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Ulster Business, July 2001: Mobile Commerce Report
Mobile
commerce (m-commerce) has been described as a lucrative (indeed
potentially vital) source of revenue for mobile phone companies,
merchants and network operators. Given the amount of money invested,
they cannot afford to ignore any money-making opportunity.
European
mobile network operators have already spent more than £100 billion
on licences to operate so-called third generation mobile services.
Third generation services carry the promise of constant connections
to mobile information and faster access to services such as e-mail
while on the move and are therefore expected to increase the amount
of time (and money) people spend while using their mobile phone.
Unfortunately
for many operators, they will need to invest roughly the same amount
again to build the networks to handle these faster, more accessible
mobile services. This burden has already proved prohibitive for
several companies who are struggling to cope with massive debts,
which makes it essential that they develop services and products
that can generate revenue as soon as possible. Many mobile communications
industry observers believe that these operators can generate sufficient
business to meet the costs of the licences and the cost of building
the infrastructure to deliver them. However, this will only be achieved
by developing services that customers really want to use.
According
to a recent report on the UMTS (third generation) market, in order
to recoup their investments operators will have to push more advanced,
revenue-generating services to the market. These operators can take
other steps to ensure their survival - such as keeping staff levels
to a minimum - but they will only succeed by developing and delivering
useful applications.
In
the meantime operators cannot afford to ignore current or second
generation mobile technology and the services that can be delivered
over the handsets we use today. It will be the middle of next year
at the earliest before large numbers of customers will have access
to third generation technology and the initial limitations in handsets
and data transfer speeds mean the most successful applications will
be relatively simple.
This
is why many operators are so excited about the potential of mobile
gaming and gambling. Current research does not point to a single
service that will generate the necessary revenues or a 'killer application'
- for example, there will always be a strong demand for simple voice
services while services based on the location of the phone user
have potential.
Enthusiasm
for mobile gaming and gambling is based on analyst forecasts such
as that issued by financial institution Merrill Lynch recently,
which suggested that one per cent of total global consumer spending
in 2000 (about £107 billion) was accounted for by gambling. As well
as targeting regular gamblers, operators are also aiming to attract
a whole new market of 'fun' gamblers who are just looking for a
few minutes of entertainment. Some of these casual gamblers could
be enticed by the prospect of placing bets on a sporting event at
which they are present, so a phone user watching a Liverpool match
might be offered a special bet on the scorer of the first goal.
The hook is that because the customer is at the event, they might
feel they have an advantage over other interested parties. These
potential gamblers might also be offered specific information on
sporting events, such as detailed local weather reports for a rugby
match or cloud forecasts for a game of cricket that they feel might
give them an edge when placing a bet.
Looking
further ahead it is very likely that location based data will spur
the development of new types of gambling. In this scenario users
could be offered bets on the location of the prize in a treasure
hunt.
Location
could also determine the ability to gamble. For example, in the
US it is legal to gamble in certain locations such as the state
of Nevada and location identification is a powerful tool to verify
that the wireless user is within the state boundary and therefore
eligible to play games of chance for money.
The
convenience of buying a lottery ticket through a mobile phone without
needing to queue or search for change at a newsagent is another
selling point for mobile gambling. The one proviso for the operator
is that since fixed odds gambling is illegal for those under 18
and those under 16 cannot buy a lottery ticket, it is important
that prepaid account users have provided proof of age. One of the
possible drawbacks to gambling over a mobile phone is that if the
customer places a successful bet he or she will probably want access
to those winnings. The answer might be to create an account (with
a minimum balance to cover bets placed) where winnings can be lodged.
Alternatively, the mobile phone company might store the credit balance
on the customer's bill and use it to tempt the customer to purchase
other products and services while their 'account' is in credit.
Industry
analysts also claim that mobile gaming is going to be big business.
A recent report from research firm Datamonitor claimed that the
wireless gaming market in western Europe and the US would be worth
$6 billion by 2005. In 2000, revenues from wireless gaming were
minimal - within three years the company says they will have soared
to $1.6 billion. According to Datamonitor analysts, western Europe's
current lead in the mobile industry will have direct repercussions
for the wireless games market. High market penetration of mobile
phones will result in market leadership in wireless games over the
US.
Five
years on, Datamonitor predicts that western Europe will continue
to lead and account for over 50 per cent of wireless gaming revenues.
Germany and the UK will the largest markets for wireless games while
due to its fragmented market, the US will experience slow take-off.
Gamers have traditionally been categorised as teenage enthusiasts.
While this consumer segment still represents a valuable customer
base for the gaming industry (since they often act as trendsetters),
the market has moved towards the mass market and a broader demographic
of customer. For example, end-user research estimates that 49 per
cent of adult consumers playing online in the US and Europe are
female. Being faced with a widening audience means the industry
has to adapt. While established industry players have long known
their traditional customers, they must now discover who their new
users are and tailor their offerings accordingly.
A
widening audience means a large array of consumer interests. While
traditional genres such as sport simulations, shoot'em-ups and platform
games remain a core offering for many publishers, new varieties
have surfaced to satisfy this new breed of gamers. However, such
a wide audience means bigger spend as well as bigger revenues -
a mass audience means mass marketing and that does not come cheap.
Generating revenues from advertising has the advantage of being
a painless method of making money from consumers who can play for
free. However, traffic is crucial for this type of business model
and the majority of medium-sized sites will find it increasingly
hard to sustain it. Detractors of mobile gaming have criticised
the small screens of devices and text based games as being a barrier
to consumer acceptance as they are simply not sufficiently appealing
to prospective gamers. However, the fact that Nintendo has sold
100 million Game Boys around the world sold shows that consumers
will pay for mobile entertainment on devices with small screens.
Japan's
largest mobile phone operator NTT DoCoMo and Sony recently agreed
to develop games for mobile phones. Unfortunately, the Game Boy-style
action games that the deal promises require handsets with GPRS network
technology, colour screens and downloadable code and these will
not be available in sufficient numbers for a while yet. Gaming-on-demand
is another option, but again it hinges on the technical ability
to provide digital distribution. Games companies will have to be
able to adopt a flexible business model, such as downloading games
for a limited period of time, level-by-level download or pay-as-you-go.
Already, Telia in Sweden offers games-on-demand to consumers through
its broadband network. In the UK, Blockbuster has announced its
intention to offer games-on-demand internationally early this year.
US online game channel Pure has been breaking down its games into
10 Mb chunks for ease of download and to maintain stickiness. Pure
makes its games available free of charge but in order to download
more games and levels, users must complete a detailed questionnaire
that opens them up to targeted advertising and promotions.
Despite
the degree of uncertainty over network and handset development,
industry watchers and participants are confident that a booming
mobile gaming market will happen because it has to happen - it is
simply one of the best ways for 3G licence holders to get their
money back quickly.
John
Whelan is a director of Alatto Technologies, which provides a range
of 2.5 and 3G services from strategic advice through to development
of revenue generating mobile applications - e-mail:
john.whelan@alatto.com
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