Month: July 2009

iPhone App Store once again: how much?

It is early July and we have not been reading analysts’ estimates on how much Apple may or may not make from application downloads through its app store for at least, what, 2 weeks (here’s a piece from a while ago). High time for another round then… This time, the number is “a few hundred million at best”, per quarter that is. And to be perfectly fair, the number was tagged as a guestimate. With another guestimate putting Apple’s iPhone revenue to $1.5 bn, the revenue per iPhone to Apple is thought to be around $600. Compare this to c. $27 in apps revenue per device (total number of apps divided by total number of devices). It’s 5%.

It is, I think rightly, pointed out that Apple uses applications as a lever for its hardware sales (“there’s an app for that”), and it is undeniable that a device gains more value the more you can do with it. So if you have a device that cannot only make phone calls, take photos (and now video), moonlight as a music player and a sat nav, etc but also finds restaurants, taxis, flight times and undertakers (yes, it does!), allows you to play all sorts of games and do other silly or enlightening things, the perceived value of the device increases and – relative to that – the perceived fair price for it decreases, which means that every little app increases the value of the iPhone a tiny bit, which in turn contributes to another little piece of profit to Apple in addition to its revenue share from the app itself (lowered price sensitivity due to higher perceived value arguably should result in higher sales).

Now this is largely known and acknowledged that Apple is – at least to an extent – replicating the iPod/iTunes model (though Apple also happened to provide the first commercially successful “cure” to free music downloads; hence a slightly different proposition here). But is this all bad?

Let’s have a look at the thing from an app provider’s perspective: if we take the above numbers (“a few hundred million” per quarter), the annual total would be, say $1 bn for Apple, which in return means that the app store “ecosystem” would generate c. $3.3 bn p.a. across the value chain (Apple takes 30% revenue share). That’s not too shabby for a device with such a small market share.

Also: iTunes (which is the world’s largest music retailer) took longer than the app store to generate the downloads it does today, and it is still early days, is it not?

Carnival of the Mobilists # 181

It’s not yet Monday but the ever-present Andrew Grill who is hosting this week’s edition of the Carnival of the Mobilists on his London Calling blog has it live already. Read it here.

My recent post on the evolution of the model of mobile game aggregators (or mobile content aggregators in general) is featuring as are posts on the mobile Internet and how it differs from that other Internet, (mobile) cloud computing, the future (or no future) of s60 as well as IBM’s Twitter use during the recent Wimbledon tennis tournament. Good stuff. Go, read it!

Virgin Canada bought by Bell

MVNOs seem to be seeking the shelter of big incumbents. Or is it the other way around? Incumbents buying the brands built by MVNOs and internalizing cost along the way? I suspect it is the latter but the economics would work either way…

Anyway, along these lines, Bell Mobility, the Canadian incumbent carrier, announced today that it has acquired Virgin Mobile Canada (or rather the half it did not own already) for Can$ 142m. This follows the acquisitions of Virgin Mobile UK by NTL and Virgin Mobile Australia by Optus. And, continuing the above theme, Bell also announced that Virgin will continue to operate under its own “unique wireless brand with special appeal to young Canadians”. There you have it.

Game Aggregators: New World Order

The times they are a-changing. Everyone has realized this by now (or so we should think). The question therefore is not so much will there be change but how will it look like.

Some of the weakest links in the mobile games value chain would be, it appears, the aggregators. Why is that? Because they do have the least defensible position: they do not own IP, they do not hold unique positions, they do not produce anything, they seem to be at the mercy of both of the groups they are partnering with: game developers to continue granting them distribution rights to their games, network operators and other distribution outlets to continue allowing them to use their channels to get to the end users. As if this would not be enough, now has arisen a creature that seemingly does away with all these middle-men anyway. It is called app store. So is it all doom then for games aggregators? There is a report out (too expensive for me to buy) that would seem to suggest as much, or so we are told.

The argument, in short, is that, with an OEM app store the number of distribution channels that any one developer/publisher needs to reach is drastically reduced (there are maybe 10 meaningful handset manufacturers in the market vs 300+ carriers and other distributors). Even the littlest companies have (or should have) the resource to deal with 10 partners; chapter closed.

Really?

The above works with a number of simple but crucial assumptions, and the boldest is this: carriers will happily let OEM take over the content real estate. Will they now? There are ample signs to doubt this. The giants of the space do not appear to be giving up, in the contrary: Vodafone has already announced its own app store – across handset brands (!) – and it is about to tighten its links with both China Mobile and Verizon Wireless (in the latter of which it holds a large stake). So what will all the OEMs (all with their own app store of course) do when carriers accounting for nearly half of the world’s subscribers wave them off? Cave in? You bet!

Anyway, does this change the game for aggregators? I believe it does and here’s why:

Carriers have traditionally struggled (with exceptions) to run an efficient, customer-friendly content offering. We have therefore seen an increasing trend to outsource the “decks” to third parties, which are – what? -, yes, aggregators.

Carriers are unlikely to concede defeat over the content side, not necessarily because they fear losing out on a lot of revenue (given their fairly average performance, SMS, voice, data, etc will outsell content as a source of revenue very, very significantly) but because of the strategic value of content as well as the unpredictability of its future impact: bear in mind that the emotional attachment to beloved brands, i.e. affinity (Transformers, Ice Age, Playboy, Tiger Woods, …), will remain higher than that to a network operator, and please do not take offense if you are working for one. Do not be mistaken: carriers are being trusted but they are not being loved. There is just not as much emotional attachment to a cellular network as there is to a rodent in love with an acorn…

Carriers do not have to give this piece up either (they call the shots on what goes onto a handset: see an example), they are not even losing money (they even gain: every cent earned through content sales is a cent more than carriers get from the iPhone app store sales…).

However, what carriers do have to do is catch up with the state of the art in selling, and that means an app store. However, it can also be a carrier-operated/driven app store.

An app store, too, does not however solve the dilemma of having to manage a huge amount of content in a way to allow the consumer a choice. One must not throw everything onto a big pile and let them pick out what they believe they like; this type of sales does not register too well: it is time-consuming, intransparent, messy, not good. So one needs someone to manage it. In comes the aggregator.

Or does it?

Aggregators that went around collecting content in a bucket only to throw it against the next wall to see what sticks are likely to struggle (or have died already: RIP Telcogames et al). However, aggregators that actually provide content management as a service to operators thrive (not exclusively on games, mind you). All the big guns in the space, Fox Mobile (f/k/a Jamba), Arvato Mobile, Buongiorno and recently Zed (through its acquisition of Player X) run riot in the space and bid hard for every deal that comes up (and lots of them do!) and gobble up the market. More on the classic D2C side, Thumbplay grew tremendously in the US, SendMe Mobile seems to go from strength to strength, and a lot of smaller ones, such as Rayfusion, etc. seem to more just hang in there, too. Why do they? Because the features that make an aggregator excellent – managing a wealth of content well – are the exact features carriers would look for when outsourcing their struggling content units. And because it is an aggregator’s core business model, they are really good at this, which is crucial in a low-margin business: be efficient or die.

Marketing and promotion is another point. We already see aggregation-type businesses become forces on Apple’s app store, such as Chillingo (from my very own town!). They publish well over 100 games and thrive on iPhone developers capitulating before the challenge to get noticed amongst the more than 50,000 apps currently available. Chillingo can provide marketing and promotion and make sure that a developer’s product gets not only live but noticed, too. It is very likely that there will be others in this space very, very soon.

So what seems to change is not the viability of being an aggregator but the aggregator’s service to their customers (the carriers!): whereas it may previously have been sufficient to use the “bucket against the wall” tactic, they now have to become better in providing a subtle selection without too much restriction. People will normally welcome a structured environment with pre-selected choices. Just make it a) easy and b) don’t limit randomly or indeed too much. And now get going! ๐Ÿ˜‰

Disclaimer: I hold an indirect interest in Rayfusion.

Carnival of the Mobilists #180

This week’s Carnival of the Mobilists is hosted by Rudy de Waele on his unmissable M-Trends blog. Rudy gives us a round up of last week’s mobile blogging highlights in spite of injury… Hats off as always! Hope you get better soon!

His contributor lists reads like a who’s who of mobile blogs: Ajit Jaokar, Carl Martin, Carlo Longino, Dennis Bournique, C. Enrique Ortiz, James Coops, Jamie Wells, Judy Breck, Marek Pawloski, Mark K. Kramer, Phil Barrett, Ronan Mandel and Tomi T Ahonen all contributed (yes, I know I was missing; no time to blog I’m afraid…).

Go head over to M-Trends now to get some inspiration!

US Mobile Advertising Snapshot

The good folks of Millennial Media gave me a sneak preview of their May Scorecard for Mobile Advertising Reach and Targeting (yes, they call it SMART…), which looks at the US mobile advertising market, and then my daughter broke her arm and my blogging activities (and a lot of other things) took a time-out…

Anyway, Millennial reaches 73% of all mobile Internet sites (which they claim makes them biggest), which makes it a fairly comprehensive overview. And there is a lot of interesting data buried in this brief piece of research.

So, for May 2009, the handset on which most ad impressions were recorded was not the iPhone but the Samsung “Instinct” (otherwise known as the SPH-M800). The iPhone was on #2 ahead of the Blackberry Curve. A full list of the handset breakdown looks like this:

On the advertising front, we’re seeing some interesting metrics on cost per engaged user depending on the various measures included. Advertisers appear to be trying out a variety of approaches. Interestingly, the cost per engaged user for a campaign focused on a specific demographic has dropped very significantly (by ยข0.28 or c. 45%). Is this a sign of a higher take-up? Here’s a graph showing the details:

The mix of campaign activities is also interesting and shows that the sector seems to be coming of age. C. 60% of the campaigns (or committed budgets) were dedicated to the mobile web (browser) with the balance using some form of dedicated applications. The app store has its own category already and use of it (or rather iPhone apps) rose by 4 points to an overall 13% of campaigns, which is significantly higher than the iPhone’s footprint. However, I am sure more than 13% of art directors and their clients use iPhones, so maybe this is why. Or of course the iPhone could simply be a device (and the apps to go with it) that makes it easier to engage with users. Oh, what news… ๐Ÿ˜‰ So here’s the final graph I’ll share with you, namely a chart showing the splits:

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