Showing posts with label lte. Show all posts
Showing posts with label lte. Show all posts

2009-04-28

Why an iPhone Deal with Verizon Wireless would be Cool

Today, interesting reports surfaced (or re-surfaced?) according to which Verizon Wireless and Apple are in discussions about bringing the iPhone to the former. However, because Verizon runs on a CDMA network and Apple has only ever supported GSM, commentators reckoned that this deal might be for Verizon's next-generation LTE network. And this is when one can start dreaming...


To recap: Verizon will be amongst the (if not The) first tier-1 network operators rolling out the next generation of wireless networks under the LTE standard (see here for more on this). Under LTE, unprecedented wireless bandwidth will be available, comparable (or exceeding) what households in Western and Far-Eastern countries have in their homes today. But then you would have it of course wherever you are (well, if the respective technology is installed).

Due to the immense speeds, a lot of people think that the first big change will be on the (computer) broadband side of things: no need for wireline access if the speeds are the same and you can actually wander around and through town and always be with your provider. Simplicity, ease of use, bliss of connected life.

When it comes to mobile handsets (previously known as phones), the iPhone is of course (and despite the heckling by its many critics) arguably the most successful multimedia device known to man (so far). To marry this with these speeds? Ah, what would await us (see here for earlier thoughts). The iPhone (if they can fix the battery life) would be perfectly suited to bring the new lush wireless life to the masses (albeit first to the more affluent ones): rich graphics, innovative inputs and the fairly unique form factor would show the opportunities off rather beautifully and could hence aid to avoid the post-3G hangover where people asked themselves why on earth they should get 3G phones: there was nothing much to do with them (other than being able to make "faster" phone calls...).

The most common uses would arguably be music and apps with the latter being even more successful than the former: it is estimated that iTunes took 6 years to record 6.8 bn downloads; the App Store did 1 bn in only 9 months (or 1.3bn p.a.), which would equal 7.8 bn in 6 years if no further growth would occur. Anyway, with 1.1 bn downloads p.a. not being too shabby either, let's take both, so what do we get?

On the music side, it would either mean quick and high-quality downloads or, more likely (?), streamed music. The same applies to the VOD and movie segments.

On the apps side, LTE would arguably push the envelope into two directions: (1) high-end, graphically rich games, and (2) ultra-connected social games that seamlessly bridge media platforms. Now: both types had their advent on the iPhone. Speak to any number of high-end games makers, and they will tell you that their life became much easier since the iPhone was there. Look at products like EA's Scrabble (with full Facebook integration), Playfish's games (coming from the other end, i.e. from Facebook to iPhone), etc and you have the foundations laid here, too. With LTE, all this becomes mass-marketable to a much higher extent. And this would be real fun!

2009-04-24

Opinions on LTE

The Opinions in Mobile project asked this week about our thoughts on LTE. Having recently had the pleasure of speaking at Alcatel-Lucent's 4G Symposium at CTIA, being members at their ngConnect programme and with general curiosity (and excitement), this is something I find quite interesting. Head over to read what some of the industry leaders are saying It's here.


Image credit: http://www.watblog.com

2009-04-07

4G, LTE & Games: Casual On Speed!

Next to app stores (or markets or marketplaces or app worlds or, well, Ovi), the dominating theme of CTIA Wireless was 4G/LTE. Now, as sexy and de jour as app stores might be, the latter has a hugely larger commercial impact (the Verizon Wireless contract for their LTE network will be a multi-billion deal alone!). But what is a network without applications?

So it was just as well that, one day before CTIA Wireless, I had the great pleasure of contributing to the "Connecting the Consumer" panel at Alcatel-Lucent's 4G Symposium (with Disney, Samsung, Buzznet and Atlantic Records all contributing, providing for the various facets of content [games, video/film, music, web]). The ground had been laid by the keynote of the formidable Mitch Singer, Sony Pictures CTO and a long-standing thought-leader in changing sectors (he's one of the people who brought the original Napster down and - in his own words - "look was the music industry has become"). Mitch had reminded us of "The Innovator's Dilemma" (Read it! It's worth it!), which deals with how businesses should tackle change...

And this brings me to the nucleus of this post, which is how the content industry will (should?) approach the next big thing that is LTE.

By way of background: LTE (Long-Term Evolution; don't ask why but this is apparently what it stands for) is largely seen as the successor to current third-generation (3G) networks (UMTS, WCDMA, HSDPA, HSUPA, CDMA2000, EVDO, call me if you want more acronyms...). LTE appears to have won the "fight" against Wi-Max (as some early commentators predicted) with carriers (Verizon Wireless, Vodafone and China Mobile amongst them) and vendors (Alcatel-Lucent, Ericsson, etc) strongly supporting it. The standard is capable of delivering speeds well in excess of 10MB/s over wireless networks. So, world, be prepared!

One of the obvious beneficiaries should be the games sector home of the tech-savvy early adopters: ultra-high broadband, super-speeds, fantastic opportunities. Or so they say...

The games market can probably - to this extent at least - be simplistically divided into a) hard-core and b) casual games. The former would comprise massively multi-player online games (MMO) as well as fast-paced, high-end racing and action games. The latter is, well, everything from Solitaire to Scrabble and Tetris. And, yes, the latter is the one genre played by far more people, including the online gaming industry's "golden customer", the proverbial 42-year-old housewife from Ohio (absolutely no offense meant, implied or indeed merited!). Whilst it is easy to see how a high-end action game would benefit from high bandwidth, the case may be slightly less obvious for the casual games space (on PCs alone, this is a $2.5bn+ market already today!).

Given the casual games' higher adoption across a much broader demographic, it is however conceivable that carriers (the ultimate gate keepers for mobile content at least in the world as we currently know it) would want to reach that broader demographic: higher spending power than geeky kids, faithful, not necessarily wanting to change things every 5 minutes, predictable spending habits - this is a much safer and more promising target demographic than my 13-year-old son who will happily switch allegiance to a provider the moment another one has something cooler, cheaper, slightly funkier, whatever, ... to offer.

So what can 4G do for the (mobile) casual games space? It brings, quite simply, wireless (or wire-free; remember that sweet tagline from Orange days long gone?) digital media to par with the wireline one (and will, in very large parts of the world, effectively be digital media (or do you think Brazil, China et al will dig up their vast countries to lay down copper or fibre cables to connect their non-urban consumers?).

So what, you say? Well, this allows consumers to actually play as they did before the arrival of the first crude iterations of the Internet, and that is socially: what was a game before computers and gaming consoles took over? An intrinsically social activity (cards, board games, petanque, golf, you name it). We have seen a huge uptake of social games on the Internet with tens of millions of consumers enjoying fairly simple games on Facebook and other platforms. And the next generation wireless will enable that again wherever you are (see here for a presentation I recently gave at Casual Connect in Hamburg on the topic).

So, high connectedness it is then! Games that will allow to interact with peers, friends, total strangers that happen to have the same passion for the same type of game around the world. Games become a social activity again. It is a less fancy, less futuristic vision than all-immersive high-end niche products such as World of Warcraft (which will also see its fair share of fame once the wireless networks can support it) but it is one that will finally make any wireless device as ubiquitous as many in the industrialized world (East or West) have learned wireline connected devices to be. And it actually takes some of the sting out of concerns that (digital) games will make video zombies out of our children.

This development (with LTE as the backbone) opens a market to be counted in billions rather than millions, and most of them will be wireless (the number of mobile phones outnumbers the number of Internet-connected PCs by a ratio of 2.5:1 already today!). And this is where the true market opportunity lies!

2009-03-27

Off to Vegas: CTIA Wireless 2009

On Monday, I shall be boarding a plane to visit Las Vegas for the All-American wireless love fest that is CTIA Wireless.


I will have the great pleasure of discussing the next generation of mobile entertainment services under a 4G LTE environment with executives from Samsung, Walt Disney, Atlantic Records, Buzznet and others. Alcatel-Lucent, who recently won a tender providing the infrastructure to Verizon Wireless for roll-out in early 2010, are hosting the respective 4G Symposium.

And otherwise? These are exciting times across a wide range of industry segments: network infrastructure and ultra-high bandwidth, the coming of age of smartphones and their widespread take-up as well as the respective changes for the content industries which can now offer services people could only be dreaming of a few years ago. Stay tuned!

Get in touch if you want to meet up during the show. Best to drop me an e-mail at volker (dot) hirsch (at) gmail (dot) com.