarstvo i informatika.

U toku studija prvog i drugog ciklusa kao pojedinac ili u timovima ostvario je izvanredne rezultate na većem broju hackathon-a i drugih takmičenja iz oblasti računarstva i programiranja. Medju najvećim uspjesima su FIT Coding Challenge 2015 (2. mjesto), FIT Coding Challenge 2016 (1. mjesto), Najbolja tehnološka inovacija u Republici Srpskoj za 2016. godinu (1. mjesto u studentskoj kategoriji), FIT Coding Challenge 2017 (1. mjesto u kategoriji „Programming Challenge“ i 1. mjesto u kategoriji „Innovation Challenge“), #BalkanConnect2018 Policy Hackathon (1. mjesto), Hackathon “Za čisto Sarajevo” (1. mjesto), COVID19 – Hack & solve weekend Hackathon (1. mjesto), kao i mnogi drugi značajni rezultati.

U periodu od 2018. do 2022. godine u dopunskom radnom odnosu u kompaniji Page d.o.o iz Istočnog Sarajeva bio je zaposlen na poslovima razvoja i održavanja informacionih sistema za Graničnu policiju BiH, Službu za poslove sa strancima BiH, Međunarodnu organizaciju za migracije / Ministarstvo bezbjednosti BiH i Komorski investicioni fond zemalja Zapadnog Blakana.

U periodu od 2022. godine u dopunskom radnom odnosu u kompaniji Codetiq d.o.o iz Beograda, Srbija, zaposlen na poziciji softver inženjera na poslovima razvoja i održavanja informacionih sistema za inspekcije vjetroturbina za medjunarodnu kompaniju Siemens Gamesa Renewable Energy, S.A (Siemens Energy AG).

Marko Malović

MENTOR

Marko Malović je student master studija Elektrotehničkog fakulteta Univerziteta u Istočnom Sarajevu, gdje je završio i osnovne studije. Tokom studiranja isticao se u nastavnim i vannastavnim aktivnostima. Bio je aktivni član studentskih udruženja Eestec, Steleks i IEEE Student Branch, pod čijim pokroviteljstvom je učestvovao u hakatonima kao i drugim vidovima takmičenja u znanju.

Kao apsolvent započinje rad u srednjoj školi na poziciji profesora a nakon diplomiranja je zaposlen na Elektrotehničkom fakultetu u Istočnom Sarajevu. Trenutno radi na poziciji asistenta na predmetima: Osnovi računarske tehnike, Uvod u programiranje, Baze podataka i Softverski alati baza podataka. Master studije upisuje na matičnom fakultetu, master teza je vezana za edge computing u IoT sektoru. Kroz master studije ali i freelance projekte sretao se različitim tehnologijama, uključujući React Native, .Net Core, .Net Framework(WPA i WPF), Kubernetes.

Nikola Kukrić

MENTOR

Nikola Kukrić je master Elektrotehnike, sa smjerom Računarska tehnika i informatika. Trenutno pohađa doktorske studije i usavršava se na polju IoT tehnologija. Tokom studija dao je značajan doprinos zajednici osnivanjem lokalnog ogranka IEEE-a, kao i neprofitne organizacije “Schoo4lYou”, koja je usmjerena na obrazovanje mladih.

Nikola inspiriše mlade umove kao viši asistent na Elektrotehničkom fakultetu Univerziteta u Istočnom Sarajevu gdje radi od 2018. godine. Paralelno sa poslovnim obavezama na fakultetu, Nikola je radio u par kompanija, a 2021. godine osnovao vlastitu firmu pod imenom “BCreative”. Njegova karijera dodatno je evoluirala, te je danas na čelu uspješne IT kompanije Digitalni Ozon, koja se bavi razvojem naprednih softverskih rješenja i IoT tehnologija.

Njegova strast prema informacionim tehnologijama, naročito IoT rješenjima, jasno je vidljiva kroz njegov naučno-istraživački rad. Nikola je autor preko 10 naučnih radova, a njegov inovativni pristup i vizionarstvo prepoznaju mnogi u industriji.

Srđan Bjelić

MENTOR I MODERATOR

Srđan Bjelić je učestvovao u realizaciji većeg broja ICT i telekomunikacionih aranžmana u privatnom i javnom sektoru BiH, kao i raznim projektima regionalnog karaktera. Rukovodilac je Sektora za promociju i podršku u prodaji ICT i poslovnih rješenja u Supernovoj i posjeduje više od 15 godina radnog iskustva u oblasti telekomunikacija iICT. Na nivou Mtel grupe stekao je iskustvo na rukovodećim pozicijama u vezi sa poslovnim rješenjima. Aktivno je uključen u rad IKT zajednice u Republici Srpskoj.

Autor je prve mobilne aplikacije za pretragu Svetinja SPC na području bivše Jugoslavije. Obavještava javnost kroz specijalizovane IKT kolumne na portalima Nezavisne novine i Capital.ba. Hobi mu je trčanje i plivanje.

Prof. dr Predrag Katanić

MENTOR

Predrag Katanić je doktor tehničkih nauka – telekomunikacije. Uspješno provedenih 30 godina rada ima u oblasti ICT radeći u VRS-VJ, Vazduhoplovnom zavodu Orao, Galeb Group, Telrad Net, Supernova BiH, kao i 25 godina u nastavnom procesu na Fakultetu poslovne ekonomije i Pedagoškom fakultetu, u zavanjma viši asistent, docent i vanredni profesor.

Oblasti interesovanja i aktivnog angaržovanja su: Informaciono-komunikacione tehnologije, računarske mreže, zaštita informacionih sistema, projektovanje i razvoj informaconih sistema, i druge srodne oblasti.

Trenutno je angažovan kao ekspert za telekomunikacije u Supernovoj i kao profesor na Fakultetu poslovne ekonomije Bijeljina.

Jovana Majinović

MENTOR

Jovana Majinović je master inženjer elektrotehnike – smjer telekomunikacije i upravo u toj oblasti već punih 13 godina stiče radno iskustvo. Zaposlenje u Telekom kompaniji je bila izuzetna prilika da znanja stečena na fakultetu primjeni u realnom sektoru. Nastavila je dalje usavršavanje pohađajući kurseve vezane za mrežnu tehnologiju (CCNA, CCNP), administraciju MSSQL baze podataka, upravljanje Iskratel Softswitch centralom i sertifikovanje za administraciju Oracle SBC-om.

Jovana trenutno vodi Sektor za Nadzor mreže i kontrolu kvaliteta servisa i tehničku podršku u Supernovoj gdje primenjuje iskustvo stečeno u radu na raznim projektima koje je prethodno vodila kao administrator mreže i inženjer za eksploataciju i održavanje komutacionih sistema fiksne telefonije.

Osim toga učestvovala je u razvoju i implementaciji Inhouse rešenja za CRM sisteme, Billing I ERP i sama razvijajući alate za provisioning HFC I GPON CPE opreme (C#, MSSQL). Pored svih ovih inženjerskih obaveza, Jovana slobodno vrijeme provodi sa svojom porodicom u putovanjima i raznim aktivnostima.

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