Tag: content

Emotional attachment to mobile content…

Yay, another study is out! This time, we are being told that users have “strong attachment to the content on their devices, which includes address books, ringtones, text, pictures, music, games, and other applications”. Ah, it includes the address book and pictures – presumably those primarily taken themselves with the phone’s camera. Astonishingly, users reported that losing their phone is far more painful than […] breaking up with a boyfriend or girlfriend. Hello? Did they only ask specialists in speed-dating? Over half said that losing their phone would cause their social life to suffer. Well, yes, your evenings can be pretty lonely if you don’t have any number of any friend anymore…

66% of the users re-enter new addresses manually into new devices. Have they never heard of the software suites delivered with every phone these days that make this a piece of cake?

There is of course some truth in this, such as the grown significance of mobile phones and mobile-created/stored content, and, yes, because people tend not to use the tools readily available, it can be a pain in the neck when you need to swap the beauties. However, much of the findings appear to be slightly distorted by the above mentioned contacts and pictures. 70% of the users find it extremely or very important to back their contacts up. Doh! Why don’t they? This already goes down to 30% for photos – and these are arguably as personal. No word on ringtones and games. Whilst I can see people sweating over having lost 450 telephone numbers including the one of the rich auntie, I struggle to see a user weeping because his Tetris highscore is no longer available on his shiny new phone (although then, they just might). This is in spite of the cost of mobile content, which can be significant when you add up content purchases over the lifetime of the device.

Who commissioned the study you’re asking? A company called FusionOne. And what does FusionOne do you say? Well, in their own words: “mobile applications that help consumers protect and manage the personal content on their mobile phones, including contacts, calendar, photos, music and messages.” There you have it.

Smart negotiations OR headaches with widget economics…

Not really mobile but rather noteworthy and juicy, so here goes: According to TechCrunch, MySpace pockets Photobucket, the web’s #1 photo site (ahead of Flickr) for some $250m + earn-outs. Photobucket has 40m users, much more than YouTube had when they were acquired by Google. Therefore, TechCrunch contends that MySpace made a killing. So far interesting but not really out of the ordinary. Now, here comes then:

There have been consistent rumours that MySpace briefly flexed its muscles when in later stages of negotiations with Photobucket. In short: it shut the Photobucket links on its sites down (see here). All this was about, well, $$$: MySpace would not benefit from ads that are embedded on Photobucket’s widgets. This constitutes a violation of MySpace’s terms (rather understandable). So: Shutdown! … A brief reminder on just how much Photobucket depended on MySpace’s platform in order to sustain its user based and value. The site generated lots of traffic for Photobucket-hosted content: according to the Photobucket co-founder and CEO, Alex Welch, quoted in the above posting, 50%+ of all MySpace pages contain Photobucket content… They were between a rock and a hard place as the position of widget makers and their “hosts” is uneasy at best (see the interesting post of Andrew Chen here).

In any case, at that price, it was certainly a deal that looks much healthier than YouTube did ($13 vs. $67 per user) – the numbers again are as per TechCrunch – and I would applaud MySpace on some nifty piece of negotiating! Given the whole interdependancy in the widget world, it was probably a proper win-win, too. Halleluja!

It is NOT (only) the kids playing mobile games

Here‘s some always again interesting finds on mobile game demographics re-confirmed :

29% of all 25-34 year-old US-Americans downloaded mobile games in 2006, and 27% of the 18-24 year-olds but only 15% of 13-17 year-olds. The older folks also play more: 50% of the two older age groups vs 41% of the teens play mobile games on a daily basis.

The picture is naturally somewhat distorted as proportionately more adults own mobile phones than teens (although the latter catch up quickly).

However, considering that, in the UK, the average credit kids have on their pre-paid phones (which most of them have) is a meagre £5, which leaves little to no wiggling space when compared to game prices of £3-5 per pop: they simply don’t have the dough to buy more.

Another re-confirmed suspicion highlights the distribution challenge: 29 million US-Americans play mobile games, only 7 million download them, and that means 22 million play whatever is on their handset – whether it is a good or a bad one. 22 million gamers that do not access all the great games that are out there show that there is a severe disconnect regarding a) discovery and b) marketing and distribution in general. Whilst these will not be the only factors, they are significant.

Cellcom does Mobile Advertising…

Israel’s largest mobile operator Cellcom has launched an advertising-funded games service, reports MobileIndustry.biz. The game titles (no word on which ones these are) are free to subscribers and the network has apparently enlisted some of the heavyweights as advertisers: Disney, Nokia, McDonalds, Diadora, Adidas and Samsung are all listed to have “already signed up”. Campaigns are apparently being designed by Saatchi & Saatchi, BBDO and McCann, so on that front all ingredients should be there.

Unfortunately, the press release remains a bit foggy on how it is actually done. It talks of “ads appear[ing] as product placement in the game and within different areas of a games environment” and they say that “[t]he digital coupons and product placement methods used in the trial have proven themselves with high conversion rates among [their] clients” but no numbers or more insight is being offered.

With the limited information provided, the question unfortunately remains if this is only a PR coup on the flavour of the month or if it is indeed commercially viable. Next time?

Update: Some results of the trial can now be found here.

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