developed at the University of New England in NSW will enable farmers to
remotely control and monitor livestock movement by using their mobile phone or
the internet.It will also eventually allow them to monitor and control the farm
gate and water trough levels.The system has been developed to allow in-built
alarm systems in the farm gate and water trough to send an automatic mobile
phone text message if an unannounced visitor opens the gate or the water levels
fall too low.The program,developed by the Institute of Rural Futures (IRF) in conjunction with
Telstra,may be expanded in the future to include remote-controlled weighing
devices for individual animals.
In its report into the mobile entertainment
industry last month, industry expert Informa predicted that the market for
erotic content for mobile devices will be worth $2.3bn (£1.3bn) by 2010
compared with just under $1bn this year. Within five years there will be more
than 114 million regular users of adult services compared with 65 million now.
They may look good, but these figures are dwarfed by the overall mobile
market. There are already well over 1 billion mobile phone users, and by 2010
that will have passed 3 billion, according to research by Gartner. Informa's
prediction for the entire mobile phone content market, including music and
gaming, is $43bn by 2010. Adult services will account for just 5% of the
"If you take it out of the context of the wider market, $2.3bn is
not a small amount of money," says Daniel Winterbottom, senior research
analyst at Informa and author of the report. "It's just when you put it
next to things like music and games, which we believe will take off, it's not
quite as impressive a part as made out in previous years."
"According to Ziff Davis Media's annual "Digital Gaming in America"
survey of more than 1,500 randomly selected US households,cell phone
gaming continued its meteoric rise in 2005:the number of households
engaged in cell phone gaming nearly doubled again,jumping from 16.3
million last year to 27.9 million this year",the article says.
Chikka Asia launches Audio Content Delivery Platform which delivers voice content to mobile users.
Chikka pioneered a hard-hitting subscriptionbased celebrity texting service in 2003 that instantly became the country’s single biggest mobile VAS service. Launched by Smart Communications as "Startxt," the service has since been made available to subscribers in Japan, Singapore and Hong Kong thru international carriers. MMS and picture messaging services have also since been added to the bigger "StarPortal."
Enter 2005, Chikka pioneers again by launching its voice-based mobile VAS platform branded by Smart Communications as "StarCaller."
"After only one month, StarCaller has met a very encouraging response from mobile users who are choosing to get real celebrity voice calls on a subscription basis. Now the equally exciting part is that one can actually forward these voice calls or audio content. Remember singing telegrams? Now think Birthdays, Anniversaries, Valentines, Christmas, New Year and all those great occasions. The various greetings we get on our phones will never be the same again," Garrovillo said.
Sony is going to be looking for mobile content that moves outside of traditional gaming, so any mobile-content providers that can configure their wares to work well via occasional access on Wi-Fi hot spots instead of phone-based systems should be talking to Sony now. Early-in developers are likely to get favorable terms out of Sony, because the company already has shown a willingness to take a financial bath on the PSP hardware, which probably costs them $100 more per unit to produce than they are charging. The company appears to be in the PSP game for the long haul, expecting to follow the PS2 model of making money from licensing fees only several years into the product’s life cycle. Until then, the object will be to build a critical mass of content and connectivity, and for that they need partners.
The following are the winners of the Series 60 Challenge Award which was launched last year to identify compelling Series 60 innovations. More
- Best operator service - Map@Handset from China Mobile Communications Corporation, China: Map@Handset is a location-based service that uses a pre-installed electronic map client with which users can search business and location information. In this localized operator-offered service, users can define their own interest points and send the interest points' map information through MMS to their colleagues and friends. The features of the service are very well designed, including both cell identification and GPS, landmarks, and eagle eye features.
- Best enterprise application -Quick Office Premier from Mobile Digital Media, United States: Quick Office Premier is the first mobile office suite to allow people to open, read, create, edit and save Microsoft Word, Excel and PowerPoint files directly on a Series 60-based device. While on the go, users can receive the MS files on their mobile via Bluetooth connection with compatible PC or handheld device, infrared beaming, SD/MMC memory card or via email attachment. Quick Office Premier is a very good, robust product and unique in the sense that everything is packaged in one package.
- Best media/music application -PhotoTwister from Scalado, Sweden: PhotoTwister creates twisted warp photos in a flash. PhotoTwister enables users to capture, save and send images that have been distorted by different warp or paint effects. PhotoTwister provides a new innovative way to warp photos in real time - before capturing. The graphics and icons of the application are very clear and snappy.
- Best gaming application -Marble Revolution from bit-side, Germany: Marble Revolution brings the idea of a real tabelet game with a labyrinth back to a mobile phone using camera tracking. This great game makes good use of the phone's existing features, including an innovative and brilliant way to use the camera functionality in the Series 60-based device.
- Special prize -Mobile Cinema Booking from KeyTechnology, Italy: Mobile Cinema Booking is a client-server application that allows the user to book cinema tickets using a Series 60-based device. The application is customized for a multiplex cinema. Via a clear user interface, it enables e.g. searching movie information and choosing seats. The user receives an alphanumeric or barcode booking code to get the printed tickets at the theater.
: Capital Radio Group has launched an initiative to offer advertisers mobile interactivity with radio advertisements via the Capital Radio SMS station shortcode - a five digit number used for all Capital's SMS interactivity.
- How wireless technologies can be deployed as new channels of commerce
- How entertainment organizations, such as major league baseball, are putting them to work
- What opportunities these initiatives present to other industries
: Nokia introducesLocal Marketing solution aimed at bringing localized and timed services to consumer’s smartphones via Bluetooth. With the solution, operators and services providers can advertise their own and partner services in relevant places, at relevant times. Here is a scenario:
…in the morning, the user receives the bus schedule into her smartphone as she approaches the bus station. On her way to lunch, she passes by a local pizzeria, and receives the lunch menu with the day's special offering. In the pizzeria, she can check the local news from her smartphone. On her way home, she receives a bookmark from a video rental store, and decides to go in and rent a movie. Again, when approaching the bus station, she can easily buy the bus ticket with just a few clicks.
The information, that the consumer receives, is filtered according to consumer's own pre-defined preferences. The content consists of service bookmarks and coupons, which are stored into separate bookmark folders in the phone, instead of message inbox. The consumer can then use these bookmarks whenever he/she wants. The bookmarks will contain relevant information of the services, like the description and the price of the service.
Click here for more use cases and here for a more in depth description of the solution.
We’re all familiar with companies using SMS as a marketing tool. Whether it’s to introduce a new album or to get voters to the polls, mobile marketing is a tool every company needs in its arsenal. Pushing a text message to a cell phone seems simple enough. But what happens when a human can help facilitate the customer response? That’s when mobile marketers turn to live assistance. That’s right, real human beings answering the phone!
Madonna promoted her most recent album to fans via an SMS blast to their cell phones. Consumers got the option of preordering her album by pushing “1” on their phones to connect to a live customer service representative who processed the order. In the past, such live assistance was cost-prohibitive. But by using an offshore call center, companies can add live operators to their mobile marketing campaign for less than half of what it cost before.
Spanish Bank "La Caixa" is targeting its young customers with a mobile marketing initiative. In order to strenghten the relationship with over 940.000 people among 18 and 25 years old, La Caixa has launched "LKXA" (it's the way mobile phone users will write La Caixa) a service which will deliver financial and banking information via SMS and email.
While the head of the company admits that he knows mobile marketers need to be careful of mobile spam, it appears that the only way the company is trying to do this is by making sure the communications are "ethical," and that the privacy of subscribers is respected.
Unfortunately, that's the wrong approach. It's the same approach of operators elsewhere who seem to think that if they hold back a little, and maybe don't overwhelm users, that their messages won't be considered spam. The problem is that not everyone will be able to hold back, and even if they do, there are so many companies that the "spam" factor will add up -- and people will start to judge any text message not relevant to what they're doing right then and there as spam. While there are debates over the definition of spam, the one that matters is how end users view it, and anything that annoys them and isn't relevant is spam. In the case of a mobile user, where messages are more likely to be intrusive, not only do the messages need to be generally relevant in terms of content, but they need to be relevant in a timely sense. They need to apply to what people are doing right at that moment.
Since no marketing firm is that smart or that capable yet, it still seems that the biggest real opportunity for mobile marketing is not in pushing advertisements that run a risk of upsetting users, but in mobile advertising that subscribers pull when appropriate. This may take a different mindset, but unless mobile marketers want to make the mobile phone as useless for marketing as email has become for computers, it's time that they stopped pretending that just a little spam is fine -- or even deluding themselves into believing that because some study says mobile advertisements will catch on, that they really will. That's not only true in markets like Asia, Europe and North America, but in emerging markets like the Middle East, as well.
: Nikhil Hutheesing, Forbes Wireless Stock watch profiles Jamdat Mobile, one of the leading mobile gaming company.
Because it's all wireless, Jamdat doesn't have the typical distribution complexities and costs, such as physically producing games, packaging them, shipping them, handling returns and managing inventory. Jamdat's customers download the games to their mobile phones through their carrier. (If your would like to preview the games Jamdat offers for your cell phone, go to its Web site.) Verizon Wireless, for example, offers the Get It Now service, while Sprint PCS provides Vision and Vodafone offers the game through its service, Live!
Customers are charged a fee for the applications, (a game typically costs $4.00 to $7.50 to buy or $1.50 to $3 per month for a subscription) which appears on their mobile phone bills. The revenue is then shared, according to agreement, between the carrier and Jamdat.
Today, about 78% of Jamdat's revenue come from U.S. subscribers--mostly from Verizon Wireless, which accounts for 40% of revenue and Sprint, which accounts for about 18% of revenue. Others, such Cingular and T-Mobile, have not been aggressively marketing data applications, but are likely to do so this year, providing an opportunity for Jamdat.
: Are UK consumers are not interested in 3D and over-the-air multiplayer games? So what games are popular? More here.
…a year after the Entertainment and Leisure Software Publishers Association (Elspa) began its monthly Java game chart - based on download data from major network portals, including Vodafone live! and the O2 Games Arcade - it is clear that consumers remain conservative and cautious about this new platform.
Brian Baglow, owner of mobile games PR firm Indoctrimat, studied the Elspa charts and presented his findings to the annual Osney Media Mobile Games Forum in London. "What they show is very interesting," he says. "Retro games are by far the most popular titles on the UK market to date, followed by sports titles. Movie-branded games are languishing ... The only game in this category to appear in the charts was 2 Fast 2 Furious from Morpheme. A couple of titles from major movie brands have been awful and so consumers seem to regard them all with suspicion."
So the focus has subtly shifted, with a renewed emphasis on producing simple, but highly polished, titles. Macrospace's Who Wants To Be A Millionaire quiz title has been a huge success, and there is an influx of card sims on the way, such as Gameloft's Midnight Poker, Blackjack Hustler and Player One's Pokermillion. Parlour-type games, such as Mforma's Monopoly Tycoon and Jamdat's Solitaire Deluxe, are also back in vogue.
20% of mobile phone gamers would be interested in a games subscription when offered by operators or portals. Next to that, mobile phone gamers are not frequent users of other mobile phone content; 58% indicated to never download ringtones and 79% indicated never to download wallpapers.
29% of hard-core gamers download games to their mobile phone on a regular basis
18% of mobile phone gamers are female
72% of mobile phone gamers are between 14 and 25 years old Mobile phone gamers prefer Nokia (41%) and SonyEricsson (17%) phones to play games
52% of mobile phone gamers uses a pre-paid phone
48% of hard-core mobile phone gamers indicated to download on average 1 game every month and 19% indicated to download on average 2 games per month
38% of hard-core mobile phone gamers indicate to download games based on reviews and recommendations from friends
According to In-Stat/MDR, a US-based research agency, the wireless gaming market in India will grow to $26 million by 2005 and $336 million by 2009.India constitutes only 5 per cent of the global wireless gaming industry. However, it is poised for growth with GSM and CDMA operators clocking an average of 220,000 downloads per month.
Bharti Tele-Ventures group CMO & director (mobility) Atul Bindal said, “We offer a variety of content through the AirTel Live multi-access entertainment portal. Among the more downloaded content of 2004 are games like Spiderman and Van Helsing.” AirTel crossed the 5-million-GPRS-download mark in July 2004, five months since its launch.Reliance Infocomm, which offers a wide range of downloadable content on R-World, registers one million hits everyday for the 48 games on offer. Reliance had also set the ball rolling with its gaming contest in association with Microsoft.
India is expected to replicate the success of mobile gaming leaders Japan and Korea. The US is also a favoured destination for PC and console gaming. Additionally, with Samsung, Nokia and Sony Ericsson logging in to the gaming mode with game-specific handsets like the N-Gage, the industry is expected to gain momentum.
Jamdat, a US-based mobile gaming company, has recently started operations in Hyderabad. Jamdat Mobile (India) managing director Surya Pulagam said, “The market is still premature. However, with most carriers promoting gaming and a fast-growing cellular subscriber base, India could become a significant market for the global wireless gaming industry in the next five years.” Jamdat is already in the final stages of tying up with major carriers in India and plans to launch some of its games in the first quarter of 2005. “Around 90 games are currently on offer globally,” added Pulagam. “However, we want to enter the Indian market cautiously and slowly penetrate the game-user segment.”
This market has boosted the growth of an entire cycle of game publishers, developers, animators, musicians and content providers. Paradox, Tinfomobile, Gametrix, Dhruva Interactive, India Games and Mobile2Win create content for home and abroad.
: Airborne Entertainment announces exclusive partnership with Speed Channel to bring array of mobile content such as wall papers, videos, ringtones, games and applications to your phone. The company also has partnership with Maxim Magazine,
Activision Value, Cosmopolitain and CosmoGirl, Buzztime, Snapple, Family Guy, Fox Filmed Entertainment, TV Guide, The NHL and MTV Europe.
Casual games are a much better match with mobile phones: typefied by long but shallow learning curves ("a minute to learn, a lifetime to master"), they use easily understood or familiar concepts, and can fit around the lives of their players rather than imposing on them. They're popular precisely because they're the opposite of "immersive" -- their familiarity and non-threatening nature provides an opportunity for games companies to extend their audience out beyond the traditional gamer demographic, and encourage those furthest from the profile of "early adopter" to do more with their mobile.
You'll already be familiar with some forms of casual games: crosswords and puzzles. These are of educational value (for instance, crosswords build on universal language skills, developing vocabulary and spelling), generate revenues through repeated play and appeal to a broad cross-section of society. In the UK, 25 percent of the population plays a puzzle every day, so for many people they are already a part of everyday life. And there's no reason why these formats shouldn't be improved as they're translated to mobile: co-operative or competitive play, or games which determine the skill level of an individual player and continually give them puzzles designed to stretch their abilities to the limit, are all possible.
: Screen Digest has a good analysis on the rise of the Mobile gaming market and why mobile games are so popular in Japan and Korea compared to Europe and the US. Recommended reading.
: From Adverblog: Nokia's N-Gage Snakes Outbreak is extremely entertaining with a viral effect, allowing users to text the link to friends.
According to a report by Juniper, a third of mobile entertainment revenues by 2009 will come from mobile gambling services:
"Given the ubiquity of mobile handsets, and the desire of many [gambling] providers to exploit this, then potentially the resulting sales could be substantially higher," the report says.
Java-enabled graphics, colour-filled screens, technology that invoices on the monthly phone bill, and 3G networking combine to provide a service that rivals traditional gambling methods.
The report says: "More than 90% of the population in the UK and US have at some time played a lottery in its traditional paper form. Coupling this huge market with the immediacy and penetration of the mobile phone is a logical and lucrative proposition."
Sports betting, already popular, is set to surge on the mobile platform. "It may offer the opportunity not only to allow players to place a bet about the outcome of a particular event, but also to dynamically bet through their handset as to the outcome of particular events within the game."
Its success depends on the availability of GPRS or 3G for most mobile users, but at the rate this technology is advancing, this seems likely, the report says.
But stricter controls will come in play to stop minors from consuming mobile gambling services:
The gambling bill, which moves to the House of Lords at the end of the month, has divided industry experts. The Department for Culture, Media and Sport (DCMS) says reform is essential: "Almost all relevant British gambling legislation predates the internet. Nobody had such a powerful communications system in mind when that legislation was being enacted."
Most of the bill, the government says, regulates remote gambling - on mobile telephones, the Internet and interactive television - which specialists suggest 800,000 adults per month participate in. "Our controls on commercial gambling are being undermined by technology," a DCMS spokesperson says. Once the bill is made law, the Gambling Commission will award remote service providers with licences only after certain conditions are met.
These will include secure billing, and credit and age checks. "For the first time it will be a criminal offence to allow a child to play [remote gambling]," says the spokesperson.
Yahoo! Mobile Europe is using Flytxt's Direct CRM system to cross-sell its mobile content, with the two companies agreeing a contract following a trial period in the UK market.
The system allows Yahoo! Mobile to target customers who have just purchased content with a promotion for another piece of content within 30 seconds to three minutes of their purchase. It will not try to cross-sell a product that has been previously purchased. Lance Johnson, general manager at Yahoo! Mobile Europe, said: "Now that technology, handsets and usage are catching up, we're seeing significant revenue streams developing within the mobile content side of the business. Flytext's technology is intelligent and we're already seeing a significant commercial impact." Flytxt Direct is rule based and messages sent out respond to certain criteria including: the piece of content that was purchased; the recipient's demographics if stored on the database; time of day; and previous purchase history for that user. Pamir Gelenbe, co-founder of Flytxt, said: "Real-time cross-selling is a no brainer for any content provider. By using Flytxt Direct, mobile content providers can boost their mobile content revenues and achieve greater ROI on their content promotion."
Under a pilot project launched by Sberbank and Visa International, a few select Muscovites can use their mobile to buy train tickets or pay for cable tv.
A customer's information, usually stored on a bank card's chip, will be stored on the SIM card of a cellphone. Special software will allow users to follow instructions on their phone screens to make payments to participating merchants wherever their phones work.
This year, mobile subscribers will only be able to pay merchants who are already part of Sberbank's network, like cable television channel NTV-Plus. In the future, however, the payment platform is planned to be accessible to all businesses that accept Visa.
The technology, called 3-domain secure, does not reveal a credit card number or pin code. Instead it uses a series of passwords and requires confirmations from Visa, the bank and the merchant. "As far as we know, [this system] has not been broken yet," Naumovski said, adding that the same authentication process is widely used on the Internet.
Neither Visa nor Sberbank are disclosing the financial details of the deal, signed in December. But if the year-long pilot is successful in Moscow, Visa says it will aim for agreements with other banks in Russia and the CIS. Mobile operators are also banking on the technology to help keep their customers. No. 3 MegaFon has already signed an agreement for technology use with Sberbank, Sobolev said. MTS and No. 2 VimpelCom are currently in negotiations, he added.
Other related articles about the Russian mobile industry:
: Good piece about the state of the Russian Telecom industry, achieving a phenomenal growth of 30-40% a year. However two things are capable of putting an end to the growth rate – economic decline and tougher regulation. More here.
Blue Sphere Games inks a two year world wide licensing agreement with Tiger Aspect, the producers of the Animated Mr. Bean series to create and distribute Mr. Bean branded mobile games. The games are based on the Java platform. Click here for the Mr. Bean mini racer game.
There is a strong demand of SMS mobile marketing services such as discounts coupons and information, according to a research conducted by the Faculty of Economics and Business Admin. at the University of Oulu.
Based on over 20,000 responses recorded in the research, it can be concluded that consumers are ready to receive mobile marketing: above 80 % of the respondents expressed their acceptance towards mobile marketing.
“Traditionally wireless marketing communications in the form of SMS has been used as a one-off sales promotion method for daily consumer goods", says project manager Matti Leppäniemi from the University of Oulu. In this recently completed research project, SMS services were utilized for the first time in a broad-scale manner for actual customer relationship development purposes. The pilot project was executed during the period between November 16, 2004, and December 31, 2004.
Two case companies from retail and wholesale business were involved in the project - J. Kärkkäinen Ltd from Ylivieska and Myllymäen Rauta Ltd / Myllymäen Nettikauppa Ltd from Raahe. The goal of the study was to gather a database for mobile marketing purposes, consisting of not only customers’ mobile phone numbers, and other contact information, but also of details about customers’ interests and purchase behaviour. In addition, a survey concerning customer satisfaction was conducted in conjunction with the SMS campaign.
The research project has the established a mobile marketing database which is a prerequisite for initiating two-way, interactive mobile marketing activities. The large number of respondents implies that consumers are ready, able and willing to give information about themselves, their interests, and to participate in different types of mobile SMS marketing campaigns.
The advantages of a database obtained through an SMS campaign are the relatively low cost per customer, its high quality, and its speed in gathering and handling the data. Although the SMS questionnaires were somewhat time-consuming to answer (around 5-15 min), the accuraty of the responses surprised the researchers, as did the average age of the respondents (approx. 40 yrs).
More info. about the PEAR (Personalized Mobiel Advertising Services) research can be found here.
Toshiba to introduce "Ubiquitous Viewer" software allowing 3G phones to connect to and control PCs. The company plans to release the software worldwide and KDDI will be first to offer it in March. More here.
"The biggest question in Russia is whether there is any point in covering the whole of the country with 3G," a Western bank analyst said. "MTS' and VimpelCom's total network would cost several billions of dollars," he said, referring to Russia's top two cellphone firms. He said Moscow coverage would cost around $200 million.
Moscow penetration is nearly 100 percent and mobile firms may soon hit capacity problems, providing another reason to launch 3G, which provides quicker data transmission speed and makes the Internet easily accessible from mobile devices.
Renaissance Capital expects 29 percent of Moscow's and 18 percent of St. Petersburg's overall cellular subscriber base to adopt 3G by 2012 -- or 14 percent of all Russian mobile users -- generating about $44 monthly average revenue per user in the case of MTS.
Latest monthly average revenue per user, a measure of customer spending, is $14 for MTS and $11 for VimpelCom. High prices for licenses damaged many European telecom firms' value, and analysts said the price of a license should be below $100 million to make 3G economically viable in Russia.
There is still no clear licensing procedure, but the government prefers tenders with investment conditions to cash auctions. One analyst, who requested anonymity, said the market would watch license issuance for clues on the government's sometimes troubled relations with mobile operators.
India Book House is planning to explore options to exploit its content through mobile. The company is planning to promote its famous book series - Amar Chitra Katha by offering mobile content such as logos, ringtones, MMS, SMS quizzes and games, and mobile greetings.
A brief look at the mobile banking services in India. Currently services include SMS based account information and payment services. For example ABN Amro India has launched its Mpower mobile banking and payment platform where consumers can make mobile payments at merchants equipped with Mpower terminals, with the bank validating the transaction data before sending the customer a return SMS message with approval for the payment. More here.
KSF for mass adoption of mobile banking services in India:
But there are bigger barriers. Interoperability, fraud and security are other major concerns. To secure interoperability and enhanced usability, versatile chips are a must, which can connect several banks and carriers simultaneously. Mobile banking might take off in India if banks initially offer some services for free.
"Banks and service providers need to work closely to streamline customer interfacing systems and enhance user experience," says Atul Bindal, CMO & director, Bharti Tele-Ventures.
From users' perspective, technology is on its way to aid growth. Koreans, known to be tech-savvy, use mobile banking in a big way. Some of them already avail of double-slot mobiles that have two SIM cards a regular one and another that's a credit/debit card SIM. About 3.3 million transactions were reported by Bank of Korea in 2004.
Agent155 to develop digital download service (DDS) specifically designed to monetize video content. The DDS service will include card processing, user registration, account management and collaboration tools.
We predict that in 2005 T-Mobile and Vodafone will continue to account for virtually the entire free cashflow generated by the German mobile market. We do not see how the current market scenario can benefit the long-term cash positions of sub-scale players E-Plus and O2 Germany, and we continue to argue for a tie-up between the two companies.
The arrival of true mobile virtual network operators (MVNOs) in 2005 could undermine the unstable pricing in the German mobile market. This is likely to exert further pressure on ARPUs and margins. Apart from offering their networks for wholesale services, the network-based operators seem complacent about the MVNO threat. Instead, they should consider offering their own 'no-frills' brands.
We expect UMTS to make a slow entry and to gradually reach a tangible momentum in 2005. Once again, significant handset subsidies might provide the only answer to boost a new generation of handsets, thus risking the economic case for 3G. We therefore predict no significant jump of data ARPUs in 2005. In our view, current MMS tariffs are not set at the optimal level to boost data revenues.
Not only are corrosive forces at work in the form of MVNOs and EU-wide regulatory harmonisation, but we predict that IP and potentially even fixed-mobile substitution will make themselves felt in the long term. Although 2004 trends for subscriber growth, APRUs and revenues and margins are likely to continue into 2005, they obscure gradual but fundamental changes that will take place in the mobile market. Today's players should use 2005 to prepare themselves for the inevitable, rather than merely hoping for the 'good old days' to return. Mobile telephony is as much a part of the discussion about when telecoms operators will return to the fold of other utility providers as fixed-line telephony is.
Mauj a mobile gaming company in India has released 7 love games based on Bollywood film classics. The company has marketing rights for 800 international games and has claimed to develop over 20 original titles every month, spending between Rs 3 lakh and Rs 10 lakh for developing each game. Games are available through Indian mobile operators like Hutch, Idea and Tata Zone.
For the amorous folk, it has developed seven mobile games — Heer Ranjha, Romeo and Juliet, Laila Majnu, Salim Anarkali, Sasi Punnu, Rapunzel and Lovelinks.
“We were looking at ways and means on how to innovate. Earlier, we had developed games on special occasions like Republic Day, Diwali and Chistmas. So Valentine’s Day was one occasion, where we thought we could innovate,” Arun Gupta, chief operating officer, Mauj, says.
So now you can become a hero to Heer, Juliet or even Laila, literally at the click of a button. “You can kill the goons and fight with Heer’s brother as Ranjha or even help Majnu to collect hearts, letters and roses and deliver them to Laila,” Gupta says. “You can also save Anarkali from getting entombed,” he adds.
Other related content:
The company has also developed ringtones, wallpapers and themes based on these classic tales. While each game download costs between Rs 50 and Rs 200, the ringtones and wall papers come at a price of Rs 10 each.
Click here for other Bollywood themed games developed by Mauj
Other related info on the Indian mobile gaming market:
: Gaming content in India is distinctly Western flavor, and now companies such as Paradox Studios are concentrating on bringing more Indian content on to mobile and PC based games. The company is currently making games on Bollywood movies and Indian heroes.
Subscribers of Cricket Clicks data service can now search for and purchase ringtones using a voice interface. Regarding pricing you select one of the three credit packages available - 1 credit (song) for $2.99, 3 credits for $8.49, or 5 credits for $12.99. Upon selecting the credit package, the user can then simply say the name of the artist and immediately get back a variety of ringtones to preview and download.
MasterCard teams up with mBlox to add SMS option to its Aristion fraud detection system.
"It is an add-on module that will work as a turnkey or plug-and-play solution to easily give banks the ability to reach more customers rapidly and reliably at a lower cost," said Johan Gerber, associate vice president of MasterCard's risk products division. "Instead of every bank trying to do this on their own, this SMS option is ready to use and can be installed in about an hour."
SMS based fraud alert systems are also being used in parts of Eastern Europe and South Africa by individual banks, but only MasterCard is offering the service and alerting system on a global scale.
The merger will enable Kayak Interactive to distribute mobile entertainment content in North America, Europe and Asia to over 40 carriers. Kayak will also have a unique technology leadership position of supporting Java and BREW games, complemented with mophun and Kayak Live. mophun is the cross platform game middleware for Brew, Symbian, Smartphone and Wipi. Kayak Live is the leading connected entertainment platform for mobile games which works for Java and Brew games, and on any carrier network.
Westport's Joe Boxer clothing company and Smartphones Technologies pair up to deliver Joe Boxer marketing content to mobile phones. You can download and watch Joe Boxer ads including "The Dancing Joe Boxer Guy" and "Mr. Licky," wall papers and exclusive ringtones.
Larry McNaughton, chief operating officer of CoreBrand, a branding strategy company in Stamford, thinks using the cell phone as a means of promoting products has only just begun.
"Advertising is done on any flat surface, why not on a cell phone screen?" McNaughton said. Whatever the product may be, however, the message must be either "incredibly relevant or entertaining," McNaughton said.
Though he understands Joe Boxer's positioning as a company that's all about fun, McNaughton thinks that its video clips might not be for everybody who has a phone in his or her pocket.
"It's a viable way to spread a brand, but how it's used is another thing," McNaughton said. "It's a fragile situation. Will you turn off people or get them excited about it? The question is does this become personally intrusive? A cell phone is a personal instrument and you ask, 'Do I resent someone trying to sell me something on my own turf?'"
Jeff Wilson, CEO of text and voice infrastructure developer Telsis is very upbeat about the future of text messaging services and according to him there are six key growth-driving factors:
Demographics – texting will expand into new groups, as today’s text-savvy youngsters grow older. The new generation of teenagers will continue to use text because it is cheap, fast and discrete.
The expanding mobile community – the number of GSM subscribers is set to double to 2 billion. New users will catch the texting habit. Advanced network services – new text services such as divert, copy and alpha addressing will stimulate more usage by both businesses and individuals.
New text applications – new applications such as national-scale participation TV will generate huge text volumes. A five-minute voting period in the UK could easily attract five million votes with gross revenue of over £1 million.
SMS for customer care – text will become a regular part of customer-care programmes. Text wizards can already recognize natural-language questions and automatically fire back answers.
MMS growth – far from replacing text, MMS will actually grow it because every MMS message is underpinned by up to two text messages. Meanwhile people will continue to use text when speed, cost and privacy are important.
: Towards National Scale SMS Voting white paper looks at “Participation TV and examines the unique demands that mass messaging places on network infrastructure. It explores network capacity problems and how, using an Intelligent SMS Routing infrastructure, mobile operators can follow the same tried-and-tested voice calling model to make national-scale SMS voting a success”.
Wandsworth Borough Council have teamed up with Text Marketer to launch a unique service aimed at communicating the ‘safe sex’ message to thousands of local clubbers.
Visitors to nightclubs in Wandsworth are being given the opportunity to win a top prize. Clubbers simply text in the keyword ‘safe‘ to enter a prize draw. Entrants also automatically join a text news service giving regular text bulletins and safe sex tips.
Targeting the most vulnerable 16 – 24 year olds, the campaign aims to deliver the safe sex message without individuals having to give any personal details. The service is anonymous and users don’t even have to speak to anyone on the phone.
Richard Hawley, Text Marketer’s Creative Director commented, “This service is a great example of how ‘the mobile channel’ is being used to deliver genuinely innovative solutions”.