Opportunities Challenges Mobile Media Ecosystem 20120304 .

2y ago
19 Views
2 Downloads
944.71 KB
8 Pages
Last View : 3d ago
Last Download : 3m ago
Upload by : Shaun Edmunds
Transcription

09/07/2012Opportunities andChallenges in the MobileMedia EcosystemmCommunicationmCommunication 2012Mesa 2. Consumo ycontenidos móviles digitalesUniversitat de Vic29‐21 April 2012Claudio FeijóoSource: nt.upm.esCeDInt – UPM, Campus de Montegancedo, Pozuelo de Alarcón, 28223Madrid, SpainAccess the presentation at: Dilbert 2010 United Features Syndicate, Inc2 (Vertical) Market segments: Mobile social networks Mobile music Mobile television / video Mobile gaming Others: m‐books / m‐commerce / m‐education / . (Horizontal) Common issues: Devices Apps and browsers Business models / value chain disintermediation / . Privacy / use of personal information Some conclusions – implicationsMobile Media Ecosystem1

09/07/20123BACKGROUND In 2015 half of the subscriberbase will be in 3G/4G, and 80%in 2020 (27% in 2011) 7.6 billion mobile users by 2020(5.4 billion in 2011). Mobilesubscribers per 100 inhabitants:99%.Source: Jefferies (2011) Increasing availability (andaffordability) of mobilebroadband Increasing availability (andaffordability) of smartphones In 2020 81% of phones soldglobally will be smartphones (2.5billion) from 26% in 2011 (400million) 595 million tablets in 2020 (70million in 2011)Mobile Media Ecosystem4THE MOBILE PLATFORMSApple, Google and the rise of the “apps” economy In three years (2008‐2011) the number of apps available for download in the Appleplatform has grown from 500 to 500,000Source: Apple (2011) App stores have changed thevalue chain of software(distribution and pricing), andalso the industries of music,books, games, How to control a platform?Proprietary vs. “open but notopen”. The gateway roles(customers, developers,advertisers, ) App stores vs. mobile web browsers Mobile platforms as multi‐sided markets Market power with regard to developers, advertisers and consumersMobile Media Ecosystem2

09/07/20125MOBILE SOCIAL NETWORKSFacebook: the biggest mobile social network is a social network on a mobile Monthly minutes spent on socialnetworking sites grew 50% in2011FACEBOOKFounder: Mark ZuckerbergYear of launch: 2004Headquarters : Palo Alto, California Total monthly unique visitors wasover 200 million in 2011 The raise of the hyper‐connecteduser Targeted / behaviouraladvertising as the main businessmodel based on network effectsand increase of users’ time onsocial networks “Digital shadows” of users, thechallenges to privacy / personalinformation. Differences EU vsUSAIndicatorYearly revenues20113.711 M Annual revenues growthNumber of users (millions)8458,39 users per second40 %Revenues per user ( )4,39FieldRange of countries350140%Daily reach (% of internetusers that visit per day)Type of information1.974 M 88%Annual users growthGrowth rate201030%5,64Videos, images, textSocialWorldwide (except China)Mobile Media Ecosystem6MOBILE MUSICFrom ringtones to full tracks in the cloud Up to 2005: ringtonesFrom 2005: full tracks (the music storeconcept, Rhapsody)From 2008: streaming (Spotify)From 2011: cloud (Amazon, Google, .)Ringtones now in crisisFull tracks expected to be bigger thanringtones in a future‐linear way ofthinking, never happenedStill today we mainly use side‐loading(i.e. iTunes)Source: Netsize (2009, 2010) Digital music has become mobile on its own “floating between PCs, portable players, homemultimedia, video game consoles, car stereo, the cloud” (Fitchard,2011), consumers forcedto use clunky applications for DRM-free tracks . room for the smartphone? 360º musicmanagement? Fixed-mobile platform convergence? Cloud / streaming impact on network performance? Investments, network neutrality andspectrum management Data roamingMobile Media Ecosystem3

09/07/2012MOBILE GAMINGTesting new technologies and business modelsMarket segment2007 (B )2008 (B ) 2013 (B )TV advertising128129129Internet advertising404667Recorded music252320Video games (total)334056Console games192331Online games5.36.211Mobile gaming2.1 – 4.12.6 – 6 4.8 – 12Source: own compilation of industry data7Before 2002 games embedded in thehandsetUp to 2007: game portalsDramatic change in 2007 with “firstwave of smartphones”From 2008, no longer it is a delayed‐in‐time “poor brother” of console and pcgames, but a distinct and excitingexperience and a new wide ecosystem(Angry Birds) Wide demographics, ubiquity, personal, social and context-aware Results from competition between platforms? Market structure? Innovators and mobile industry in Europe, but trailing behind in platforms Niche markets – serious games Consumer protection: content rating, childhood protection Innovations in business models: in-apps revenues Data roamingMobile Media EcosystemMOBILE TELEVISION / VIDEO8Tablets, at last the unexpected game changers Source: CMT (2011) Standardisation support since 2007 (DVB‐H),currently in a “limbo”Commercial launches using major events(olympics, football)Some modest success stories: Japan andKoreaNotorious failures (BBC 2008) and limitedresponse from EU markets ( 5 million users)“Impasse” situation with divergenttechnological options: broadcasting vsmobile comms Lack of perceived value and usefulness from users on a mobile handset while on-the-goUnexpected behaviour of users: at home, after prime-time, long time view, .Internet-enabled mobile devices (tablets)Viewers migrating from traditional linear schedules to on-demand viewingFree-to-air (advertising-based) vs. pay-per-viewVideo streaming impact on network performance (traffic x70 until 2018)? Off-loading,Investments, network neutrality and spectrum management Data roaming Double regulation (audiovisual media and telecomms)Mobile Media Ecosystem4

09/07/20129MOBILE PUBLISHINGAlong the music industry path? Digitalization. Phase I Decline on physical spending, not compensated by digital growth (eReaders /eBooks)ProsumersSelf‐publishing Digitalization. Phase II Virtualization (dematerialization / cloud services)The saviours (“cannibalizing the old industry): proprietary/”open but not open”devices and open formats Conclusion: Digital transformation of the book industry won’tstop – Potential US dominationFor discussion: extreme protection (the “cultural argument”) vs.radical policies (funding digital libraries, public procurement) vs. usualinnovation policies vs. shy legislative initiatives (out‐of‐commerce,orphan works)Mobile Media Ecosystem10MOBILE ADVERTISINGThe ultimate mass market ad platform Mobile marketing still nascent, less than 2% of total digital ad revenue, less than 1% of totalad spending and less than 1% of global mobile revenues As the number of users grow and the time spend on the mobile device grows, marketerswill follow Advantages: Scale Reach Targetability Engagement Analytics By 2020 mobile will be the dominant online admarket segmentUS mobile marketing revenue (M ).Source: eMarketer (2011) Google and Facebook dominant also in the mobilemarket? Ads for everyone in the ecosystem?Mobile Media Ecosystem5

09/07/201211MOBILE MARKET SEGMENTSSummaryMarket segment2007 (B )2008 (B )2012‐2013 (B )Mobile ad (text‐pictures)1‐2Mobile ad (targeted search)3,9 – 5,8Mobile ad (tv based)1 – 4,30,6 ‐ 11‐24 – 8,7Mobile gaming2,1 – 4,12,6 ‐ 54,8 – 9,7Mobile music (total)6 – 6,58,812,8Mobile tv (total)0,7 – 112 ‐ 8,7Mobile social networks and UGC0,41,37,4 – 8,2Mobile app stores‐516Source: Feijoo et al (IPTS, 2009)Mobile ad (total)Mobile Media Ecosystem12DEVICESTheir increasing relevance in the ecosystem Which will be next?Mobile Media Ecosystem6

09/07/2012TECHNOLOGICAL DISRUPTIONSFrom batteries and displays to new interactionsSource: panel of mobile content and applications experts (IPTS workshop 2009)Relevance1. LTE‐4G2. Cognitive technologies3. Artificial intelligence4. Internet of things5. New user interfaces6. Location awareness of presence7. Semantic structured knowledge8. Cloud computing9. Augmented reality – 3D10. Mobile P2P – Mesh networks13Motion sensingBatteriesPico projectorsOLEDsReal timerendering Mobile as the tool to bridge the real and virtual worldsMobile Media Ecosystem14MOBILE MEDIA IN OUR DIGITAL LIVESDilbert 2011 United Features Syndicate, Inc Ubiquitous ultra‐broadband New devices and disruptive technologies Impact of cloud / video services in networkperformance App stores vs. mobile web browsers New forms of market power Business models different from advertising Context‐awareness Response to (an excess of)targeted ads Use of personal information User expectations still unfulfilled Unexpected behavioursMobile Media Ecosystem7

09/07/2012Opportunities andChallenges in the MobileMedia EcosystemmCommunicationmCommunication 2012Mesa 2. Consumo ycontenidos móviles digitalesUniversitat de Vic29‐21 April 2012Claudio FeijóoSource: nt.upm.esCeDInt – UPM, Campus de Montegancedo, Pozuelo de Alarcón, 28223Madrid, SpainAccess the presentation at: http://upm‐es.academia.edu/ClaudioFeijoo8

Cloud computing 9. Augmented reality – 3D 10. Mobile P2P –Meshnetworks Relevance Source: panel of mobile content and applications experts (IPTS workshop 2009) Mobile as the tool to bridgethe real and virtual worlds Batteries Motion sensing Pico projectors OLEDs Real time rendering 14 MOBILE MEDIA IN OUR DIGITAL LIVES Mobile Media Ecosystem .

Related Documents:

EcoSystem Bus and supports system programming All EcoSystem Bus programming is completed by using the EcoSystem Programmer, GRAFIK Eye QS Control Unit with EcoSystem Lighting Control System, or QuantumTM Software EcoSystem Bus Wiring EcoSystem Ballast Bus terminals only acc

Provide examples of the usage of a mobile wallet for mobile payments; Outline the mobile wallet ecosystem and the different existing models for mobile wallets. Today, mobile wallets are in their early stages of development. No one in the payment ecosystem knows exactly how the mobile wallet marketplace will evolve in the coming years.

1999: Ecosystem-Based Fisheries Management Ecosystem Principles Advisory Panel 2013: Implementing Ecosystem-Based Management – A Report to the National Ocean Council Ocean Research Advisory Panel 2014: Ecosystem Sciences and Management Working Group – Exploration of EBF

Funding Model for a Care Ecosystem Program 27 Section 4: Care Ecosystem Protocols 31 . Alliance for Aging Research, Administration on Aging, MetLife Foundation. (2012). Care Ecosystem Toolkit 7 . The Care Ecosystem has evidence-based protocols designed to support a PWD and the needs

EcoSystem Cable Lo-oltage Cables 369385c 1 01.22.2018 EcoSystem Cable Custom designed cable, for use with EcoSystem components, improves system performance and decreases installation time. Cable is available for sensor connections and EcoSystem bus conn

Gross Ecosystem Product, GEP GEP is the aggregated value of final ecosystem goods and services supplied annually to people in given region, such as a country, a province, or a county. GEP Ecosystem asset, EA EA is a natural asset providing ecosystem services to people, such as a forest, grassland, wetland, coral reef, farm, city

Enterprise Risk Management Framework as an Ecosystem 2 1 ECOSYSTEM 1.1 WHAT IS AN ECOSYSTEM? An ecosystem is a complex set of living things (plants, animals, and organisms) interacting with each other, and with their non‐living environment (weather, earth, sun, soil, climate, and atmosphere)3. Ecosystems vary significantly in size

programming Interrupt handling Ultra-low power Cortex-M4 low power. STM32 F4 Series highlights 1/4 ST is introducing STM32 products based on Cortex M4 core. Over 30 new part numbersOver 30 new part numbers pin-to-pin and software compatiblepin and software compatible with existing STM32 F2 Series. Th DSP d FPU i t ti bi d tThe new DSP and FPU instructions combined to 168Mhz performance open .