2007-09-17

Nokia pockets Enpocket

Nokia has agreed to buy ad-platform provider Enpocket for an undisclosed sum. The deal is expected to close later this year. This, coupled with Nokia's recent announcements concerning Ovi, shows the Finnish giant's push into other parts of the mobile content value chain.

Nokia's CTO Tero Ojanperä highlighted just that: “Nokia has already announced its intention to be a leading company in consumer Internet services and we believe that mobile advertising will be an important element in monetizing those services for our customers and partners. [...] This acquisition is a [...] move to bring the reach and depth of Nokia to organize the market across the world, and make it easier for an ecosystem to develop.”

Nothing much to add, I guess. It'll be interesting if they will manage to leverage Nokia's might to extend the reach of Enpocket or if the latter will simply be absorbed by the sheer size of the former...

2007-09-12

Mobile Mesh Networks: now we're talking...

Swedish firm TerraNet is trialling a mobile mesh network, we read. In a mesh network, each handset works like a little base station, too. It is a peer-to-peer technology without the need for a base station and, hence without a network operator or carrier. TerraNet's devices currently have 1km range, i.e. unless there is another device within a range of 1km, it will not work.

However, should this technology become robust and sufficiently scaled, the new Vodafones and Verizons would probably be Ericsson and Nokia Siemens Networks, i.e. the big network vendors. Incidentally, Ericsson is said to have invested $3m in TerraNet. At present, a maximum of 7 hops can be done, and this would be limiting the distance that can be covered. However, the company apparently also offers a network node via a USB dongle and this could then connect to a VoIP system to bridge long-distance and go into another mesh network closer to the recipient.

Would this technology be available on a larger scale (and perhaps ultimately without the constraints of so many hops), this would then result in lower cost for users because there would be one less mouth to be fed in the value chain, and it so happens that this is the hungriest mouth at present. Terranet is said to be recognizing that the telcos won't be delighted about this (multi-media evangelists like Nokia's Anssi Vanjoki will however be uber-excited as it will boost multimedia offerings and the opportunities over there). Oh, dreaming of the future...

At present, the offering is geared to scarcely populated areas (the company runs trials in Tanzania and Ecuador), and the above-described problems might not be an issue there. In the contrary, it could be that operators would embrace the technology to expand coverage. The company also targets urban areas where people make lots of local calls, which would then be virtually free.

In those more urban areas, there may be problems with having enough available frequencies, and the struggle with the regulators in the space might indeed slow the deployment down significantly. This would probably be made even harder due to the political concerns of many countries when it comes to weakening some of their economic powerhouses (because this is what carriers also are).

Other commentators are also concerned with battery life but also note that, if the phones are replacing landlines, they can be left plugged into a power source (which would be defeating the purpose of the notion of being mobile though, I guess). Surely this would be solvable though.

Very interesting indeed, I think!

Sony Ericsson to leverage PSP and Bravia brands?

According to the FT, Sony Ericsson ponders the release of PSP and Bravia (its TV moniker) branded high-end mobile phones, quoting SE's president, Miles Flint. The Bravia-phone is - I was surprised to learn - already a reality, namely as a mobile TV phone with DoCoMo in Japan. Regarding a PSP phone, Flint was cautious, saying that the technology was still some way from being perfected. “We need to make sure that it is a credible phone, and be sure we are justified in putting that identity on it,” he was quoted.

This approach would continue SE's strategy to leverage Sony consumer electronics brands in its phone business, which it has done with the ubiquitous Walkman (now turned video player) and its digital camera brand, Cybershot. This strategy has apparently helped to double its margins - in addition to moving up one spot from #5 to #4 in the leading manufacturers' list.

It seems eminently sensible to try and build on Sony's considerable fame in consumer electronics, in particular as Nokia (most recently with its high-powered and feature-packed N95) and new entrant Apple seem to be pushing the edge of the envelope, and LG adding on the design front (the Prada phone and the LG Shine spring to mind). SE's approach of weaving the trust it enjoys from consumers for its electronic devices into the mobile phone branding may well be suitable to counter this race. However, as was also noted, Mr Flint did not forget to point out the most important thing: “We need to make sure that it is a credible phone, and be sure we are justified in putting that identity on it." There you go!

The statements probably come on the back of reports during the last weeks (e.g. here and here) that SE was to release a games phone with a games-oriented user interface and styling, and comprising - geek excitement levels rising through the roof - things like motion-sensitivity, which will pave the way for Wii-like gameplay on a handset (be aware of flying handsets on your commute then).

2007-09-11

Mobile Coupons gaining traction?

Mobile coupons have long been a story lots of people have tried to get their heads around (the oldest blog entry I found dates back to 2003). There is a large number of players working on and with this and there have been the occasional successes: Austrian firm 3United (acquired by VeriSign) sold mobile tickets for a Britney Spears concert in Vienna as early as 2005 and 10% of all tickets sold were sold via mobile (they upsold additional content to 85% of those users!; see here). Scottish company Mobiqa is rolling out a mobile ticketing solution for MLB through tickets.com (see their showcases here). There are countless more applications in the area (apologies for not mentioning everyone...)

Cellfire now reports "about" a million people who have signed up for their service in the US. The WSJ ran an article about this (read it here; note: this might go to behind their subscription wall soon...). Redemption rates are reported to be good: they say they've been seeing them at 15%, which is a whopping 3x that recorded for old-fashioned paper vouchers.

Besides the usual critical mass and all I suppose it comes down to mainly two points then: more information about the line one must not cross in respect of bombarding consumers with advertising and retail brands picking up on the mobile screen as an advertising and indeed customer retention tool in earnest (so far, most of what we are seeing are trials or fashion-driven PR affairs). Given that there are more mobile phones in the world than toothbrushes, this should be a no-brainer! And with customization and segmentation of the customer base increasing by user, a very targeted approach should be possible. This is something Cellfire clearly realizes: they do not share phone numbers... Well done, them.

Twistbox on the money

Twistbox has announced it has raised a healthy $19.5m from ValueAct Capital (rather secretive firm: you require a user name and password even for accessing the "overview" section of their site) and "other strategic investors". It also announced that former Vodafone Global content supremo Graeme Ferguson has joined its board of directors.

Twistbox was the result of the acquisition of German developer Charismatix (authors of e.g. Anno 1701, Taito's Arkanoid, etc) by (predominantly) mobile adult (which they call "late night") content provider Waat Media from LA (who work with the likes of Private and Vivid)After a lot of buzz around them a while ago (and every year again at 3GSM when everyone gets gibberish over their licensees' parties - no, no scantily-clad girls there worth mentioning, ever...), it had gone a bit quiet. The last we heard was a deal they signed with Fashion TV.

Presumably, the new money and director will get them out into the public eye a bit more again. According to the release, they plan to use the funds to launch web-to-mobile storefronts and play-for-prices games. They also want to push into advertising (but then, who doesn't?).

We all suspect there's money in this "late night" content but little has been seen to quantify the opportunity. Juniper said in 2005 it was $1bn. Forbes didn't quantify in 2006. I have seen analysts who put the share of erotic games to 12% of the total mobile gaming sector, ranking them above racing and arcade games (7% and 5% respectively) but that's somewhat unconfirmed. Moreover, video and pics will presumably be even hotter sellers - if and when they get through the varying publishing thresholds in the different countries (from PG13 in the US all the way to "behind-the-curtain" adult content in some European countries. An overview on various attempts to put a number to that market can be found here (courtesy of adult mobile pioneers, Cherrysauce).

As it will in general still be arguably safe to say that sex probably still sells, we might expect Twistbox to go on to further strengths. Just get your parties up a notch, guys... ;-)

Finally, a note to all you dear readers: this post contains links to adult sites. Do NOT click if you are offended by adult content.

2007-09-04

Games 2.0: UGG (or user-generated games)

The wonderful guys from French Flash specialists Mobitween launched a user-generated-games portal called ugenGames. Here's the PR blurb: "The site invites players, developers and designers to create, upload, customise and share web and mobile Flash-based games. It also offers the chance to personalise and share games with others players by embedding them into social websites such as Facebook and MySpace or blogs like Blogger and Wordpress."

Mobitween's CEO, Philippe Chassany, reckons that this approach "bridges the gap between web and mobile game developers and players allowing them to create, customise, embed and share an endless library of games".

The concept is intriguing: basic casual game engines that can - because all done in Flash - be easily customized even by amateurs. Moreover: as the creator can adapt screen sizes, you can also choose to have it output in Flash Lite flavour - suitable for higher-end mobile phones! It is a rather sweet accompaniment to the 2.0 revolution.

However, will Flash Lite become J2ME's nemesis and revolutionize mobile gaming? Probably not just yet but the potential would certainly appear to be there: with over 200m enabled devices it is no match to the other technologies around but it is reaching a size where development for it might make a lot of sense: it is faster and cheaper than J2ME or BREW (last but not least because the porting nightmare falls away due to the vector-graphics approach used by Flash). Given that the limitations of input via mobile handsets limit the complexity of game play anyhow, the inherent limitations of Flash might not actually be too much of an impediment. Interesting...

2007-08-30

Nokia opens doors (if you read Finnish, that is)

Nokia launched its new Ovi platform to great fanfare. Ovi is apparently Finnish for "doors", which gives a hint on what they intend to do: lots of door-opening to "delivering experiences and services", which now is their business according to CEO Kallasvuo.

There is not too much on tangible details so far. Ovi is supposed to be the door (geddit?) to a bundle of services, namely their new music service, their revived N-Gage gaming brand (now a service and not a device anymore; good New York Times article here) and Nokia Maps. Then, it is said, it shall also "the entry point for other Web and mobile services". Which ones? Dunno...

Nokia is of course perfectly positioned to try and unify a content experience on the fragmented mobile space: its massive market share in most markets around the world allow it to push its platform onto a lot of existing devices. As an attempt of unifying the scattered environment, this is probably as good as it will get in the shorter term, so fingers crossed!

2007-07-18

i-mode dropped by O2 UK & Telstra

Today's a busy day, and here comes the next piece: we read that O2 UK will stop selling i-mode handsets from the end of this month, so that the service it licensed from NTT DoCoMo will probably soon come to an end. Elsewhere was reported that Australia's Telstra will close the service in December of this year.

O2 UK spent £10m in marketing which yielded a mere 260,000 users over the past 2 years. Telstra is believed to have gathered less than 60,000 followers of the service. Not impressive and only the last examples of i-mode's failures outside of Japan (and some pockets in Europe, namely with Bouygues in France and O2 in Ireland).

The woes continue as some other markets either pulled the service already or did not even launch it: following the disappointment in the UK and presumably closely monitoring the struggle of E-Plus O2 did not launch it in Germany. MTS Russia generated a mere $150,000 per month from it. In India, the launch on Hutchison Essar was pulled "in part" because Vodafone invested in the company. Exact numbers are hard to come by but as one does not hear booming statements of its overwhelming success, conclusions can probably be drawn...

What is it then that made i-mode such a success in Japan and such a failure nearly elsewhere? Is it the change of the mobile landscape with more and more operators abolishing usage-driven data charges, the general increase in bandwidth on phones which allows users to access more rich content more easily (this used to be an advantage of i-mode), or the lack of support from handset vendors (often cited)? It probably is a bit of everything really but quite possibly the old and overcome model of making money by letting the meter run: users outside of Japan are neither used to this anymore nor do they welcome it. And rightly so: the value is not in the time I spend browsing. The value is in a specific application, service, game, etc. Being charged for this would appear to be eminently sensible: I buy a product and I pay for it. Paying to use the pavement to go to the shop is less convincing as a concept.

Update: The International Tribune has an i-mode article here. It basically confirms the above but offers some additional viewpoints and quotes and such...

Ubisoft sells Gameloft stake

Console game publisher Ubisoft sold its 18.89% stake in leading mobile game publisher Gameloft for € 81.27m (c. $111m) to Calyon, the investment banking unit of French bank Credit Agricole.

The deal is interestingly crafted and seems to have been driven by financial performance concerns for Ubisoft: it is an equity swap agreement that gives Calyon 24 months to sell the Gameloft shares on the market. Any changes in the Gameloft share price will then be recorded by Ubisoft, so the deal will only affect Ubisoft’s income statement when Calyon sells the Gameloft shares. "Ubisoft said the equity swap enables it to stagger the placement of the Gameloft shares so that Ubisoft can keep benefiting from the company’s development potential over the next two years."

No need to get all hyped up though: the Ubisoft brands will remain safely where they are: The two companies said (other sources said "hinted") that they will continue to collaborate, especially when it comes to utilizing Ubisoft’s brands on mobile phones.

The fact that the license ties and collaboration will remain, that it will still be the Guillemot brothers at the helm of both companies and, last but not least, the way the deal mechanics work would suggest that this was more a piece of corporate and financial housekeeping for Ubisoft rather than an aggressive new move for Gameloft. On the other hand, even mighty Gameloft may have felt the need to position itself slightly more independently in order to be able to move in a market that has seen continuous consolidation waves and aggressively pushing market players.

Cellcom's ad-funded game trial: the Results

It is probably because they read here my criticism of their somewhat cryptic information policy back in April (well they probably didn't) but - one way or another - Cellcom, the Israeli carrier that entered into a comprehensive ad-funded mobile game trial has provided insight in the results. Kudos!

So what do we learn? Here's some of the highlights:
* 44% click-through rate
* 19% acquisition rate
* 10x higher game downloads per user (compared to downloads prior to the trial)
* 24% of the participants had not downloaded a game in the preceding 6 months, and 54% had not done so in the preceding 3 months.
* Take-up appears to have been particularly high amongst the youngest (9-20 years). No surprise here. The sentence reporting that is a bit mumbled, so not sure if they want to tell us that 65% of the users in this segment downloaded at least one game during the trial...

A little aside I noticed was that they call advertisers - somewhat carefully - sponsors: does that mean they didn't get any return for their money? Anyway, they advertisers/sponsors included quite a few of the biggies, e.g. Nokia, McDonalds, Diadora, Samsung, Adidas and Walt Disney. All the agency powerhouses tinkered with it, too, with McCann, Saatchi & Saatchi and BBDO all involved.

I have praised above Cellcom's information policy but two crucial data points are (somewhat unsurprisingly) left out, namely CPM and pay-out to the game publishers. For a 1-month trial, everyone will be in for the ride, and be only to show that they are in the midst of the flavour of the month, mobile advertising. However, only if advertisers are that (and not sponsors), i.e. if CPM will be at levels comparable to other media (or better), will it work. The above click-through numbers suggest that this might well be the case, and the added value of extreme targeting (the mobile screen is a user's most personal one: it is not shared with others to the extent the TV or computer is) will improve that further.

The question will then remain if big mobile game publishers who regularly spend hundreds of thousands dollars on a game will provide for in-game ads in these games and if licensors for such games will allow advertising that will then factually be endorsed by their brands. Finally, operators must make sure that the consumer is not charged for the data transferred to feed the ads. This can make for an incredibly complex business model, and perhaps one that will not make it worthwhile for one or more of the parties in it to participate. Much easier of course if there is no third-party licensor involved. The result could then likely be a two-fold structure: high-powered branded premium games for a price and unbranded, ad-funded games for free.

2007-07-17

Oberon plays iTV now, too: Pixelplay joins the family

Our recently very acquisitive friends from Oberon Media struck again to create one of the first truly focussed triple-play gaming houses. They now acquired Pixelplay, one of the giants on the interactive TV (iTV) sector. This together with their own online activities (Oberon powers e.g. MSN Games) and their recent acquisitions of Blaze and I-Play creates a rather explosive mix.

It will be interesting to see how they will manage to consolidate the whole thing with a view to the - at this time - still somewhat disparate portfolio: Pixelplay boasts the iTV licenses for the likes of Monopoly, Luxor, the World Poker Tour, etc, whilst I-Play excelled inter alia with "The Fast and the Furious". Oberon's ability to exploit titles now across three platforms may well give it some edge in the market, which - arguably - all the single parts urgently needed.

The move shows an impressively stringent move on the part of Oberon into building a casual-games-focussed powerhouse that extends its strengths across the three main consumer screens of today, i.e. the computer, the TV and the mobile phone.

2007-07-04

Only Jamba does the Simpsons

Jamba struck a remarkable deal, we read: in the US, content for Fox's cult TV series "The Simpsons" will be exclusively available via Jamba (or Jamster as it is known there). This will mean that consumers will NOT be able to download it from carrier decks. A major push for the D2C business (and only a day after we mused the consolidation of the sector). They introduce a new subscription plan ("Yellow Plan") for $9.99 a month, which offers credit for six downloads from a selection of The Simpsons content, including the Simpsons' mobile game which is produced by EA. No word if EA is prohibited from selling the game elsewhere; I doubt it.

The really interesting point is however the way Jamba positions itself with this: the company had been struggling and was indeed hit by lawsuits (class actions and all; there are even dedicated hate websites for it) over what many people found questionable business conduct, namely by allegedly luring people into relatively costly subscriptions (e.g. in the UK £4.50 per week; for games even £6.00) by offering - at first sight - free content.

Whether or not a consumer feels ripped off depends on the perceived value they receive. When I want to purchase a ringtone and end up paying £22.00 in the first month because I did not realise that I was entering a subscription, then the perceived value does not add up. If, on the other hand, I enter into a $9.99 per month subscription to obtain free access to my favourite TV show, then that might well be a different story: perceived value adequate equals happy consumers equals return customers equals a very successful and - more importantly - sustainable business.

Despite the bumpy ride through the courts, Jamba has always been very innovative and also quick to react to successes and failures, so it is somewhat unsurprising that they should have come up with this concept now. That they did this with so prominent a license deserves respect. Given that Fox (the owner of the Simpsons brand) owner News Corp holds the majority of Jamba, the deal will not even have been very expensive but be more of an act of cross-leveraging company divisions. It would arguably have been a worthwhile strategic investment geared to driving consumers to off-deck propositions in any event: this is an area where the US somewhat limp behind. This could now well be about to change.

On a sideline, this will also likely benefit the likes of Buongiorno: besides yesterday's announcement of their acquisition of I-Touch, they had previously acquired US firm Rocket Mobile, giving them a substantial footing in this market.

The trophy for deal of the week goes to Jamba though! Hats off!

2007-07-03

Closer to telecoms: Google acquires Grand Central

Google has just announced the acquisition of communications service GrandCentral. TechCrunch broke the news about the acquisition last week and now has the price tag at about $50 m.

According to Google's official blog, GrandCentral is "an innovative service that lets users integrate all of their existing phone numbers and voice mailboxes into one account, which can be accessed from the web. We think GrandCentral's technology fits well into Google's efforts to provide services that enhance the collaborative exchange of information between our users." It is bascially the evolution of the one-number concept which people like Accessline and others have been in for 10 years and more.

However, Google can possibly connect this somewhat more sensibly: Gmail and Google Talk fit smoothly and it will also ramp up the increasing interweave between the different media. In the voice area, Google was rather under-represented and Grand Central's very feature-rich product will be most welcome as it could give Google a bit of an edge here. Also, Google is arguably better suited than some others who tried to reach out directly to mainstream consumers (the likes of Accessline are mainly addressing the enterprise market) as it has a much better grip on alternative business models.

They of course have to quickly address capacity constraints: Grand Central has now moved to an "by invitation only" model because of shortages. Google will be able to help out there, I suppose.

Interesting move anyway...

D2C consolidates: Buongiorno buys I-Touch

eSo following LaNetroZed's acquisition of the majority of Monstermob earlier in the year, Buongiorno now played its part in consolidating the face of mobile D2C by acquiring I-Touch, the previously London-listed player (PDF press release here).

Of course, I-Touch had gone through an M&A spree of its own a couple of years back (it bought Spanish Movilisto and Finnish Jippii [meanwhile split up and perished]) before being gobbled up by Japanese giant For-side.com. Then of course all seemed to have gone a bit pair-shaped: when For-Side bought it, it cost a sweet £ 184m. Earlier this year, the management bought it out from its owner for allegedly $100m. Now, Buongiorno only had to pay about half that, namely €141m (incl. €12m in debt), which equals c. £ 95m or $190m. Someone did make money after all...

After the acquisition, the combined company apparently boasts more than 1,100 people in 20 countries and business in more than 40 countries.

What will this mean for the D2C sector? That with LaNetro and Buongiorno, there are now two more multi-national giants to compete with Jamba/Jamster? I wonder... All of these three had territories where they were/are strong and others where they weren't/aren't. The consolidation basically means that the offering will be less scattered and the players involved will stand a better chance to be recognised in the market, reducing volatility of their business.

Buongiorno is said to have been doing reasonably well in the more recent past: as per their last available quarterly report, revenues, EBITDA and profits were all up and rather healthily. But whilst they are amongst the big spenders in e.g. Italy or the US D2C markets, they were more or less absent from some other markets (the UK for instance). I-Touch and the markets it brings to the deal will help to strengthen their market position and they will be able to push their D2C model even harder now. The added footprint will allow them to get a better grip on pricing (which is something their board was sensitive about).

And here I was thinking that they were balancing it out with B2B, namely platform provision, master aggregation and, more recently marketing (Mitsui JV and acquisitions of Flytxt and HotSMS). But Buongiorno clearly has evolved with two equal columns to stand on. Congrats!

Update: Buongiorno CEO Andrea Casalini is certainly not shy: He said in the FT that they "had looked at other targets, including Jamba [...] and [...] LaNetro Zed, too.

2007-06-19

EA times 4

Gaming behemoth Electronic Arts announced it would be splitting the company into 4, namely EA Games, EA Sports, EA Sims and EA Casual. The first two cater for the classic console and specific sports properties respectively and - rather remarkably - the 3rd creates a whole division for one single property, namely the ludicrously successful Sims. It would seem that this is a sign for more to come, that is after Sims packs some of which 3rd party-sponsored/endorsed/branded. So we are probably here to see the first moves towards an MMO, an online community, etc, etc.

EA Mobile will become part of EA Casual (this piece had been announced a few days earlier). Reuters interestingly speaks of casual games as "games, which are usually played online or on mobile phones, are a small but rapidly growing part of the industry." So now mobile games are already part of the "usual" - great news!

EA Mobile will surely continue to serve as the mobile extension for EA's other divisions' properties and licenses, such as Tiger Woods, FIFA, Need for Speed, Madden NFL etc. The division's new President, Kathy Vrabeck formerly of Activision, at least mentioned something along those lines, so no big news here.