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Keys to mobile entertainment success
By Rann Smorodinsky, Founder and VP Application Developers' Community
Division (Feb. 28, 2002)
Despite industry scepticism and technological restrictions, the mobile
entertainment industry is set to explode. The total number of users of mobile
gaming services is forecast to grow more than 18-fold over the next five years
from 43m to nearly 850m users by 2006.
The question is no longer whether mobile entertainment will become popular
and lucrative but which applications and business models will captivate the
public and gain developer mind share. So, what are the mobile entertainment
success factors?
Pick 'n' mix
Firstly, variety is vital for the success of any entertainment medium. It not only
affects consumers' activity and platform preferences, but also whether or not
they decide to seek entertainment at all. Television networks don't exist
without a full slate of programming. Service providers must offer an ever-
changing variety for mobile entertainment to thrive. This can mean universal
brands and content formats mixed with localised selections or cross-media
synergies.
Secondly, entertainment is often an experience best shared. The mobile
medium offers more opportunities to share the entertainment experience than
any other medium. Players can play against friends or be matched
anonymously. For example, a Tamagochi game, launched on a Cash-U
mobile entertainment platform, attracted more players when it enabled players
to exchange pets.
Hobson's choice
The success of the use of mobile phones for entertainment depends largely
on its availability in the absence of any other medium. Therefore, mobile
terminals will, at least in the short term, continue to be the entertainment
platform of last choice. All the same, last choice is better than no choice.
Another important consideration is that services and applications offered need
to match the space, time-constraints and headspace associated with the use
of mobile terminals. The mobile handset is a limited entertainment platform
compared to the other consoles. These limitations don't render entertainment
and game design impossible, but they are nevertheless significant.
A built-in billing mechanism is also critical to ensure the commercial viability of
mobile entertainment and can add to the consumer experience. For example,
an interesting twist on the 'Rock, Paper, Scissors' way of settling issues such
as 'who waits in line at the cinema' would be to increase the stakes by setting
up the game so the winner is not only excused from queuing-up, but also
exempted from paying for the exchange in a 'Loser Pays All' twist on the
popular betting standard.
In the mobile world such a billing system already exists, technically. Moreover,
users worldwide accept it. In fact, most of us pay our phone bills without
questioning each specific line on the bill.
Timing is everything
Like in the entertainment industry in general, mobile gaming has to identify,
develop, produce, distribute and promote products and services in a timely
manner, and in tune with popular tastes and demands. Fast development and
deployment over large networks to large consumer markets will make
adapting popular and emerging trends from other mediums to mobile easier.
A game based on the Academy Awards, for instance, giving consumers the
chance to cast their votes and compete for the most accurate voting record,
could be developed, deployed and marketed within the time-frame between
the announcement of the nominees and the awards ceremony. This
acceleration in lifecycle creates opportunities to consistently and profitably
exploit previously unpromising areas, such as flash-in-the-pan hits and
seasonal activities.
As technologies improve, so will the content's production values and aesthetic
experiences: Downloading capabilities, bandwidth, platform and network
capabilities and compression technologies will all increasingly positively
influence mobile entertainment experiences. WAP enables limited animation;
J2ME already exists and provides a possibility to renew games and change
levels; and soon audiovisual capabilities, smoother animation, colour screens
(iMode is already there) and user base tracking will enable richer activities.
Brands and trends
There are now exciting examples of mobile games, hyped by appropriate
branding, making real and broad impact. Italy's Omnitel-Vodafone launched a
game, produced by e-Muse, which incorporated the popular character of
Megan, a well-known model, as a virtual lover. The attraction of the players
was immediate.
The popularity and possibilities of mobile entertainment continue to grow. The
increasing interest in the medium, new brands and cross-promotion, as well
as the growing number of consumers with access to handsets and networks
offering entertainment options, will create a groundswell of interest and
excitement in the mobile terminal. And, mobile entertainment will become
more fashionable.
The young, and their older predecessors, will remain the early adopters of
new types and content formats while mobile communications penetrates other
segments. These new segments, however, may eventually make up both the
largest growth area and the biggest segment in total.
In summary, the mobile medium, at first glance, appears to hold little potential
for entertainment. Its well-known lack of audio-visual impact, low data transfer
rates and very limited client-side capabilities make difficult-to-overcome
barriers. Nevertheless, with the growing popularity and penetration of mobile
phones, and its place as a promising medium for providing content in general
and entertainment, it will necessarily become a major business for those who
capitalise on it.
About the Author:
This opinion piece is based on the white paper Rann Smorodinsky wrote jointly with Mr.
Leeron Travish, Founder & Director, Universal Mobile Entertainment ltd. (UME).
For the full white paper please visit Cash-U's web site - www.cash-u.com
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