By Emilia Kaszubowska Cindy Strong-Jones. Revenue from European mobile computing business will increase at a compound annual growth rate of 4% over the.

Slides:



Advertisements
Similar presentations
IBM WebSphere Everyplace Access for Multiplatforms Managing the e-business Customer Experience.
Advertisements

Mogul World is… (1) Worlds first 3D Social Entertainment Network or Virtual World. Virtual World. (2) A living, breathing 3D platform, focused on music.
Mobility Speed Anywhere Anytime By 2009 in the U.S. alone, wireless service revenue will surpass wireline service revenue for the first time.
Internet Applications
The Mobile Internet Present and Future Jon White Digital Publishing Director Macmillan Education, Oxford OReilly TOC Conference February 11 th – 13 th.
The European way to think the Digital World Mobile Services Vincent Poulbère IDATE - Head of mobile service team.
Rashida Jamil WHY COMPANIES ARE IN NEED OF MOBILE DEVELOPERS.
A Brand New Mobile Advertising Platform. About WinBackTone WinBackTone, the worlds first RingBackTone mobile advertising platform, is a unique and innovative.
M-learning thru M-devices- Is it real learning?. Real challenges? Mobility – a fad, trend or a culture? Learning – have we change our learning behaviour?
Mobile Entertaiment now and tomorrow…
IBM Global Services Document # DRM in a Wireless World Griffith Jones IBM Business Innovation Services Griffith Jones IBM Business Innovation Services.
Analyzing the ICT Market : Technology and Trends and the Impact of Technology on the Market Carlo M. Rossotto, Tim Kelly Cairo, March 10, 2009.
On Device Portals Presented By:. Mobiletain & The On Device Portal Consortium The ODPC was formed by Mobiletain/B2 Group to: Further the advancements.
© 2007 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice Brian Levy VP and CTO Hewlett Packard.
Moscow, 21 June 2006 Off Portal Strategy Experiences from Gallery in France Vincent Roger
Introduction EMI music group was established in 1931 when Gramophone Company merges with Columbia Graph phone to form Electric and Musical Industries.
10.1 © 2007 by Prentice Hall 10 Chapter E-Commerce: Digital Markets, Digital Goods.
1 TeleSoft Partners Annual Venture Capital Ecosystem Meeting Doug Garland SVP Broadband & Mobile Services October 20, 2003.
TC2-Computer Literacy Mr. Sencer February 4, 2010.
Wireless Village (WV) Mobile IMPS ( Instant Messaging and Presence Services) Reporter : Allen.
10.1 © 2007 by Prentice Hall 10 Chapter E-Commerce: Digital Markets, Digital Goods.
EBusiness. What is e-business Electronic business or e-business is the use of ICT to improve business (from the use of to facilitate administrative.
Mobile Games Pekka Kinnunen Dap02s. Topics: History Economics Technology Platforms Future / Conclusions.
E-commerce Business Models— Introduction
COMPUTER APPLICATIONS TO BUSINESS ||
Mobile Monetization. TIMWE at a glance 2 Overview Offered Solutions 3 TIMWE Solutions TIMWE Services Mobile Marketing Mobile marketing campaigns and.
Copyright © 2006 ClearSky Mobile Media, Inc. Planning Mobile Entertainment Strategy Planning Your Mobile Entertainment Strategy.
Copyright ARC Group 2000 September 2000Regina Wong- GSM Congress Asia Pacific Wireless Internet: Market Trends and Strategies Regina Wong Consultant.
Sectoral Analysis : Mobile Application Industry Submitted By : Sagar Deshmukh Birla Institute of Management Technology (BIMTECH )
E-Commerce. What is E-Commerce Industry Canada version Commercial activity conducted over networks linking electronic devices (usually computers.) Simple.
Phone: (248) Twitter: twitter.com/GoMobileMI Intro to MTAM Introduction to MTAM (Mobile Technology Association.
EirplayMedia (c) 2009 EirplayMedia Game Production Cycle.
1 Casual Games: Where It’s All Going Rob Glaser Founder & CEO, RealNetworks.
Highly competitive market, with new entrants Evolving customer behavior Changing Technologies.
Requirements to benefit from CB in Value Added Services Mark Cabiling, Swapcom Marketing Manager
Mobile data. Introduction Wireless (cellular) communications has experienced a tremendous growth in this decade. Most of the wireless users also access.
Lecture 2 Title: E-Business Advantages By: Mr Hashem Alaidaros MIS 326.
0 1.As of 30 Jun 10 Total SingTel Mobile Subs = 3.1M 45.8% postpaid Market share % prepaid SingaporeSingTel Associates Over 344M subscribers SingTel.
E-Commerce: Digital Markets, Digital Goods
I-DATE Internet: Act II… will be also Mobile! Alan Harper Group Strategy Director.
SOHU.COM Clement Chang Anurag Jain Bryan Jenkins.
B056 SMS Applications and Services in Western Europe: Short Term Revenue Opportunities ‘SMS represents an immediate, installed revenue opportunity for.
MIT Communications Futures Program Bi-annual meeting, January 22-23, 2008 San Jose, CA The Future of TV – What’s the Role of P2P? Introduction – Natalie.
MoCo Russia Mobile Ad 1 The Unique Power of Mobile Ad Media Meir Litmanovich, Product Account Manager, Comverse.
1© Nokia Siemens Networks 2011 To change the document information in the footer, press [Alt + F8] and use the „Nokia_Siemens_Networks_–_Change_Document_Information“
Key Technology Enablers for Mobile Value-Added and Content Services - MMS, Java and XHTML OFTA Hong Kong, Marko Keskinen Nokia Mobile Phones.
Worldwide Over-the-Top Subscription Video on Demand Market October 2013.
Pág ALBERTO CALERO/ JOAQUIN MOLLINEDO AMENA (AUNA) The role of innovation and research for the European ICT industry.
The Digital Revolution and The Global E-Marketplace Chapter 25 Matakuliah: J0474 International Marketing Tahun: 2009.
Key Issues facing Mobile Carriers Matt Davey Deputy Managing Director OPTUS MOBILE 25 th September 2003.
Mobile – Internet &Business Applications Presentation by Mr Birendra singh on AKWL-IIA joint venture program.
Copyright© 2002 Avaya Inc. All rights reserved Anna Dorcey Director, Avaya DeveloperConnection Program August 4, 2004 Partnering in the VOIP World Anna.
Making Money with Windows Phone Applications and Games Todd Biggs, Director of Product Management John Bruno, Lead Program Manager.
What’s a mobile app? A mobile app is a software program you can download and access directly using your phone or another mobile device, like a tablet.
Digital TV Interactive TV T-Commerce Convergence of Internet, Broadband, and Television Technology DEFINITIONS.
E Commerce Market INDIA & GLOBAL MARKET Industry Segmentation Industry Stakeholders Market Size – India Market Size – Global Online Consumer Pattern Online.
E-COMMERCE: DIGITAL MARKETS, DIGITAL GOODS Part-I.
What is a Business Model? -the method of doing business by which a company can sustain itself -- that is, generate revenue.
E-Commerce & M-Commerce. Introduction Electronic commerce, commonly known as e- commerce, It is a type of industry where buying and selling of product.
Introduction We are India's leading directional media marketing company enabling SME discovery. Pioneers in discovery of platforms across B2B,B2C & C2C.
1 Global Hadoop Market Forecast 2014 –2020 Global Hadoop Market Forecast 2014 –2020 Occams Business Research & Consulting.
E-commerce: Digital Markets, Digital Goods
NA Sales Training 2007 The Digital Marketing Space.
Global Digital Advertisement Market with Focus on Online Classifieds ( ) Tel:
CONFIDENTIAL SPE Service Opportunities Draft. page 1 Traditional Studio Content and Distribution Businesses are Fragmenting Studio User Generated Games.
To buy this Report Visit
Mobile & Wireless Communication Technologies & Techniques
E-Commerce: Digital Markets, Digital Goods
© 2016 Global Market Insights, Inc. USA. All Rights Reserved Fuel Cell Market size worth $25.5bn by 2024Low Power Wide Area Network.
Presentation transcript:

By Emilia Kaszubowska Cindy Strong-Jones

Revenue from European mobile computing business will increase at a compound annual growth rate of 4% over the next four years Europe as a region has the highest adoption of mobile computing services at 121% penetration, rising to 135% by Adoption and usage of mobile and Internet services

Half of Mobile Phone Application Revenue from Location-Based Services 13 million mobile consumers downloaded a mobile LBS application LBS accounted for 51% of the $118 million generated in revenue by downloadable mobile applications such as LBS, weather applications, chat/community, and personal organization tools.

On-device content portal for S60 and Series 40 devices It is built on Symbian and Java platforms. mobile user :access to a catalog of content such as ringing tones, video, and applications Operators: integrate multiple delivery systems Developers: distribute their offerings ce/nokia-content-discoverer/flash-demo ce/nokia-content-discoverer/flash-demo

Mywaves Video Service user-generated & branded content Reaches 30 Million Mobile Viewers < 3 years has become one of the largest mobile entertainment Make money by advertising and sales of related items Global Mobile 2008 Award for Best Mobile Video Service 60 percent of users use Nokia

SpotJots blogging and social networking application Free access to SpotJots.com Money: selling premium services for an extra $2 a month Free account- see only 200 jots Nokia introduced SpotJots to several key players in the LBS space, and have lobbied on SpotJots behalf

Effective marketing and merchandising tool Billions of subscribers can learn about your products. Increased sales opportunities. Direct tie between your product and the powerful Motorola brand.

Strong growth and innovation in the wireless communications industry has led to the emergence of the wireless entertainment market. Factors such as the rapidly increasing availability of multi-media capable phones, unprecedented growth in the number of wireless subscribers and deployment of next generation wireless networks are responsible for the enormous growth being experienced in the wireless entertainment market.

Sources: ARC – arcresearch.com; Screen Digest – screendigest.com; IDC – idc.com; Instat/MDR – instat. com.

Although Japan and Korea represent the vast majority of revenue generated by mobile game sales, Screen Digest predicted that The Americas and Europe will play an increasing role in the growth going forward and will lead the world in mobile gaming revenues.

Mobile Developer-They remain the creators and producers of the initial game concept to the final playable and released gold master code.

Porting Service - Many developers arent prepared for the job of creating individual game builds for the hundreds of devices in the marketplace. Just acquiring the handsets themselves is a challenge, not to mention the large commitment to testing and QA required. Then you need to consider localization normally into the five primary EFIGS languages (English, French, Italian, German, and Spanish). This makes the number of SKUs (stock keeping unit) potentially staggering. Depending on the complexity of the game, the porting process usually exceeds the initial development costs. There are a few companies which have technology that helps to ease this process through automated tools such as Tira Wireless. This is likely to become the trend due to the high cost of porting without a process that addresses handset diversity.

Publisher - The mobile publishing business is more a mirror of the traditional video game business. They acquire the rights to different IP and typically fund development of the game through internal or external studios to bring it to market. They also typically fund the porting process and manage the delivery of the game to the carriers e.g Gameloft, Mforma, Digital Bridges (now iPlay), Device/Handset Manufacturer - The handset manufacturers are the mobile industry equivalent of game console Manufacturers. The leaders, in terms of global market share are Nokia, Motorola.

Carriers -Carriers wield significantly more power in the mobile gaming space than retailers do in the traditional game business because they have a monopoly over their very large customer base. Carriers dont only provide the storefront but also drive pricing, technology specifications (e.g., 3D APIs, digital rights management, community infrastructure), determine/enable various business models (e.g., subscription, one-time download, micro-payments), and they provide the network that connects it all together. No other player in the value-chain touches so many aspects of the user experience. Without strong carrier partnerships a publisher and its products simply will not make it. This group includes the large multinational carriers such as Vodafone, T-Mobile and Orange Independent Channels -This category refers to all web, WAP (wireless application protocol) and SMS (short message service) sales channels not owned by the carriers.