 So welcome, Eric and Jan. Thank you for joining me today. Before we dive into the applications of 5G, would you be able to give a brief description of what 5G is and what makes it different from current technology, especially as it relates to what we would see in sports? Well, absolutely, Anna. I'm great to be with you today. Well, 5G is, of course, the next generation mobile technology after 4G LTE that we're all enjoying today in smartphones. It means it's going to be more capable for video viewing, more data speeds and higher performance in general. So from that point of view, it's just the next generation. But it also comes with capabilities that makes it so suitable also to transform the way enterprises, companies, industries and what sports actually is performed. Because it has these capabilities that the mass market consumer devices will drive into scale around the world and where other industries, enterprises and other arenas can leverage that and use it for their purposes. So what we're seeing now is very much that those capabilities, mass market reach as well as low latency, high performance, long battery time, all of those things make it perfect for IoT and for video augmented virtual reality and so forth. That's incredible. I know you guys have some examples of how 5G has been used in other markets as well, such as cinema, gaming and music. Jan, since you're the head of the D15 Innovation Lab out in Santa Clara, would you mind sharing some of those examples? Yeah, I can mention, for example, music. One thing that is great with 5G and the low latency is that you get no jitter, no delay. So we have already tested years ago to have bands playing together over the 5G network on remote places with Clara in Brazil. We had even a delete violinist showing up as a hologram playing with the orchestra in the room. And of course, with gaming, we see several use cases with using 5G to do more advanced games over the internet and even connecting it to the real games. We have an example of drone racing, which is a big sport and has a big online followers. So putting cameras on drones and having the audience following the actual driver or actual drone as it flies around is some great examples on how we can develop the sport and develop the experience for the audience. From the perspective of an event organizer, why make the change to 5G? What makes it beneficial and why do it now? It's a good time now. Technology has matured, as I mentioned. It's actually picking up very strong numbers when it comes to 5G subscriptions in the coming five years. By 2026, we will already have 3.5 billion 5G subscriptions. So it's a very fast growing ecosystem. And those organizers and the owners of the venues, they actually need to think about how to cover sports for where you have capacity-hungry applications. When you want to have multiple views, you have the need of the 4K video and beyond. All of those things will drive the need to upgrade or build new network capabilities in the stadiums, in the venues. And 5G now actually has the capability to serve all those needs. So, of course, it provides performance enhancements over any unlicensed Wi-Fi technology. And if you compare it to 4G, it's actually very fit to these kinds of massive events, because it has the capacity in the technology, the products themselves, but also that we are actually allocating now new 5G spectrum that will come very handy in these stadiums, in these venues, so that you can actually support it. You talk about the deployment of 5G over the next five, six years. Are you observing a higher demand for some specific 5G applications or for 5G in different geographical regions over others? I think we could take the Korean example, because they were very early in rolling out 5G and they've already reached more than 95% population coverage, which is kind of fantastic growth there. If you look at the difference in terms of data consumption for an advanced user using their 4G smartphone and their 5G smartphone, that's, of course, a lot of video consumption, a lot of gaming and other things. There's a mix of that. It is more than doubled. So, those kind of numbers indicate that there is a lot more that you get out of a 5G system in the consumer space. And in that market, we've also seen great bundles where consumers can enjoy an augmented virtual reality companion device to the smartphone as they buy their 5G subscription. And that also could be for gaming or media entertainment. That really shows that there is a hunger to move beyond just watching the smartphone. So, in the consumer space, and we do consumer research all around the world, we actually see a very big interest in terms of moving to 5G services. And as we move more towards a widespread utilization of 5G, what are some of the biggest hurdles you've seen or expect to see as we get there? We see that industries, enterprises, perhaps even in the sports side, there is an important shift to think 5G first. So, there needs to be investments in 5G infrastructure in the enterprise space in the industries, but also in the arenas and venues. And that, I think, comes with the realization that this is the mainstream technology and you need to do a little bit of work yourself because the applications that we're talking about now, for example, in sports, the devices and the applications, they don't exist from the start, so to say. They will be developed based on the fact that there is 5G in a venue, or there is 5G in a training stadium where the athletes are practicing. And all of that is an ecosystem that will be fueled by forward-leaning, forward-looking investments, as well as working with partnerships, such as what we're doing in our D15 lab in Santa Clara in California, really opening up the lab so we can have this co-creation and innovation. That will overcome this hurdle, but it is a change in how you think about the network. So then looking forward, what are the biggest areas of focus in the next five or so years for the deployment, maybe particularly as it relates to sports? Well, it will be rolled out in wide areas, which will also be rolled out in stadiums. I have no doubt about that. At the same time, some of these use cases, gamification of sports and other things, they will require even more thoughtful investments in infrastructure, edge clouds to be able to run applications at the stadium or close to the users. But these are things that are just opening up new opportunities, as I said. So here we can take maybe some other examples, Jon, from the work that we are doing in terms of how the work in sports in general is actually also helping us to develop the networks. Yeah, I mean, sports is a great use case to sort of push the limit of the network as well, the short rapid movement, so you want feedback, etc. So one example is in gamification we did with squash. So put an overlay of digital pictures on the squash court and having the players play against those digital pictures to develop his or her skills. It's one example. Of course, there is the whole, I think it's the whole change from the venue audience to the online audience, to the athlete who will use this technology in his training and practice to actually things that changes how we perform sports or how the sports is executed by having sort of the integration of the digital and physical world. So I think this is a whole chain. And of course, the venue and the audience experience is coming first, but the development will not stop there. Well, it's so exciting to hear how 5G is going to be shaving sports in the next decade or so, and to be a part of that right now. Those are all the questions I have today. Thank you so much for your time, Eric and Jan. Thank you, Anna. Thank you, Anna.