Tag: Orange

Blyk: ad-funded MVNO revisited

Ad-funded MVNO Blyk‘s business is something I had long wanted to comment upon but, alas, never got around to. But as it was now reported that they increased their advertiser base from 44 to 117, now here we go…

Blyk is an ad-funded MVNO stricly for the 16-24 year-olds. It launched in September 2007 in the UK (running via the Orange network) and, on its website, promises to roll out to go “pan-European” this year.

Does it catch on? Blyk recently reported that they reached 30,000 subscribers in the UK and would ad 3,000 per week. However, they had also said they’d hit 50,000 by March and I have yet to hear of that milestone; even a Google search doesn’t reveal any progress report beyond the 30,000…

There has been some talk about issues in signing up to the full service but that may well be from rumour-land, so let’s ignore it here.

As a Blyk subscriber, you get 43 minutes of voice and 217 texts a month for free as long as you opt in to receive up to six ads to your phone a day. After that, Blyk subscribers, all of whom are pre-paid users, pay 10p (US$0.20) per text and voice calls are charged at 15p (US$0.30) per minute. Applying these rates to the free voice and texts, you get services worth GBP 28.15 (c. US$ 56.30) per month for free. This is therefore the amount they need to make back from advertisers (who include Sony Ericsson, Coca Cola, SonyBMG, I-play, Ford, Adidas and Mastercard) in order to break even (let’s assume the operating costs are absorbed in the margin on actual cost per voice minute and SMS, which should be somewhere around 40%). On 6 messages per day, this equals 15.6p (c. US$ 0.31) required ad revenue per message in order to make good for that (operating costs aside), the equivalent of a CPM of a hefty US$ 310 (compared to a market average of US$ 25-40). With the chronically cash-deprived user base that they are targeting, one can probably well assume that most users will in fact use their allowance in full.

So how do the economics work? And do they work at all? According to fellow blogger Jan-Michael Hess from Mobiliser.org the reason Blyk claims to justify this very high CPM is there apparently very high click-through rate (CTR) of 29% on average (anywhere between X and 43%). But can this be sustained? One cannot force users to click through. If each user gets 180 messages per month, how likely are they to act on an average of 2 per day? Not very, I’d say… This means that they are more likely to having to come down on their CPM. And this is where the fact that they apparently managed to nearly triple their advertiser-base is interesting: did they do so on their original CPM? Or did they have to drop it? Alas, the report doesn’t reveal this crucial bit of information…

CPM is key to Blyk’s business model and I would consider it highly unlikely that it will be able to command such a premium to the market, also as 30,000 users aren’t the world. Youth may be the killer target market that can create or make or kill new brands and it is therefore very interesting to advertisers. But, as has been pointed out, this particular target market is also fickle: free offers are loved but connection via community and brand means that users want to get in touch any way possible. More often that not mobile youth have several mobile prepaid cards all with special offers and bundled rates. They are tech-savvy and will often know where and how to get the free or cheap voice calls they need when they need them (to which I, the father of a near-13-year-old boy, can already testify).

My preliminary verdict is therefore: not very likely to succeed.

Linux Mobile pouts its LiPS

Now there’s been a lot of talk about Linux Mobile recently, with all that Google‘s or rather the Open Handset Alliance‘s Android stuff floating around (see e.g. here and here), and the good folks who aim to push this operaing system are quite naturally busy to ride the wave of excitement and attention over this (and are always very keen to stress that Android is a welcome addition to the forces rather than a bad competitor). LiPS is one of two consortia besides Android (the other being the LiMo Foundation) who intend to further the footprint of Linux in mobile, too.

And, just in time for Christmas, LiPS (whose members include Orange, France Telecom, MontaVista and Access) now has released its first specification. Well, to be honest, it is only the second half of what was already released in June but, hey, now it is complete: it provides APIs for telephony, messaging, calendar, instant messaging and presence functions, as well as – unspecified – “new user interface components.” LiPS stresses that it wants to allow developers to develop applications that will work on all phones under the standard, and from that point of view the voice API should be particularly interesting (voice-controlled games? Ah!).

Unlike its “competitor” (compatriot might be the better word) however, there have been no news on any handsets developed under that specification yet. The LiMo Foundation scored first-line honours here with NTT DoCoMo recently announcing its impressively spec’ed P905i (by Panasonic; using the Viera brand – see here for similar use of brands) and N905i (by NEC) handsets released under the LiMo Foundation specs (see for a showcase of the FOMA 905i series here and here).

A lot of action happening, and good stuff, too! Now, bundle your resources, folks, and conquer!

GSM Association is on the Money; with Western Union

A lot has been said and heard about the role of mobile telephony to boost the economies of developing and emerging countries, and the same is true for micro-finance, so perhaps this should not come as a surprise: the GSM Association, an umbrella association for 700 GSM operators, has announced a project with Western Union, the money-transfer specialists, under which they will roll out a P2P (peer-to-peer) framework that mobile operators can use to deploy services that enable consumers to send and receive low-denomination, high-frequency money transfers using their mobile phones. The first commercial services that make use of the framework are anticipated to be rolled out beginning in the second quarter of 2008.

Similar services have also been developed by private sector start-ups, such as P2P Cash. However, the combination of a giant like Western Union with more than 300,000 “cash points” around the globe and the dominant trade association of operators shifts the focus, in particular as the project is driven by a host of operator groups with interests in countries that will be on the forefront for such projects. They include Bharti (India), MTN (Africa and Middle-East), Orange (Europe, Caribbean, Africa), Orascom (Africa and Middle-East), Smart (Philippines), Telenor (Norway with interests in Europe and Asia, including a majority stake in Grameenphone in Bangladesh, more of which below) and VimpelCom Apparently, already 35 operators with a reach of more than 800 m customers in more than 100 countries have confirmed their participation in the programme.

The significance of small amounts of money for the development of poorer nations has last but not least been highlighted with the award of the Nobel peace price 2006 to Muhammad Yunus and his Grameen Bank from Bangladesh: it was awarded for “their efforts to create economic and social development from below”. One of Mr Yunus’/the Grameen Foundation’s projects was the so-called “Village Phone“. A sister company of the bank holds a 38% stake in Bangladeshi mobile provider Grameenphone. And thus the circle closes…

The idea is simple: combine the two major development drivers, namely communication and money transfers and you’re on to a potentially very powerful lever for economic growth. Great effort!

Games shine on Orange

Mobile games outsell other types of content, including ringtones and wallpapers on Orange UK, we read. Orange published its first digital media index which also showed that Orange customers send 872m text messages a month, with most sent between 4pm and 8pm as people plan a night out.

In Q1/2007, almost 750,000 games were downloaded. This compares to only 65,000 and 250,000 tracks, ringtones and music video. This is rather noteworthy. So why is it?

Games are the only category of the above that is tied to the commercial ecosphere of today (be it via carrier deck or from a D2C portal, etc): I can download a picture from the web and bluetooth it or sideload it to my phone and it will work. Phones understand jpeg. I can do the same with a music track. Phones understand mp3. I cannot do the same with a Java game. Phones do understand Java but it is an executable, so you need an installer file, etc. Higher complexity. Too complicated to do it for me, buy it then…

Games have an additional particularity and that is that they need to be thoroughly adapted to the small screen. A song sounds the same (assuming you have a good pair of headphones), a picture will be, well, smaller on a small screen but otherwise undistorted. A game requires interaction, and this is being done very differently on a phone. So we may well see the above numbers drifting further apart…

NFC finally to arrive on mobiles?

This could finally be the call for true M-Commerce: an impressive list of the silverback gorillas in mobile have apparently agreed to cooperate on NFC (near field communication). Nokia, Samsung and LG from the OEM side, Mastercard on the payment side and a whole raft of large carrier groups, including China Mobile, Vodafone, Cingular, Orange, Telefonica, O2, SFR, SKT, KPN, and WIND signed up. Since the chips are being provided by NXP (formerly Philips Semiconductors) and Sony, it may be expected that Sony Ericsson will also sign up.

This group could finally have enough muscle to push this technology into the market and solve the chicken-and-egg problem: only when a critical mass of handsets is equipped with the technology will it be attractive for vendors and service providers to equip their retail outlets, etc with the respective technology. The three handset makers now committed together represent nearly half of the entire market, which should give this a good push.

So, besides catching the London Tube and buying a Coke, you might also be able to download the latest games, applications and tunes to your phone, always paying by coolly waving your phone and quickly entering a PIN. Bright future…

Page 4 of 4

Powered by WordPress & Theme by Anders Norén