Tag: sprint

Has Android Got Game?

According to a recent report, Android has zoomed past Apple in US smartphone OS share, taking the #2 spot with 28% behind Blackberry (36%) but now ahead of Apple iPhone OS with 21% (and, yes, I know that Apple somewhat lamely queried the accuracy of this). Be it as it is, Android is growing (and we all knew that, did we not?). According to Google’s CEO, Eric Schmidt, the company now sees 65,000 new phones being activated per day; this equates to a run rate of 23.7m for the year.

This is good news for handset manufacturers like HTC, Motorola and Samsung (all of who are shipping successful Android devices) as well as Google (which is fairly tightly embedded in the whole thing) but does it also reflect on the wider ecosystem of developers producing applications and services for the platform?

The main points that are usually mentioned are:

  • Low overall numbers: Digital Chocolate’s CEO Trip Hawkins moaned the company sold less than 5,000 units of its hit game “Tower Bloxx” on Android Market, which was indicative for the lack of uptake. If that is so overall, may remain to be seen. I beg to take into a account that Android as a platform is fairly new and the overall install base is still smaller than its competitors.
  • High price-sensitivity: according to an AdMob survey in January 2010, 12.6% of Android apps are paid vs. 20.4% on iPhone OS; the same survey revealed however that the average monthly spend was actually similar on Android ($8.36) and iPhone ($8.18) though higher on iPod Touch, which runs the iPhone OS, too ($11.39).
  • Return policy: Google allows users to return an app for a full refund within 24 hours of purchase. This is seen particularly onerous for games (a lot of which can be played start to finish inside that time frame).
  • Discovery: developers feel Google fell well short of Apple on this one. There is no possibility to discover apps from outside a mobile device (i.e. no iTunes) and Google has not really done anything in terms of marketing either (very much unlike Apple).
  • Ease of purchase: I would like to add ease of use of the buying process. Registration with Google Checkout is a far, far cry from setting up an iTunes account. This will very likely change very, very soon as Google will add carrier-billing now that it decided to move distribution of its branded Google Nexus One from D2C web-only distribution to the usual carrier model.

So what about it? Let us not forget how young Android is – even compared to the adolescent iPhone. The platform launched from an install-base of zero some 18 months ago, with the HTC G1 being the only device out there – and available through a single US carrier, T-Mobile (with a market share around 12%). Whilst I do not want to take anything away from Apple’s superior accomplishments with the iPhone, the growth of Android is not too shabby either! And with a plethora of manufacturers deploying Android-based handsets now (cf. the growth numbers above), Android is likely to be powering into the fore even more (irrespective of whether or not the above stats on it overtaking iPhone OS in the US already being true).

Price-sensitivity is not actually as bad as people think: the aforementioned AdMob survey shows nigh identical average spending patterns. Personal impressions may again be hampered with by early experiences: be reminded that, initially, there were only free apps out there. They will surely still be hanging around, but will they also for much longer?

Apple has always been extremely scrupulous on approval of applications on its platform. And whilst this may now be held against it every now and then (e.g. in the case of nipples or Pulitzer-price-winning political cartoons), it has helped it to uphold a fairly high standard of quality, which Android was lacking (initially) and which even led to “crap-filter” apps. One can however safely assume that this will change once the market size improves: Apple’s margins might be superior to everyone else in the world but that does not mean that the margins game developers can achieve with it are the same. With Android OS primed to expand at a much faster pace, the numbers will clearly speak for it, and – I would posit – that will bring more and more quality to the store, with the fads sinking fast.

Also, do not forget the big brands: they do not necessarily care for a small share of the audience only. Whilst Android was fledgling and just starting up, they may have held back but, ultimately, they are about reach, and Android is certainly bound to deliver that. I would therefore suggest that we will be seeing an influx of large brands (gaming and otherwise) onto the Android platform very soon, and this will also help user orientation as to what to go for and what not.

The discovery of apps will also be helped by the more open nature of Android. There have been a number of announcement for curated stores by carriers (e.g. Vodafone, Orange, Verizon Wireless, Sprint, etc.), and these will certainly not be allowing a free for all! Besides that, the app store model does per se pose some challenges on developers: the more successful a platform (and/or store) is, the harder it is to be discovered. One might need to look for other solutions in that respect…

The billing side of things is bound to improve, too. With carrier-billing around the corner (cf. supra), this will get easier and better. And also easier and better than it is on the iPhone: charges will simply appear on your carrier bill (smart pipe anyone?). Besides that, the business models for games are undergoing significant changes anyhow: Freemium takes centre-stage, and so it should: the model allows people to try a game out and be charged for it only when they know that a) they like it, b) what they are being charged for (e.g. that coveted sword, a couple of precious lives, or that cool background theme).

Remains the return policy. I have been raising this with Google, and it must be pointed out that similar things exist on the iPhone (they’re just “better” hidden). So besides the obvious (Google’s good intentions came back to haunt them), it is also time to think of new business models (cf. Freemium). It is not something constrained to Android: transparency requires you to deliver value. If you do, there are good and transparent means to monetize that value; and users will follow.

So, yes, there is game in Android. If you don’t believe it now, just wait for it! 😉

Top 10 Phones in the US, December 2008: the Ascent of the Smartphone

There’s new data out on the bestselling handsets, and this time it is not being derived from accessory sales (which may have its flaws as I pointed out here) but from a survey amongst service reps and store managers across the 4 big US mobile networks (Verizon Wireless, AT&T, Sprint Nextel and T-Mobile; these comprise 85% of the total subscriber base). Now, this would arguably reduce the recorded sales for the iPhone since this is also being sold via Apple’s own retail stores as well as Walmart, Best Buy, etc. So again not an entirely accurate yardstick, huh?

It is noteworthy that only one handset is available on more than one carrier (and, yes, it ranks prominently amongst the top 1) and that Nokia, despite all waiting, has still not managed to break the top 10.
It is also noteworthy that most of the handsets would certainly be classified at smartphones (the Samsung Rant might be the exception). And this is certainly good news. The T-610 and RAZR may finally have left the building…
So here we go (number in brackets is the previous month’s rank):
1. (1) Blackberry Curve
2. (2) iPhone
3. (3) Blackberry Storm
4. (6) LG Voyager
5. (4) LG Dare
6. (5) Blackberry Bold
7. (-) Samsung Rant
8. (9) Samsung Behold
9. (10) Samsung Instinct
10. (8) LG Env2
Source: Rankings are by Avian Research LL.C. (via the above link)

AOL gets Third Screen Media – The Big Boys & Mobile Advertising

It heats up but remains VERY fragmented: After Microsoft snatched up Massive and bought Screentonic, AOL now acquired Third Screen Media. Google has been invisible on this front but powers ahead with integrating many of its products onto mobile – and they (can) come with ads (see article and interview with their Director of Product Management, Deep Nishar, here). Yahoo! as well is getting its search products onto more and more carriers, a step to keep doors and screens open… Mighty Nokia announced its own service… Various carriers do it on their own (e.g. Sprint as per the report here). And then there’s a few first-generation “indies”, such as Greystripe and Actionality (indies for how long though?), Exit Games and IDG try the partnering approach – there is certainly a lot going on!

Is this all sensible or is it the silverbacks trying things out and some of the smaller players dressing up for a beauty parade and a big-buck exit by acquisition and/or running after the flavour of the month? AOL seems to think the former: their Chairman & CEO, Randy Falco said that “AOL is one of only four at-scale advertising businesses on the Internet, and the acquisition of Third Screen Media gives us a very strong position in the fast-growing mobile space. It also lets us offer advertisers a more complete set of solutions, from display advertising to search and now a superior set of mobile solutions.”

At the moment, the sector is all talk and little money. According to traditionally buoyant analysts Informa, 2006 saw $871m in ad revenue on the mobile platform (and they didn’t even tell what was comprised; I assume this includes SMS-based services which we can probably agree are pretty crude), others put it to half that (also see the overview on the fine GigaOM blog here). There is little doubt that the sector will grow exponentially but when, how and through which players is pretty much wide open.

Today, for MSFT, Google, Yahoo! et al, these acquisitions are largely insignificant as regards their impact on the P&L but they may well equip them with a much needed spearhead (and knowhow) in the new ad sector, mobile advertising.

If more and more players try to assert themselves, the question will arise which type of advertising model we will see: will it be syndication-driven as it is on the web or will you need to book your ads with every single media owner (as it is in print and TV). At the moment, even though one would/could argue that the mobile is merely a different iteration of online, it would seem as if they’re choosing the latter but then it is very early days.

The big issues are still somewhat unsolved as yet and they will arguably hinder quick implementation: white-listing of data services, so that the end user does not actually have to pay for the delivery of ads to his/her phone, is a big issue that will only be solved once data plans are truly open and not capped at [X] MB (as a few carriers now introduce, e.g. Orange). Many other issues, such as targeting users (relevance) and balancing ads (e.g. in-game; see interesting report here) need more robust solutions, too.

So at present I’d say: congrats to the likes of Massive, Third Screen, Screentonic, etc who have found a deep-pocketed corporate home and good luck and perseverance to all the others.

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