Month: April 2009

22/23 April: European Media Conference, Prague

I have mentioned this earlier: Next week, I will be headed to beautiful Prague in order to attend and contribute to the European Mobile Media Conference. If you can, make sure to head over (there is even some last-minute discount).

I will be speaking about the phenomenon that is “social games” (are there really that many non-social games?) and I am fairly excited to be able to meet and learn from a couple of rather remarkable people that promise to bring fresh views to the mobile entertainment table. Speakers include carriers (Telefonica/O2, Vodafone, T-Mobile will all be there) and distributors (the CEO of Aspiro, Gunnar Selleg, will be amongst the speakers), OEM and technology platform providers (Nokia, Nokia-Siemens, Ericsson) but also – and maybe most remarkably – a few luminaries from the classic agency world, namely Mark C Linder (WPP) and Jonathan MacDonald (Ogilvy) whose views will surely be tested by the godfather of mobile advertising, Russell Buckley.
Have a look at the full programme and ping me if you are coming!

Top 10 Mobile Phones – March 2009

The monthly numbers on best-selling phones from our accessory-maker friends over at Krusell are out. In March, it looked like this:

1. (1) Samsung SGH-i900/i910 Omnia
2. (7) Nokia 3109
3. (3) Nokia 6300
4. (2) HTC Touch HD
5. (8) Nokia E71
6. (4) Nokia E51
7. (10) Nokia 3120
8. (8) Nokia 5800
9. (5) Blackberry Storm
10. (-) Samsung M8800
() = Last month?s position.

Not too many changes as compared to last month. The trend to higher-end phones is maintained (or is it that owners of shiny touch-screen phones tend to spend a little more on that stylish holster?).
Be it as it may be (and my earlier comments on the holster-phone correlation probably stand true to an extent), the numbers are roughly in line with the previously noted growth of the smartphone sector, which continues to outperform the rest of the handset market.
Photo credit: http://www.crunchgear.com/wp-content/uploads/2008/12/cellphone-holster01.jpg

Thumbplay raises more Cash

US D2C giants Thumbplay were called by one competitor the “kings of the web” (referring to their prowess to customer acquisition enlisting web-based search). And now – recession or not – their founder and CEO, industry pioneer Are Traasdahl and his team apparently raised another $6m in funding. Thumbplay’s model seems to be slick enough (pay-per-click web search ads rather than fairly unpredictable TV spots) and they have a capable team in place.

If their business is as great as they wanted people to believe, they would not need this for operations, so is this money for acquisitions? And if so, where? Thumbplay so far stuck to the US market where they made some great moves (partnering with everyone from MSN through AOL to Comcast) but have been silent elsewhere. Some of their rivals did dare making the move to Europe (though not followed through with the noise perhaps to be expected), so will use the cash to take on the likes of Fox Mobile (f/k/a Jamba), Buongiorno, recently acquired Arvato Mobile (D2C brand: tj.net) and Zed over here? Ah, the excitement… ๐Ÿ˜‰

iPhone all-time top 20 apps, countdown to 1bn downloads

I’ve been raving about it many a time and I still won’t stop but then: Apple does neither. When, waaaay back in January, I looked last, the App Store had raced through 500 million downloads and I calculated this to equate 4,000 per minute. Well, that’s history: We’re now through a 948 million total (count taken on 13 April, 11.23pm UK time from Apple’s site [check the little clock]) and look at 6,000 downloads per minute (or 100 every second of every minute of every hour of every day!) or so some learned friends have summed it up to.
Apple also revealed a list of the top 20 all-time top downloads, both paid and free, which (courtesy of MoCoNews) is this:
So here’s the good stuff for my gaming friends: 14 out of the top 20 paid apps are games! Yes, baby! 6 out of the top 20 free ones are, too. Way to go! I haven’t looked at the pricing for the above paid apps but MoCoNews did: ยข99 is the prevailing price-point at the moment but $4.99 seems to be the price point of choice for “premium” games.

Carnival of the Mobilists #169

The latest Carnival of the Mobilists is on now at Chetan Sharma’s Always On Real-Time Access blog. You can check it out here. Besides gratefully including my last post on 4G mobile gaming, he lined up some of the heavyweights and their contributions, including Tomi Ahonen on how to monetize mobile social networking (or not), Ajit Joakar on 4G and telcos, Russ Buckley’s musings over 1984 and more.

4G, LTE & Games: Casual On Speed!

Next to app stores (or markets or marketplaces or app worlds or, well, Ovi), the dominating theme of CTIA Wireless was 4G/LTE. Now, as sexy and de jour as app stores might be, the latter has a hugely larger commercial impact (the Verizon Wireless contract for their LTE network will be a multi-billion deal alone!). But what is a network without applications?

So it was just as well that, one day before CTIA Wireless, I had the great pleasure of contributing to the “Connecting the Consumer” panel at Alcatel-Lucent’s 4G Symposium (with Disney, Samsung, Buzznet and Atlantic Records all contributing, providing for the various facets of content [games, video/film, music, web]). The ground had been laid by the keynote of the formidable Mitch Singer, Sony Pictures CTO and a long-standing thought-leader in changing sectors (he’s one of the people who brought the original Napster down and – in his own words – “look was the music industry has become”). Mitch had reminded us of “The Innovator’s Dilemma” (Read it! It’s worth it!), which deals with how businesses should tackle change…

And this brings me to the nucleus of this post, which is how the content industry will (should?) approach the next big thing that is LTE.

By way of background: LTE (Long-Term Evolution; don’t ask why but this is apparently what it stands for) is largely seen as the successor to current third-generation (3G) networks (UMTS, WCDMA, HSDPA, HSUPA, CDMA2000, EVDO, call me if you want more acronyms…). LTE appears to have won the “fight” against Wi-Max (as some early commentators predicted) with carriers (Verizon Wireless, Vodafone and China Mobile amongst them) and vendors (Alcatel-Lucent, Ericsson, etc) strongly supporting it. The standard is capable of delivering speeds well in excess of 10MB/s over wireless networks. So, world, be prepared!
One of the obvious beneficiaries should be the games sector home of the tech-savvy early adopters: ultra-high broadband, super-speeds, fantastic opportunities. Or so they say…
The games market can probably – to this extent at least – be simplistically divided into a) hard-core and b) casual games. The former would comprise massively multi-player online games (MMO) as well as fast-paced, high-end racing and action games. The latter is, well, everything from Solitaire to Scrabble and Tetris. And, yes, the latter is the one genre played by far more people, including the online gaming industry’s “golden customer”, the proverbial 42-year-old housewife from Ohio (absolutely no offense meant, implied or indeed merited!). Whilst it is easy to see how a high-end action game would benefit from high bandwidth, the case may be slightly less obvious for the casual games space (on PCs alone, this is a $2.5bn+ market already today!).
Given the casual games’ higher adoption across a much broader demographic, it is however conceivable that carriers (the ultimate gate keepers for mobile content at least in the world as we currently know it) would want to reach that broader demographic: higher spending power than geeky kids, faithful, not necessarily wanting to change things every 5 minutes, predictable spending habits – this is a much safer and more promising target demographic than my 13-year-old son who will happily switch allegiance to a provider the moment another one has something cooler, cheaper, slightly funkier, whatever, … to offer.
So what can 4G do for the (mobile) casual games space? It brings, quite simply, wireless (or wire-free; remember that sweet tagline from Orange days long gone?) digital media to par with the wireline one (and will, in very large parts of the world, effectively be digital media (or do you think Brazil, China et al will dig up their vast countries to lay down copper or fibre cables to connect their non-urban consumers?).

So what, you say? Well, this allows consumers to actually play as they did before the arrival of the first crude iterations of the Internet, and that is socially: what was a game before computers and gaming consoles took over? An intrinsically social activity (cards, board games, petanque, golf, you name it). We have seen a huge uptake of social games on the Internet with tens of millions of consumers enjoying fairly simple games on Facebook and other platforms. And the next generation wireless will enable that again wherever you are (see here for a presentation I recently gave at Casual Connect in Hamburg on the topic).
So, high connectedness it is then! Games that will allow to interact with peers, friends, total strangers that happen to have the same passion for the same type of game around the world. Games become a social activity again. It is a less fancy, less futuristic vision than all-immersive high-end niche products such as World of Warcraft (which will also see its fair share of fame once the wireless networks can support it) but it is one that will finally make any wireless device as ubiquitous as many in the industrialized world (East or West) have learned wireline connected devices to be. And it actually takes some of the sting out of concerns that (digital) games will make video zombies out of our children.
This development (with LTE as the backbone) opens a market to be counted in billions rather than millions, and most of them will be wireless (the number of mobile phones outnumbers the number of Internet-connected PCs by a ratio of 2.5:1 already today!). And this is where the true market opportunity lies!

Carnival of the Mobilists #168

Due to the Nevada frenzy also known as CTIA Wireless there wasn’t much from me last week but, thank goodness, there were others, and so I suggest to browse to this week’s Carnival of the Mobilists, hosted this time by James Cooper on his mjelly mobile 2.0 blog over here. Lots to read there: why games are to blame for the iPhone’s incapability to multi-task, what operators need to do to innovate (hint: listen to your customer…), mobile advertising, and, and, and… Go and enjoy!

And, yes, the image shows the reception area (!) of the Bellagio… Oh dear…

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