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Mobile Communities and
User Generated Content
2006-2011

August 2006 135 Pages


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 Research
Mobile communities and user generated content 2006-2011: Monetising mobile social networking

Mobile operators are keen to replicate the growth of communities and user-generated content seen on the fixed line internet. Mobile communities and user-generated content are seen as potential drivers of data usage because they provide compelling content to subscribers. However, there are significant issues surrounding the successful transference of such services from fixed line to mobile. How can operators generate revenue from these services? Purchase this timely report now to find out.

Mobile operators face many challenges in the transference of popular community and user generated content fixed line services to mobile. The relatively poor user experience of mobile web in comparison to fixed line threatens to hamper the growth of social networking and user generated content on mobile. The perceived high cost of data services amongst subscribers and operators’ walled garden approach to internet access are also problems facing the uptake of such services. Furthermore, attracting users of fixed line services to use mobile versions will not be easy, requiring much more than simply creating an operator branded version of MySpace. How can operators overcome these challenges? Is there a market for fixed-mobile convergence? This report will tell you.

This 100+ page report analyses the prospects of mobile communities and user generated content services. It analyses operator approaches to these mobile services, discusses how operators can generate revenue from communities and user generated content and studies the role operators should play in the value chain. In addition, we provide profiles of the leading content vendors in the community and user generated content industry and analyse their offerings for mobile. The report provides forecasts for revenue generation from these services and describes the key drivers to successful future of these services. By buying this report, you to can understand the importance of mobile social communities and user generated content.

The report answers key questions, including:
  • Why social communities and user-generated content for mobile?
  • What are the benefits/drivers and challenges in this space?
  • Who are the main content vendors involved in the mobile community space?
  • What is the typical operator involvement, if any, and how should operators be involved?
  • What are the business models?
  • How is the market likely to evolve?
  • How can communities be better integrated with the mobile experience?
  • What is the potential for community convergence?
  • Why you should buy this report:
Operators
  • Discover the best strategies for success of mobile communities and user generated content
  • Understand the solutions provided by content providers that can help drive revenue
  • Discover how to generate revenue from mobile communities and user generated content
  • Learn about the successful offerings of rival operators
  • Find out the additional usage and revenue that is possible from deploying such applications
Content Providers
  • Understand what mobile operators require from communities and user generated content
  • Learn what rival content vendors are offering
  • Find out which services in this space have been successful
Handset manufacturers
  • Understand what mobile operators and content providers require from handsets in the user generated content space
  • Discover the potential of the user generated content and communities market and understand how mobile devices are vital to its success
1. Executive Summary
1.1 Why are operators looking at mobile communities and user generated content?
Chart 1.1: Top five most popular English language websites, August 2006
1.2 Not so straight forward
1.3 Current initiatives provide hope for the future
1.4 Generating revenue through mobile social networking and user generated content
2. Introduction
2.1 The search for new revenue streams
Chart 2.1: Camera phone shipments forecast, 2006-2011
2.2 Definitions
2.2.1 User generated content
2.2.2 Communities
2.2.3 Mobile Social Networking
2.3 Methodology
2.4 Focus of this report
3. Current market and strategic issues
3.1 The growth of virtual communities and user generated content
3.1.1 Social networking and community websites
3.1.1.1 Size of the social networking market
Chart 3.1: Social networking sites by number of users, H1 2006
3.1.1.1.1 Social networking business models
3.1.1.1.2 Specialised community sites
Chart 3.2: Nike’s joga.com vs. Adidas.com, peak number of users, June 2006
3.1.1.2 Social networking and community sites
3.1.1.2.1 MySpace
3.1.1.3 Online gaming communities
Chart 3.3: Xbox Live! member growth, 2003-2006
Chart 3.4: Online gaming revenues forecast, 2006-2011
3.1.1.4 Dating communities
Chart 3.5: Online dating revenues forecast, 2006-2011
3.1.2 Examples of other user generated content
3.1.2.1 Blogging
3.1.2.1.1 Blogging goes mainstream
3.1.2.1.2 Vlogging
3.1.2.2 Video downloads
3.1.2.2.1 YouTube
Chart 3.6: Video downloads sites by market share, H1 2006
3.1.2.2.1.1 YouTube copyright issues
3.2 Why user generated content for mobile?
3.2.1 The need for new revenue streams
Chart 3.7: Problems with existing mobile data services, World Cup 2006 survey
3.2.2 User generated content as a solution
3.2.2.1 Increasing ARPU through data usage
3.2.2.1.1 Content breeds content
3.2.2.2 Creating subscriber loyalty
Chart 3.8: Vodafone churn rate across three key markets, Q2 2006
3.2.2.3 User generated content fits the social aspect of the mobile handset
3.2.2.4 Mobile is the next step for content providers
3.2.2.5 Operators have existing communities
3.3 Mobile in a fixed line world
3.3.1 Mobile internet to surpass fixed-line?
Chart 3.9: Japanese internet usage by access method in millions of users, 2005
Chart 3.10: % of Japanese internet users by device who log on at least once a day, 2005
3.3.2 Increase in number of camera and video enabled handsets
3.3.2.1 Citizen journalism - how mobile phones have developed in this space
Case Study 3.1: Usage of camera phones during the London Tube bombings of July 2005
3.4 Current market landscape for user generated content
3.4.1 Image uploads to the web from mobile
3.4.1.1 Video uploads to the web from a mobile device
Chart 3.11: Number of subscribers uploading video to the web from a mobile phone during a three month period H1 2006 (000s)
Chart 3.12: Percentage of total mobile subscribers uploading video to the web from a mobile phone during a three month period H1 2006
3.4.1.2 Photo uploads to web from mobile
Chart 3.13: Number of subscribers uploading photos to the web from a mobile phone during a three month period H1 2006 (000s)
Chart 3.14: Percentage of total mobile subscribers uploading photos to the web from a mobile phone during a three month period H1 2006
3.4.2 Dating services
Chart 3.15: Number of subscribers accessing dating services from a mobile phone during a three month period H1 2006 (000s)
Chart 3.16: Percentage of total mobile subscribers accessing dating services from a mobile phone during a three month period H1 2006
3.4.3 Social networking activity
Chart 3.17: Number of subscribers accessing social networking services from a mobile phone during a three month period H1 2006 (000s)
Chart 3.18: Percentage of subscribers accessing social networking services from a mobile phone during a three month period H1 2006
3.5 Issues and challenges facing mobile user generated content and social networking
3.5.1 Incompatibility of service and device
3.5.2 Cost of data services
3.5.3 Walled garden internet approach
3.5.4 Matching the PC experience
3.5.5 Safety and legal issues
3.6 Current landscape conclusion
4. Operator and handset vendor solutions
4.1 Examples of current operator initiatives
4.1.1 Social networking initiatives
4.1.1.1 SK Telecom and Mobile Cyworld
Table 4.1: Cyworld key statistics H1 2006
Chart 4.1: Mobile Cyworld subscriber growth 2005-2006
Chart 4.2: Cyworld revenue forecast in by segment ($000s), 2006
4.1.1.2 MySpace mobile on Helio
Table 4.2: Mobile MySpace features on Helio
4.1.1.3 Virgin Mobile USA community networks
4.1.1.4 SMS alerts for social networking sites
4.1.1.5 General instant chat services
4.1.2 Mobile blogging Initiatives
4.1.2.1 Verizon and Rabble
4.1.2.1.1 Example of content creating a community - Verizon and Rabble
Chart 4.3: Additional content created from blog posts on Rabble, H1 2005
4.1.3 Mobile dating services
Chart 4.4: Dating services in the US by access type, H1 2006
4.1.4 User generated video downloads
4.1.4.1 SeeMeTV on 3
Table 4.3: SeeMeTV payment scheme
Table 4.4: 3UK SeeMeTV success Q1 2006
Chart 4.5: SeeMeTV monthly revenue forecast, lowest cost video download Vs highest cost comparison
4.1.4.2 Amp'd Mobile and Break.com
Table 4.5: Break.com popularity Q2 2006
4.1.5 Other initiatives
4.1.5.1 Citizen journalism
4.1.5.1.2 3 Looking for deals
4.1.5.2 User generated music content
4.1.5.2.1 Verizon and MySpace Calling All Bands competition
4.1.5.3 Mobile Gaming
4.1.5.3.1 Sprint-Nextel Game Lobby Lounge
Table 4.6: Growth of the Game Lobby on Sprint-Nextel, Q2 2005 - Q2 2006
4.2 Examples of handsets enabling the growth of user generated content and social networking
4.2.1 Nokia Nseries N73 and N93
Chart 4.6: Handset manufacturer market share in %, Q2 2006
Table 4.7: Nokia N73 features
4.2.1.1 Nokia mobile to blog service with Globe Telecom
4.2.2 Sony Ericsson K800i and K790
4.2.3 The importance of handset developments for operators
4.3 Technology to enable convergence between fixed line and mobile
4.3.1 Convergence is important to mobile user generated growth
4.3.2 IMS
4.3.2.1 IMS background
4.3.2.2 Why will IMS benefit mobile social networking and user generated content?
Table 4.8: Main benefits of IMS to mobile operators
4.3.3 WLAN benefits to user generated content
4.4 Operator Role
4.4.1 Revenue generation from mobile social networking and user generated content
4.4.1.1 Understanding user segments and the goal of social communities
Table 4.9: Layers of interactivity at Rabble
Chart 4.7: Rabble layers of interactivity by percentage
4.4.1.2 Data usage charging - inherent advantage for mobile operators over fixed line
4.4.1.2.1 Targeting the subscriber base
4.4.1.3 Advertising on social networking sites
Chart 4.8: Advertising click through, mobile Vs fixed line 2006
Chart 4.9: Mobile advertising revenue forecast ($ m), 2006-2011
4.4.1.3.1 Issues with advertising on mobile social networking
4.4.1.4 Encouraging community through content
4.4.1.5 Tiered subscriptions
4.4.1.6 Operators and content providers react to communities
4.4.2 What role should operators play?
4.4.3 Conclusion
5. Competitive landscape
5.1 Motricity
5.1.1 Motricity profile
Table 5.1: Motricity Key Statistics
5.1.2 Motricity's Game Lobby on Sprint
Table 5.2: Sprint’s Game Lobby key features
Chart 5.1: Motricity’s Game Lobby on Sprint-Nextel subscriber growth, Q2 2005-Q2 2006
5.1.2.1 Reasons for Game Lobby success
5.1.2.2 Added benefit for the operator
5.1.3 Motricity overview
5.2 AirG
5.2.1 AirG profile
Chart 5.2: AirG subscriber reach through its operator partners, % of total subscribers by region
Chart 5.3: AirG product user growth
5.2.2 AirG communities
5.2.3 Reasons for AirG's success
5.2.4 AirG's Community Marketing Engine (CME)
5.2.5 AirG Overview
5.3 Intercasting
5.3.1 Intercasting Profile
5.3.2 Intercasting's Rabble
5.3.3 Intercasting overview
5.4 FunMobility
5.4.1 FunMobility profile
5.4.2 FunMobility's America's Best Mobile Pix and Connect
Table 5.3: America’s Best Mobile Pictures success
5.4.2.1 Cross-operator route a success
5.4.3 FunMobility overview
5.5 Jumbuck
5.5.1 Jumbuck profile
Table 5.4: Jumbuck key statistics
5.5.2 Jumbuck services
5.5.2.1 Power Chat and Fast Flirting
5.5.2.1 Jumbuck Island
5.5.3 Jumbuck Overview
Chart 5.4: Jumbuck subscriber base growth, H1 2006 to H2 2006
5.6 Atchik-Realtime
5.6.1 Atchik-Realtime Profile
Table 5.5: Atchik-Realtime key statistics
5.6.2 Atchik-Realtime services
5.6.2.1 Growing presence in emerging markets
5.6.3 Atchik-Realtime overview
5.7 Juice Wireless
5.7.1 Juice Wireless profile
Table 5.6: Juice Wireless financing 2006
5.7.2 JuiceCaster - an example of fixed mobile convergence in social networking
5.7.2.1 JuiceCaster future developments
5.7.3 JuiceWireless overview
5.8 Yospace
5.8.1 Yospace profile
5.8.2 MCP Community Gallery
5.8.2.1 MCP Community Gallery distribution model
5.8.3 MCP Blogging Module
5.8.4 Video applications more successful
5.8.5 Future strategy and overview
5.9 RADVISION
5.9.1 RADVISION Profile
5.9.2 RADVISION solutions
5.9.2.1 SCOPIA 3G Video Gateway
5.9.2.2 Interactive Video Platform
5.9.2.3 PC to Mobile
5.9.3 RADVISION overview
5.10 ShoZu from Cognima
5.10.1 ShoZu profile
5.10.2 ShoZu image solution
5.10.3 ShoZu developments
5.10.4 ShoZu overview
5.11 Other content providers
5.11.1 Mobestar
5.11.2 NewBay Software
5.11.2.1 FoneBlog
5.11.2.2 PIXOTA
5.11.3 ComVu
5.11.4 Upoc
5.11.5 Freever
5.12 Solution provider overview
Table 5.7: Examples of mobile social networking and user generated content solutions
6. Future trends and forecasts
6.1 Future key industry trends
6.1.1 Move away from walled gardens
6.1.2 Cost of data services
6.1.3 Increased revenue generation through mobile social communities
6.1.4 User interface improvements
6.1.5 Increased community convergence
6.1.6 Images and video key to mobile user generated content growth
6.1.7 Successful fixed-line sites to embrace mobile
6.1.7.1 MySpace focused on mobile future
6.1.7.2 YouTube mobile uploads
6.7.7.3 Facebook mobile plans
6.2 Forecasts
6.2.1 Complimentary rather than competitively?
6.2.2 Mobile social communities will allow greater targeting of subscribers
6.2.3 Market for mobile communities
Chart 6.1: Mobile communities forecast as % of total mobile subscribers, 2006-2011
Chart 6.2: Number of subscribers using mobile communities in millions, 2006-2011
6.2.4 Market for user generated content
Chart 6.3: User generated content usage forecast as % of total mobile subscribers, 2006-2011
Chart 6.4: Number of subscribers uploading photos and / or videos from mobile directly to web in millions, 2006-2011
6.2.5 Revenue capabilities of mobile communities
Chart 6.5: Revenue generated through mobile social communities and user generated content in millions, 2006-2011
7. Conclusion and Recommendations
7.1 Conclusions
7.2 Recommendations







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