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http://www.imgawards.com/docs/reports/MobileContent8thMay2007PUBLIC.pdf
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Mobile Content –Emerging Business
Models and OpportunitiesScreen Digest8th May 2007
2
Today’s agenda
• Introduction– Ben Keen, Chief Analyst
• Playing the mobile content game– David MacQueen, Senior Analyst
• Mobile music – no money?– Dan Cryan, Analyst
• The mobile content revolution will be televised– Ronan de Renesse, Analyst
3
Screen Digest Mobile Intelligence
• Data on 25 countries– Europe, North America, Japan, South Korea
• Basic Metrics– Subscribers, 3G subscribers, ARPU split by voice, messaging
and content• Market Share
– Provided by mobile operator for subscribers, 3G subscribers and content market
• Revenues– Blended, prepay and contract ARPU; voice, messaging and
content ARPU• Mobile Games, Music and TV
– Service overviews– Historical data and forecasts for downloads, subscribers and
revenues
Playing the mobile content game
Screen DigestDavid MacQueen
May 8, 2007
5
Why is content important to operators?
• Growth in messaging and voice revenues slowing• Content revenues mean linear growth rate continues• Content worth over €6bn in 2006 across top 10 European markets
Operator revenues, top 10 European markets
70000
90000
110000
130000
2001 2002 2003 2004 2005 2006
Rev
enue
s (€
m)
ContentMessagingVoice
6
Considerable variation in Europe
Ger
man
y Italy
UK Fran
ce
Spai
n
Net
herla
nds
Port
ugal
Gre
ece
Bel
gium
Swed
en
0
0.4
0.8
1.2
1.6
2
Dat
a A
RPU
(€)
• Myth that prepay users don’t pay for content
7
US around double European average
Ger
man
y
Italy
UK Fr
ance
Spai
n
Net
herla
nds
Port
ugal
Gre
ece B
elgi
um
Swed
en
USA
0
0.5
1
1.5
2
2.5
Dat
a A
RPU
(€)
• Operator promotion of content; little off portal• Flat rate data common
8
Far East dwarfs Western markets
Ger
man
y
Italy
UK
Fran
ce
Spai
n
Net
herla
nds
Port
ugal
Gre
ece
Bel
gium
Swed
en
USA
Sout
h K
orea
Japa
n
0
4
8
12
16
Dat
a A
RPU
(€)
• Most mature markets• The future for Western markets?
9
Not all operators are created equal
Top 10 European markets
0
50000
100000
150000
Vodafone Orange Telefonica/O2
T-Mobile 3
Sub
scrib
ers
(000
s)
0
500
1000
1500
Con
tent
reve
nues
(m)
10
What do Vodafone and 3 have in common?
• Both operators routinely offer free content– Users become accustomed to buying content in a risk-
free transaction• Both early to offer more advanced content such as TV• Both advertise content to users
– Other operators typically only advertise on price of voice/text
• Vodafone typically strike deals with premium content suppliers such as Sky for TV and EA for games
• 3 typically looks for content which is current or fits in with current trends – not always big name brands
• Most other operators do not have such an obvious content strategy
11
Mobile games – the ‘daddy’ of mobile content
• Snake appears in 1997, predating ringtones by 2 years• Games is the most mature content category• What can we learn from the development of this market?• How will this impact other content types?
12
Japan and South Korea mature
0
200
400
600
800
2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011
Mob
ile g
ames
reve
nues
(€m
)
Download Subscription Pay per play
13
Europe reaching ‘tipping point’
0
200
400
600
800
2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011
Mob
ile g
ames
reve
nues
(€m
)
Download Subscription Pay per play
14
Further growth expected in North America
0
200
400
600
800
1000
2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011
Mob
ile g
ames
reve
nues
(€m
)
Download Subscription Pay per play
15
North America to be biggest market from 2009
0
500
1000
1500
2000
2500
2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011
Mob
ile g
ames
reve
nues
(€m
)
North AmericaEuropeSouth KoreaJapan
• New markets will add to growth– China, India and South America key territories– BUT significantly lower price points
16
Different business models in different regions
• Subscription largely in Japan– Mis-sold subscription services often cited as a reason for
lack of popularity elsewhere– i-mode has not been popular outside Japan
• Pay per download popular in Europe, North America and South Korea
• Pay per play (rental) popular in US, services launching in Europe– Pay per week/month options very like subscription, but on
a per title basis rather than subscription to service
17
Who are the main players in the game?
PublisherConsumer NetworkOperator IP Owner Developer
Typical revenue shares (Operator/publisher)
Europe: 50/50
North America: 30/70
Japan: 9/91
Often up front payment and/or revenue shares from publisher revenues
Typically 10% from publisher revenues
18
A gap is opening up
• Top tier publishers taking a larger market share• Top 3: EA, Gameloft, Glu
0
500
1000
1500
2002 2003 2004 2005 2006
Rev
enue
s (€
m)
Total top 3 remainder
19
Why is this happening?
• Operators focus on smaller number of higher quality relationships
• Slowing growth leads to increased consolidation and more M&A activity
• All of this means market leaders continue to capture a larger market share
• Life will become more difficult for smaller publishers
20
Investment activity peaked in 04, on rise again
• Around 50 deals and over $700m invested in Western markets• Peak in 2004 (start of ‘hockey stick’ growth)• 2007 a ‘busy’ year so far (growth slowed to 14%)
0
5
10
15
20
1999
2000
2001
2002
2003
2004
2005
2006
Q1 200
7
Dea
ls
0
50
100
150
200
250
300
Inve
stm
ent (
$m)
DealsInvestment ($m)
21
Acquiring IP is a typical publisher strategy
• Licensing IP clearly affects profitability• Competition through brands has not been a successful
strategy, particularly for smaller publishers• Quality and scale becoming more important
95%
5%
58%42%
LicensedUnlicensed
Profitable publishers
Unprofitable publishers
Portfolio mix
22
Publishers under pressure despite content revenue growth• Can publishers increase profitability?
– IP affects profitability– Fragmentation decreases profitability– Will 3D adversely affect profitability?
• So if content ARPU has strong growth, why not games?– Promotion of other content types– Limited deck space– You can’t treat games in isolation
• Limited audience– It’s been 5% for years– After 10 years of mobile games the audience has reached a cap
• Is the challenge to increase ARPU from existing players?
23
The challenge is to prove us wrong
• Our forecasts are based on the existing market and what we feel is likely to change
• So if the current business models are not enough, what can make the market grow?– Not 3G– Search– Simplicity– Service not product – subscription and PPP
24
What can we learn from games?
• Can we expect this to happen to all content types?• Can music and TV attract a bigger audience?• Will that audience pay?• How much will they pay?