Robert Schechter, CEO, NMS Communications

 

Mobile Entertainment: The Path to Recovering 3G Investments

The mobile voice market is stagnant and messaging is not far behind. In Europe and North America , the mobile market is saturated and commoditized and operators are finding that ARPU is not rising significantly as messaging begins to reach its peak point. While pre-paid and other under-penetrated segments are offering some modest growth, it is clear that new applications will be the way forward in terms of growth

Mobile entertainment applications – video, music, information – will drive the next wave of growth as 3G networks make more applications possible.

 

As usual, we need only look to Asia to see the future for Europe and the Americas . As of October 2004, there are more mobile handsets in Japan than in the rest of the world combined and video messaging is taking off at impressive rates. So what can we expect in the rest of the world? And how will operators leverage technological advancements to effectively deliver the mobile entertainment applications that subscribers want, adding new streams of revenue to their bottom lines?

Reading the Subscriber

According to the Yankee Group's 2004 European Mobile User Survey, voice calls and SMS messages are still the primary drivers for mobile phone usage. Less than 40 percent of subscribers use ringtone, icon, and photo applications on their mobile phones, and the use of location-based services and mobile gaming hovers near the 20 percent mark. While there is some traction in the mobile entertainment market, clearly, there is a lot of room for growth in these areas.

The success of the ringtone and ringback markets indicates that entertainment applications are likely to continue driving ARPU increases. A recent consumer mobility study conducted by InStat and released in July of 2004 indicates that 11.4 percent of mobile subscribers are very or extremely interested in purchasing full-featured music applications, including MP3 downloads, and news/talk content. The study also found that monthly service fees tended to be about 14 percent higher among likely mobile music adopters.

So the good news is that there are subscribers interested in mobile entertainment applications – and willing to pay a premium for them. On the other hand, we're seeing that a vast majority still see their mobile devices primarily as communications tools. What's missing, and how can we in the industry make these applications compelling, and in turn make money from them? The answer lies in the user experience. We must understand how the customer wants to access and be charged for these services and we must make the applications compelling.

What Subscribers Want

The early days of the wired Internet brought about a sense of excitement because it was possible for people to form new types of communities unrestricted by geography. 3G is heralding a similar revolution. We already see many operators undertaking affinity-based marketing initiatives, including promotions and entertainment applications tied to sports teams, music groups and television shows like “American Idol” in the U.S.

Recently, in the U.S. , the sports cable television network ESPN struck a deal with Sprint to provide a content-based service targeted at sports fans. ESPN Mobile will launch in the U.S. in 2005 with value-added services such as streaming sports audio and video, graphics and news. Both Sprint and AT&T have launched mobile video news and entertainment offerings, with Sprint TV subscribers paying an additional $4.95 per channel per month for access to entertainment, weather and news content, with video streamed live to their handsets at the rate of 1-2 frames per second. Some analysts estimate as many 150,000 subscribers so far for the service, within a year of launch.

Still operators will face a challenge managing and marketing to distinct segments by offering specialized content. Their current service provisioning systems and marketing processes don't account for vast stores of disparate content and tracking subscriber interests and usage. At the same time, offering segmented applications could result in the “silo-ing” of content, further frustrating subscribers and slowing adoption. For example, a subscriber who wants to access the same music clip for both ringtone and ringback applications will not want to self-provision (and possibly pay) for the content twice. Yet operators may find themselves in that very situation if their content delivery strategies are not carefully planned and coordinated.

Subscribers and operators alike face a challenge when considering content ownership and storage. Ringtones have been problematic for operators because they reside on the handset and do not present recurring revenue opportunities. Nor do they address churn issues since the subscriber can take their handset – and the ringtones – with them should they choose to switch operators. Subscribers on the other hand, face the challenge of storing large content files on their mobile devices. As video applications continue to develop and the library of audio files, games and other content continues to expand, storing these applications on the mobile device may impede performance, or worse, be impossible. Operators must address these challenges to truly capitalize on the rapid pace of mobile entertainment application development.

Meeting the Challenge

So how can operators plan their mobile entertainment strategies to ensure they are able to recoup network investments by offering compelling content and building new revenue streams? The answer lies in the management of those applications and the way they are delivered to subscribers. The industry needs to adopt a customer content relationship management – approach to mobile entertainment applications.

What does this mean? At its most basic, the concept involves marrying mobile entertainment content with service delivery platforms. More broadly, this involves:

•  Making content available across multiple applications

•  Tracking user preferences and using the data intelligently to upsell and provide a satisfying customer service environment

•  Storing content on the network (both operator-offered and subscriber-created) in a way that makes it easy to access

•  Providing access to new applications in an easy-to-use, intuitive way

A unified mobile entertainment strategy and platform, driven by the CCRM concept, will allow operators to truly capitalize on consumers' desire for mobile entertainment applications by improving the user experience. In an optimized environment, subscribers will be able to access audio, video, gaming and other applications easily, operators will be able to offer new applications quickly and with minimal network disruption, and increase ARPU significantly in a short timeframe.

Conclusion

 Handsets, networks and consumer behaviors are not the gating factors for broad adoption of mobile entertainment. Operators must realize that their back office systems and strategic planning will make the difference as they look to capitalize on the growing demand for new applications. Significant subscriber uptake will be driven by the user experience – an issue which operators must address in order to see significant returns on their network investments.

Through strategic planning and adoption of the CCRM model, operators can provide consumers with pricing they can understand, easy access to content, and the ability to self-provision and change their services. Once that has been established, there will be no limit to the ways subscribers use their mobile devices to access entertainment applications and a whole array of possibilities for operators who want to leverage their 3G networks to increase revenues.

 

About the Author

As Chairman and CEO, Bob Schechter has led NMS Communications through fundamental changes in the telecommunications industry since he joined the company in 1995. He brings three decades of broad experience in the leadership of technology businesses, including general management, financial management, and marketing and sales.  NMS has been early to recognize opportunities and execute strategies in areas such as VoIP communications, wireless backhaul management and voice quality that help operators improve network performance and minimize operating costs, and innovative mobile services such as personalized caller entertainment that help operators reduce churn and improve average revenue per subscriber.

Prior to joining NMS, Mr. Schechter was a senior executive at Lotus Development Corporation (1987-1994), where he served first as Senior Vice President of Finance and Operations and CFO, then later as Senior Vice President of the International Business Group. In that role, he was
responsible for all of Lotus' sales, marketing, customer service, and product development activities outside of North America, as well as the company's global consulting services.  Earlier in his career (1980-1987), Mr. Schechter was a partner with Coopers & Lybrand, where he served as Chairman of its Northeast Region High Technology Practice.

Mr. Schechter serves as a director of Avici Systems, Moldflow Corporation, and MapInfo Corporation.  He also sits on the board of The Massachusetts High Tech Council and is a past chair of the Massachusetts Telecommunications Council. Mr. Schechter is actively involved with The Children's Museum of Boston, where he is a past board chairman.


 

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