Chaos in the Value Chain:
Non-Traditional Paths to Market for Wireless Games
By Eric Low
The market for wireless games is poised to explode.
Over the next several years projections from many
analysts predict tremendous growth in games and
applications as consumers upgrade to phones with larger
screen sizes and more storage and computing power. After
the billions of dollars invested by carriers to develop
next generation networks for a rapidly maturing market
of new customers, those analysts had better be right.
With phone number portability coming into effect on
November 24, 2003, an ensuing price war and increased
customer turnover is expected as consumers, now able to
take their number with them, switch carriers in search
of the best deal.
With reduced "plan" prices, carriers are shifting
their focus to applications that drive revenue and
promote network usage. Coupling this with a lack of
industry hardware and software standards creates a
competitive landscape with a unique value chain. This
new wireless value chain opens opportunities for
developers to chart new paths to market without the help
of publishers.
This article describes the current market, defines
the players and their roles in the value chain, and
finishes with strategies that game developers can
incorporate to attract the attention of channel
partners.
Market Opportunity
In short, projections for cell phone applications
look good. Ovum Research projects that in 2006 wireless
games will be a $4.4 billion dollar industry, while
Strategy Analytics projects the wireless game market to
be in excess of $1 billion in 2003 and over $7 billion
in 2008. Analysts IDC report that there were 7 million
wireless gamers in 2002, and they expect that number to
increase to 71.2 million wireless gamers in 2007.
Compare those numbers to the overall video game
market. According to Informa Global
Videogame Market, the market for videogames was $28
billion in 2001 with wireless games representing only
$700,000 or .003%. Informa predicts that the videogame
market will increase 7% from 2001 to 2006 to a total of
$30 billion, but the wireless games market will increase
to $3.6 billion and represent 12% of the total market.
There are promising signs that these predictions are
coming true. A recent Wall Street Journal article
cited Verizon Wireless reporting its 33 million
customers downloaded approximately one million games a
month in the first quarter of the year and that sales
are growing rapidly. According to Julian Corbet of In-fuso,
there were 500,000 game enabled phones 18 months ago and
8 million game enabled phones today. In-fuso sees 10% to
20% per month growth and increasing profitability. To
put this in perspective, worldwide, that’s more phones
than PCs that play games.
At a September 2003 NextGen Communications meeting
sponsored by the Technical Business Network in Austin,
Chris Davis, Vice President – Services, Metrowerks
pointed to statistics that there will be an $11.4
billion market for downloadable products in 2006 in the
United States alone. According to Verizon there were 2.3
million BREW, (an application development platform for
wireless devices) downloads in May of 2003 alone. This
equates to more than 75,000 each day.
Lack of Standards
While the market potential for wireless games seems
clear, many developers are frustrated by the lack of
standards for both hardware and software platforms. In a
perfect world, a developer would know what platform and
on what model phone their game will be played. In
reality, there are currently over 100 models of
game-capable phones on the market and a myriad of
development platforms. Choosing the right one determines
how many customers you will be able to reach, your
revenue split, and, ultimately, your profitability.
Projections for the Java O/S peg 267 million handsets
in the market by 2004. Since Java is an open platform,
it provides the developer considerably less support.
Additionally, there are many varieties of Java to choose
from. When porting the game to multiple versions Gerardo
Dad, Director of Marketing Services and Researched
Managed Developer Programs for Metrowerks, explains that
about 80% of code works across all of the varieties.
With these difficulties, however, there are rewards.
Java returns considerably more revenues to the
developer.
Qualcomm’s BREW platform, on the other hand, provides
developers with more end to end support and billing
functions. But with more support for developers comes a
lower percentage of revenues back to the developer.
Projections have more than 500 million BREW handsets in
the market by 2008.
In the end, there are a couple of factors that will
determine how much of the revenue you will see from each
game sold. Oliver Miao, CEO of Centerscore told
attendees at the Austin Game Conference that between 50%
and 70% of revenues goes to the publisher on a $3 per
month game, with the developer walking away with 30% to
40%.
Carriers Dominate the Channel
According to the Wall Street Journal, a
carrier’s cut can vary between 10% and 70% of the sale
price, with European carriers being less generous than
their U.S. and Japanese counterparts. As carriers get
paid first, developers should not expect to see any
revenues for three to four months after the sale.
Carriers justify their payment hierarchy position as
they take responsibility for the marketing, distribution
and billing for every transaction.
They also dominate the distribution channel. Matthew
Bellows, President of the Wireless Gaming Review and
Mobile Entertainment Analyst, says that carriers will
control 70% of cell phone game distribution for at least
three years, with retail and web portal distribution
models limited to channels for only the hardcore
consumer.
New Wireless Value Chain
The customer is the end game for everyone in the
wireless value chain and carriers dominate that
relationship. After that, there are a couple of
different ways to look at it. Bellows likens the
wireless value chain to the traditional gaming value
chain where developers go through publishers to reach
the carrier and consumers. Right now, that is the path
to market for most developers.
There is, however, a differing viewpoint. With no
handset or platform dominating the market, and with
carriers in a desperate search for the applications,
there lies opportunity. Chris Davis, Vice President –
Services for Metrowerks, describes a wireless value
chain that cuts out the publisher when the developer
aligns with handset manufacturers and platform
developers. His value chain is based on the need for
carriers to increase the average amount of revenue they
generate from every customer and reduce their customer
turnover. Following this theory, content unique to the
hardware or platform developer gives them a competitive
edge in their respective markets.
OEMs / Handset Manufacturers
Similar to the PC model, advanced software
applications drive hardware upgrades. Carriers and
handset manufacturers want applications that encourage
consumers to buy phones with advanced capabilities. When
developing for cell phones, the more a game utilizes the
advanced features, the more attention it will attract
from handset manufacturers. In the manufacturer’s sales
efforts toward carriers, your game is another selling
tool. Tier 1 Carriers, those with the greatest number of
subscribers, have leverage over handset manufacturers.
Compelling applications that work on an OEM’s (original
equipment manufacturer) phone returns some of that
leverage to the OEM.
For Tier 2 operators, those with less subscribers,
handset manufacturers have the leverage. Again, handset
manufacturers want to make their Tier 2 customers happy
by running compelling content that can boost the amount
of revenue a carrier can generate from each customer and
lower their customer turnover.
Returning to the platform dilemma, Symbian, a
platform supported by Nokia, the market leader in
handsets, has gained significantly more traction in
Europe than the U.S. That trend may not last for long.
Games developed on the Symbian platform that demonstrate
the advanced capabilities of Nokia phones make Nokia a
friend of the developer and may be an entry point for
developers to reach carriers. Understand the new
wireless value chain and you will understand the
benefits of developing for the Symbian platform.
Platform Vendors – The O/S Guys
With no dominant platform in the cell phone space,
platform vendors are fighting for the killer
applications that give them an advantage. Platforms are
only as valuable as the games that run on them. New and
innovative titles and applications that are proprietary
to a platform give platform developers an edge in the
market when they work with handset manufacturers and
carriers. Choose and use your platform developer as
another path to the carrier.
Getting to the Top of the Deck
Carriers may have in excess of 300 titles to offer
consumers. The way to get in front of the customer is to
get prominent placement with the carrier. There are two
ways to do this: branding and network usage.
Branding is first and foremost in the mind of the
publishers. Right now publishers are busy finding brands
for which to create games. Once the brand is acquired,
the publisher then finds the developer to make the game.
The decision ultimately comes down to who can make an
adequate game for the lowest price. Reducing your
development effort to a commodity and selling it for the
lowest price is not an attractive business proposition.
Game developers with a savvy for business development
will look for brands on their own. The message to brand
managers is that mobile games are an immersive form of
entertainment. According to Julian Corbett of In-fuso,
the average session time for a mobile gamer is 22
minutes, and 40% play for over an hour. In other words,
mobile games are not just for people waiting at bus
stops. Corbett further notes that 75% of these gamers
are playing at home and during the weekends.
Sell brand managers on the value of the game as an
advertising medium and you should be able to use the
brand for free or use them as a source of funding. For
high profile brands, arrange a revenue split versus
upfront money. Cell phone game developer Riot
Entertainment Ltd. reportedly spent too much upfront on
the licensing rights to develop games for Lord of the
Rings and Spiderman and had to close its
doors last year.
The second way to get the attention of carriers and
to the top of their deck is to promote network usage.
This helps carriers in two ways. First, the more
customers use a carrier’s network, the more a carrier
can charge their customer. Secondly, games that are
unique to a carrier’s network helps to reduce customer
turnover. Nextel, with a monthly customer turnover rate
of 1.4%, spends $450 to acquire each new customer.
Keeping current customers, especially with new market
conditions allowing number portability, is an attractive
business proposition for every carrier.
There are several ways to increase network usage.
Games that include updates or a global high score, games
that incorporate on-going events, such as sports-based
games, and games where the players can download add-ons
are all examples. Developers may also consider
incorporating "micropayment" elements to their game. For
example, for 50 cents a gamer could download a tire
upgrade in a racing game.
Conclusion
If the analysts are right, the wireless games market
is on the verge of being a particularly hot one. With
carriers needing to recoup their investment after
upgrading their networks,the search is on for compelling
products that allow carriers to raise the amount of
revenue they receive from their existing customer base.
They do this by selling applications and encouraging
network usage. And that’s where games come in. While the
traditional path to market of developer to publisher to
carrier still exists, the lack of standards for both
hardware and software has created the opportunity for
game developers to use these companies in their
go-to-market strategy, eliminating the publisher and
putting more revenue in the hands of the developer.
Eric Low
Eric Low is the founder of v3.x Marketing LLC, a
firm specializing in assisting technology and game
companies that drive innovation. He formerly was a
co-founder of a software startup that enabled multiple
Triple A game titles to be distributed and sold on
DVD-ROMs distributed with Dell and Sony computers. After
earning his MBA Mr. Low has focused his work on aiding
innovative companies in commercializing their products
and services. Visit