6152009 - PowerPoint PPT Presentation

1 / 46
About This Presentation
Title:

6152009

Description:

Horoscope/Fortune telling. Karaoke Information/ Song. FM Radio Information ... daily life the user must first be shown the value, how mobile entertainment ' ... – PowerPoint PPT presentation

Number of Views:50
Avg rating:3.0/5.0
Slides: 47
Provided by: web45
Category:
Tags: daily | horoscope

less

Transcript and Presenter's Notes

Title: 6152009


1
Mobile Commerce Buzz and Value Chains
  • Pirkko Walden

2
Value Chains and Value Networks
  • a value chain is a framework for considering key
    activities within an organisation and how well
    they add value as products and services move from
    conception to delivery to the customer
  • a value network is the links between an
    organisation and its strategic and non-strategic
    partners that forms its external value chain

3
Natsuno, NTT
  • My role is to coordinate a value chain larger
    than the world of networks, servers, and handsets
    NTT is used to. I know that no single company
    could provide the entire value chain, so I set
    out to create alliances and support among
    third-party developers.

4
m-Commerce products services involves a number
of players
  • infrastructure equipment vendors
  • software vendors
  • content providers
  • content aggregators
  • mobile network operators
  • mobile portals
  • third-party billing operators
  • mobile device manufacturers
  • wireless application service providers
  • location information brokers

5
Value
  • value for whom?
  • the customer
  • the company
  • relevant business partners
  • customers define what value means to them and
    buy on that basis
  • freedom becomes value when it changes the limits
    of the possible in the structures of everyday
    life (The Braudel Rule, cf. Keen Mackintosh)

6
The Entertaining Way to M-Commerce (Baldi
Thaung 2002)
  • Japans approach to the mobile internet i-Mode
  • A model for Europe?
  • Japan only market where wireless internet has
    exceeded expectations
  • Why?

7
What is i-mode?
  • i-mode is NTT DoCoMo's mobile internet access
    system.
  • "i-mode" is also a trademark and/or service mark
    owned by NTT DoCoMo.
  • the "i" in "i-mode" stands for information,
    internet, etc.
  • is a service offering wireless web browsing and
    e-mail from mobile phones
  • most popular among young users, 24-35 years of
    age heaviest users, women in their late 20s,
    slightly more male users than feamle users, all
    categories

8
Who is NTT DoCoMo?
  • NTT DoCoMo is a subsidiary of Japan's incumbent
    telephone operator NTT.
  • The majority of NTT-DoCoMo's shares is owned by
    NTT, and the majority of NTT's shares is owned by
    the Japanese government.
  • NTT-DoCoMo's shares are separately listed on the
    Tokyo Stock Exchange, Osaka Stock Exchange, New
    York Stock Exchange (DCM)
  • NTT-DoCoMo's market value (capitalization) makes
    it one of the world's most valued companies.

9
i-mode An Early Success Story
  • Launched February 22, 1999 by NTT DoCoMo
  • 44 million i-mode subscribers in 2004
  • Market share 56.1 (2004 Q3 Results)
  • Network/Communication Standard
  • Japanese PDC, PDC-P, W-CDMA
  • packet-switched (always on)
  • Mark Up Language iHTML
  • Critical mass of content and services
  • Services Transactions (banking), entertainment,
    DBs, etc.
  • 4,500 official sites, tens of thousands of
    unofficial ones
  • Fixed monthly fee fee per packet subscription
    fees for different services
  • Content providers CNN, Disney, CITYBANK, etc.

10
Foma, Freedom of Mobile Multimedia Access
  • FOMA is NTT DoCoMo's 3G service the first in
    the world based on the W-CDMA system, which
    complies with IMT-2000, an international standard
    for 3G mobile communications.
  • FOMA service began in 2001, and its fundamental
    performance continues to advance, evidenced by
    new terminals with reduced weight and longer
    standby times and an expanded service area.
  • NTT DoCoMo's goal is to provide richer mobile
    multimedia communications by developing
    applications that take full advantage of FOMA
    features.
  • Connecting with anyone, anytime, anywhere, and
    freely access all kinds of information that's
    the limitless potential of mobile communications
    offered by FOMA.

11
The Story
  • Kouji Ohboshi, chairman
  • DoCoMos success is largely a product of his
    vision
  • graduated in 1957 in law
  • NTT did not fit in the Japanese management
    culture
  • Keiji Tachikawa, president and CEO
  • 1962 engineer, 1978 Masters degree from MITs
    Sloan School
  • 1982 he received his Doctor of Engineering degree
  • from Tokyo University

12
i-mode Subscriber GrowthMonthly
                                            
13
  • As of now, there are 44 million i-Mode
    subscribers
  • According to DoCoMo's data, the large majority of
    subscribers use email and browse webpages every
    day.

14
Site Growth/Content Provider Growthi-mode Menu
Sites Monthly                                 
            
15
Independent Sites Monthly                     
                        
16
(No Transcript)
17
The i-mode Portal (Sadeh)
Source NTTDoCoMo
Information News Updates Weather
Information Sports News Stock
Quotes Business/Technology News
Town Information Horse Racing Information
etc.
Transaction Banking Security
Trading Ticket Reservation Airline
Information/Reservation Credit Card
Information Book Sales
etc
eMail
Entertainment Network Game Character
Download Horoscope/Fortune telling Karaoke
Information/ Song FM Radio Information Club
Event Information etc.
Data base Telephone Directory Search
(Yellowpage) Restaurant Guide Dictionary
Service Cooking Recipe etc.
Information Bill Collection System for IP
User Profile Data Base
18
i-Mode
  • The most popular i-mode sites are by far
    entertainment-related sites where you can
    download character images and ringing tones,
    play games, read your horoscope and find dating
    services.
  • Other popular services include weather
    information and news-related sites.

19
  • there are over 60 million mobile users in Japan,
    i-mode and competing mobile internet systems have
    around 50 million users in Japan.
  • i-mode has started in Europe in April 2002
  • Germany, the Netherlands, Belgium, France, Spain,
    Italy, Greece
  • i-mode elsewhere
  • Taiwan, Austrailia
  • i-mode is the most successful mobile data service
    today.
  • DoCoMo and i-mode is blazing the trail into the
    unknown world of mobile internet and mobile
    multimedia.

20
  • http//www.nttdocomo.com/home.html
  • http//www.nttdocomo.co.jp/english/

21
i-Mode
  • Possible reason
  • The different strategy followed by i-Mode system
    focused on entertaining services
  • Not professional business services like European
    WAP services
  • Cultural peculiarities of Japanese society
  • 50 of i-Mode user activities
  • visits to entertainment sites offering games,
    screen savers and ring tones

22
i-mode
  • Technical factors
  • Market related factors
  • Cultural factors
  • Consumer-group specific factors
  • Trade-off between reach and richness

23
Mobile entertainment
  • A business-to-consumer service
  • Pure entertainment
  • Applications solely accredited to the
    entertainment industry
  • Entertaining service
  • Serve a second purpose beside pure amusement
    (e.g. educational or informational)
  • Often incorporated in the business environment

24
Breakdown of Pure Entertainment Services
25
Breakdown of Entertaining Services
26
The Japanese Environment
  • 50.8 of the Japanese population owned a mobile
    phone keitai in early 2001 70 million users
  • 50 million wireless internet subscribers
  • NTT DoCoMo 56.1 of the market share
  • Three main rivals about 15 each

27
The Japanese Environment
  • i-Mode
  • A branded micro-browser service launched by NTT
    DoCoMo
  • Simultanously an operator
  • Internet service provider
  • Portal
  • The packet-switched service incorporates XHTML
  • The service boasts numerous official as well as
    unofficial web pages created by individual and
    companies

28
The Japanese Environment
  • One of the world leader in kitsch
    entertainment, Tamagotchi, Hello Kitty
  • World leader in gaming experience, game consoles
    and complex PC games
  • 55 of the i-Mode accesses in early 2000 were
    for entertainment related areas

29
The European Environment
  • Mobile phone density in Europe was 62 by the
    end of 2000
  • 250 million users
  • 6.1 were WAP-enabled
  • 3.1 were used for accessing WAP services
  • Wap is a standard supported by an international
    consortium for delivery of content from the
    internet to mobile devices to be used with any
    mobile phone

30
The European Environment
  • Wap
  • Incorporates a simple micro-browser and specifies
    the WML for creating content
  • Not bound to a specific network structure
  • Mobile entertainment applications
  • Available in simple forms today in parts of
    Europe
  • Scandinavian countries, with Finland taking the
    lead, are emerging as the centre of European
    wireless innovation (Baldi and Thaung 2002)

31
Europe vs Japan A Comparison
  • Technological differences
  • Network technology
  • Packet-switched vs circuit switched
  • One important pre-requisite for the penetration
    of m-entertainment services lies in the intro of
    packet-switched systems
  • i-Mode always on connection to the internet
  • In 2000 the speeds of i-Mode and WAP were
    comparable 9.6 Kbps (WAP took minutes to
    reconnect to the internet)

32
Europe vs Japan A Comparison
  • Language
  • C-HTML
  • Applies a simple programming language
  • The ease of C-HTML has encouraged numerous firms
    and private developers to build unofficial
    websites contributed to the success of i-Mode
  • WAP
  • A more comprehensive and sophisticated language
  • Content providers must learn how to develop the
    sites
  • Allows for more advanced applications
  • Is widely compatible to other standards

33
Europe vs Japan A Comparison
  • Devices
  • Cutting edge vs good standard
  • Hardly comparable in terms of technical features
  • Handset lifecycle in Japan among the lowest in
    the world and a fierce competition - the
    development of devices with superior quality and
    features a reality
  • Special interest is given to the user-interface
    large colour displays and good input methods

34
Europe vs Japan A Comparison
  • Market structure
  • Carrier vs manufacturer
  • In Japan all four handset manufacturers are given
    handset specifications by DoCoMo
  • European specify the phone attributes themselves
  • Wired internet experience (low vs high)
  • Wireless internet and voice calls primary means
    of communication in Japan
  • Penetration of the wired internet low (14)

35
Europe vs Japan A Comparison
  • Wired internet experience
  • In Europe wireless internet as an alternative
    means of accessing the web
  • Average 20 familiar with the internet (7
    Portugal - 44 Norway)
  • Early disappointments in Europe not as rich and
    fast as the wired internet
  • Billing scheme
  • i-Mode accessed through a central portal through
    which the official sites provide their services

36
Europe vs Japan A Comparison
  • Billing scheme...
  • Very attractive for content providers to become a
    official site since NTT DoCoMo provides a billing
    facility, where the user is charged for value
    added services via their phone bill
  • DoCoMo keeps about 9 of the fees charged and in
    addition makes money from charging the i-mode
    users for the data transferred
  • WAP must consent beforehand to pay for sites
    with their credit card.

37
Europe vs Japan A Comparison
  • Pricing
  • NTT DoCoMo charges a monthly fee of 1 to 3 euros
    for using an i-mode service and 0.003 euro per
    data package (128 bytes) transferred, i.e. amount
    of information downloaded
  • Average i-mode bill is between 15 and 21 euros
    per month
  • WAP is billed on a per minute basis for about
    0.20 euros per minute, i.e. connection time

38
Europe vs Japan A Comparison
  • Cultural backgrounds
  • Attitude towards time
  • Killing time vs saving time
  • In a society where saving time (e.g. through the
    wired internet) is a relevant part of daily life
    the user must first be shown the value, how
    mobile entertainment kills time

39
Europe vs Japan A Comparison
  • Community habits
  • Public transport vs car
  • Japan is a commuting society, primarily using
    public transportation to travel
  • It is forbidden to make voice calls in subways
  • Phones represent a fun means of spending time
  • Europeans use their car

40
Europe vs Japan A Comparison
  • Role of phone
  • Life style component vs tool
  • The keitai an important part of the Japanese
    society, adding a life-style component
  • Primary communication method, carried along
    everywhere, a part of the owners identity
  • Mobile devices fashion accessories in Japan
    different handsets to suit various occasions
  • European users see the phone merely as a
    communication tool

41
Europe vs Japan A Comparison
  • Consumer groups
  • Entertainment something can be offered to every
    age group
  • Kids and teenagers
  • Similar to their Japanese counterparts are
    expected to be fascinated users of the wireless
    web when content allows
  • Heavy users of game consoles
  • Will undeniably be among the most dedicated users
    of mobile entertainment

42
Europe vs Japan A Comparison
  • Young adults
  • Accross the world, numerous young adults with
    large budgets
  • Likly to share a strong demand for brand products
    and are likely to turn to wireless phones for
    entertainment services
  • Tech savvy and perceptive to new trends, they are
    often first users of new gadgets, when
    entertainment is involved
  • Will push the demand for wireless data usage in
    Europe, as the age group currently already
    accounts for the highest wireless data use and
    mobile phone penetration

43
Europe vs Japan A Comparison
  • Business users
  • Europeans show the largest differences when
    compared to Japanese counterparts
  • Japanese adults open to making use of
    entertaining services in spare moments
  • European using the devices primarily for
    infotainment and communication, popular content
    will include news and weather
  • European users have less time and are interested
    in saving time, will not have many moments to
    fill with entertainment
  • Entertainment that serve dual purposes will be
    popular

44
Europe vs Japan A Comparison - Main Differences
  • i-mode
  • Proprietary standard, developed by NTT DoCoMo
  • Used mainly in Japan/Hong Kong
  • No learning curve for content providers due to
    similarity to HTML
  • 4300 official sites and 80 000 unofficial sites
    in Japan
  • Billing provided by NTT DoCoMo for official sites
  • WAP
  • Open standard, developed by wireless phone
    industry
  • Used around the world as de facto standard
  • Learning curve for content providers
  • 24000 sites accessible globally (2003)
  • Must agree to pay charges by credit card

45
Conclusions
  • Mobile entertainment has an enormous potential
  • In Europe essential to concentrate on simple
    services high reach and less rich applications
  • In Europe young people should be targeted (accept
    lower richness in favor of reach)
  • New technologies should be priced moderately and
    tested in environment area

46
Without the right solution, you wont get far
picture www.infonet.com
Write a Comment
User Comments (0)
About PowerShow.com