Tag: sendme mobile

Unsung Heroes – SendMe Mobile Looks at $150m revenues!

With smart phones, app stores and the likes being all the hype, some of the commercially more successful mobile entertainment companies over the past several years tend to be, well, maybe not forgotten but dropping out of the limelight. I am talking about direct-to-consumer (D2C) providers.

Mobile D2C has been a much-maligned segment: Jamba/Jamster (now Fox Mobile), Zed, Buongiorno (or rather its Blinko consumer brand), Thumbplay, Playphone, and then the ones that have been gobbled up by competitors or fallen by the wayside over time such as Movilisto, Jippii, Monstermob, I-Touch, etc, etc. And the bad name was, at times, fully justified. Various subscription scandals, resulting class actions, general discomfort by consumers on how to handle this new type of service offering (and how to get rid of it again), they’ve had it all.

But what they also have is a real business. Just about the only awe-inspiring numbers the mobile content space has seen came from D2C players: whereas numbers are – as usual – a little hard to come by, Zed had previously been reporting monster revenues, Thumbplay is said to be the US market leader and grew from 2007 to 2008 by a cool 275%, Jamba was past the $600m mark already back in 2005 (I do not have more current numbers).

There are companies however that tower over much, much better known mobile entertainment companies but largely escape the hype, and one of them is SendMe Mobile. Their founder & CEO Russ Klein recently revealed the company’s revenues, which are a not too shabby $10m — per month — and looking to ramp up for a cool $150m p.a. by the end of this year! So Russ’ company, which was founded only in 2006 and which deals with the relatively mundane end of mobile content outsells probably the vast majority of mobile entertainment firms on the planet. So who has heard of them? Many, many of their customers, I suppose.

SendMe has raised around $35m in venture capital to get here and doesn’t expect to needing anymore. SendMe also runs a mobile social community (MBuzzy) and has a reverse-auction service (SoLow). And that’s it. Easy, huh? I tip my hat, Mr Klein!

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! 😉

Disclaimer: I hold an indirect interest in Rayfusion.

SendMe Raises Cash on Premium SMS Services

US Premium SMS service specialists SendMe Mobile raised another $12m (bringing the total to $35m) in order to fund their further expansion into the – what they call nascent – Premium SMS space. New boys Triangle Peak Ventures joined return investors True Ventures, Amicus Capital, Spark Capital and Grand Banks Ventures for the round (note to self: VCs need to get more creative in finding names for their firms). SendMe wants to use the cash for 3 purposes, namely a) working capital, b) acquisitions and c) “unforeseen challenges” of the economy. Unforeseen, huh?

Be it as it may be but there are a couple of points remarkable on this (though not that remarkable if you know Russ Klein, their CEO, who is a really bright cookie!):
  • Premium SMS is considered nascent in the US (when it really is a fairly old hat in old Europe). Is simplicity saving the day? Should European firms maybe looking to repositioning this beautifully simple monetization tool rather than turning to more complex matters such as micro-billing, etc?
  • Raising that amount of money in this day and age is respectable in itself. It does keep you wondering though where they are running with their cap table: on $35m total, their valuation must be somewhere in the region of $50-100m. That is big considering that the likes of Glu trade at 0.2x revenues or so.
  • The aforementioned report mentions that reverse auctions (“SoLo”) had a “break-out year” for SendMe in 2008. This would arguably fly even higher in a full-blown recession (“darling, I just got ourselves an iPod for $1.34”), so might well have been the angle that made for convincing forecasts.
Big shout to Russ & team: you guys rock!

SendMe off portal: adding buzz (or rather mbuzzy)

The fine folks from SF-based SendMe Mobile have acquired mbuzzy, the latter allegedly being the “first US off-portal community” (it always is in the definition of the terms, I guess). Whatever the marketing spin might be, it is impressive how the small start-up seems to assert itself into the US mobile content market. They had recently announced a deal to distribute Glu Mobile‘s games and have also closed deals with Sony Pictures and UK game aggregator Telcogames.

mbuzzy has more than half a million mobile users who have downloaded over 15 million pieces of videos, wallpapers and ringtones (they don’t call it personalization, which would be uncool as others stop that offering altogether but social media instead) to their mobile phones. It allows sharing of content and consumption both on your mobile and the PC. Pretty much up to scratch then. They will add the viral element to SendMe’s content offering, which is effectively a mix of generally available hit games, imagery and music and simple text-based trivia games. They also run SoLow.com, a reverse auction site.

It is good to see that there does seem to be a market outside the carrier decks in the US after all. After the recent announcements (here and here) from Jamba/Jamster and Zingy/Vindigo, one could have started to doubt: Jamba is rumoured to re-focus on Europe (perhaps surprising after their Simpsons coup) whilst Zingy announced a name change and the closing of its personalization business. However, it seems to be the content mix that makes it. If the viral mbuzzy guys leverage that further, even better. Rock on, SendMe!

Powered by WordPress & Theme by Anders Norén