Six Immutable Laws Of Mobile Business Presentation
Jan. 28, 2010•0 likes
22 likes
Be the first to like this
Show More
•1,283 views
views
Total views
0
On Slideshare
0
From embeds
0
Number of embeds
0
Report
Technology
Business
This is an overview of important business strategies for the mobile based taken from the new mobile strategy guide "The Six Immutable Laws of Mobile Business" published by Wiley in 2010.
The mobile phone now is becoming….
a camera, a house key, a corporate security card, a
credit card, an airplane boarding pass, a game machine,
a music player, an Internet browser, a watch, an alarm
clock, an excuse to leave a meeting early, a scheduling
tool, and a wallet
…and still has the function of plain old telephony.
Removing revenues from sending
SMS, Japanese mobile consumers
contributed approximately
2.5 billion Euro, or 36%
of the world’s 7 billion Euro in
non-text-related mobile data
revenues
“An ecosystem consists of
communities of interacting organisms
and the physical environment in
which they live.”
Bill Moyers, 2001
Within an ecosystem, the roles of
the various members remain in
collaborative balance.
If its resources are overextended,
the entire ecosystem can (and
usually will) collapse.
DoCoMo keeps just 9% of
subscription revenues,
passing 91% to content
companies.
The percentage held by
mobile carriers abroad
typically runs from 50% to
60% at the highest.
The mobile internet would
flourish only if the right content
and services were developed and
deployed in a way that
consumers could easily
understand and adopt.
Joining the wireless revolution by
buying a mobile phone turns people
into hubs within these larger
wireless networks, enabling them to
link together with other hubs to
exchange messages.
Two compelling
opportunities
Create a sustainable, long-
term competitive advantage
via the mobile platform by
1.
Further enhancing the consumer’s ability
to escape or embrace his/her
surroundings
2.
Providing consumers with greater
control over their roles as hub within
the wireless ecosystem
Time Zone #1
In-Between-Time
Content and services must be concise,
easy to access and understand, and
easy to drop and pick up again later
Time Zone #2
Golden Time
Longer-term, dedicated usage. Larger blocks of time
available to focus on content and services. Explore
and engage more, and for longer periods.
In this time zone, content and services can have more
depth and breadth.
People spend far more
time in fixed locations
than roaming.
They mostly use their
mobiles there.
Understanding the concept of
user time zones will allow
to develop and offer more
valuable and effective content
and services in mobile markets
worldwide.
While mobile consumers
appreciate in-between
content and services,
golden time should take
priority.
Many of these services do not
depend on advertising revenue
as their sole source of income,
which has helped them to
develop more valuable services
for their customers and
stakeholders.
Mahou no Island translates as Magic Island.
Started as a free homepage service for mobiles
and PCs in 1999
The services allowed users to develop a
personal homepage for mobile phones without
the need of a PC, and at no cost.
The key strategic move Mahou no Island
made was to let users create content in
addition to the usual homepages, profiles,
bulletin boards and other communications.
This was essentially an SNS platform long
before companies like MySpace hit the
scene.
What started as a free
hosting and content
creation platform turned
into SNS, novels, music
and dramas
Created a new book
category in the industry:
“keitai novels”
In 2007 Maho no Island launched
Island Music Factory.
Amateur and independent
professional artists can upload,
promote and publish their work
on the site and share it with other
users.
Mobage-town (short for Mobile Game
Town) was launched in 2006.
The site offers free single and multiplayer
games, SNS functionality, location-based
services and avatars.
MOBILE ONLY
Casual games are the lure at
Mobage-town.
The platform offers over a hundred
different games and adds several
new ones each month. Most are
simple one-button games, and can
be played on most Japanese
handsets.
Registered users can create their own profile
page displaying their interests, hobbies and a
personal avatar, as well as a room for the
avatar to inhabit.
This room is placed on a virtual map of Japan
that defines the virtual neighborhoods of the
users.
To personalize their avatars, users need
to purchase clothes or accessories using
a virtual currency called Moba-Gold.
Mobage-town offers a service that
permits users to write and upload
novels or read novels submitted by
other users.
Within less than six months, over
280,000 novels had been
submitted.
There is also a Music Creators
Corner where subscribers can
submit original music. It is also
possible to look “local” artists.
Within six months after the launch,
around 2.500 songs had been
uploaded to the platform
DeNa’s subsidiary Pocket Affiliate
handles advertising and affiliate site
management for Mobage-town.
Mobage-town also introduced
location-based games and
advertising services that further
focus its revenue activities.
Mobage-town became one of most
successful mobile platforms in Japan.
It also became the most active mobile
site in terms of page views,
outperforming Mixi Mobile and Japan’s
number one mobile portal, Yahoo!
Mobile.
In 2004, based on that research, they
released a portable gaming console
called the Nintendo DS.
The company put great effort into
reducing the complexity of gaming and
gaming controls
The message was:
If you know how to use a pen, you can
use this device and have fun.
Nintendo even started producing
educational titles to help users increase
their skills and knowledge in many
different fields with the tap of a pen.
Instead of fighting over the
finite market of hardcore
gamers,
Nintendo used Simplexity to
open up a totally new market.
In 2006 Nintendo launched the Wii.
A simple home video game system,
which uses a motion sensor input device
that resembles a remote control.
The controller is intuitive and simple
for the user but filled with high-tech
components that translate
movement into game mechanics.
The games were also innovative
simple, easy to understand, and
offered many options for playing
together with family and friends, a
concept that appealed greatly to the
non-gamer.
Simplexity combines technology,
integrated services, intelligent analysis
(preference, behavior based) and an
easy-to-use interface based on and
driven by user needs and capabilities.
1.
Tap into the learning curve
2.
Offer anticipatory services, information
3.
Be user-ecosystem relevant
(based on the user’s current situation, location, needs, etc.)
4.
Add incremental value
(boost the value of the service over time)
While many players
struggle to make larger
screens and wider
keypads, or pump up their
content and services….
…Simplexity will be what
truly empowers individual
users through their mobile
devices.
How will your mobile
Net offerings move from
the complex to the
Simplex?