driven us to analyze the current market of mobile
content by evaluating the types of mobile
applications and the payment methods. Then, the
paper discusses the survey results and analyzes them
with the current situation.
2 TYPES OF MOBILE
APPLICATIONS
There are four categories of product:
personalization, entertainment, messaging and
community based. Personalization includes
ringtones, wallpapers and ringback tones. It is self-
expression and it enables users to choose and
download their favourite tune as their ringtone.
There is a range of ringtones where consumers can
choose from including polyphonic and real music
tones. Users are paying about £3.00 a week to
subscribe the service that entitles them to download
up to a certain number of tones or graphics as part of
the subscription package. A report predicted that
young people is spending £150 million downloading
music (Thomas, 2005).
Games, audio and video downloads as well as
horoscope are just a few entertainment
subcategories. The development of Java enabled
mobile phone has provided platform for the growth
of mobile gaming. It is becoming more popular with
more rich, animated and 3D characters. In 2004, it
is anticipated that the wireless games download
market is worth around Euro 880 million (Screen
Digest, 2005).
Messaging is the most popular mobile
application with one-in-three or 32 percent of mobile
phone users sending text messages everyday (UK
News, 2005). Messaging involves SMS, MMS and
video messaging. The potential revenue from
messaging is enormous. Many television programs
such as Big Brother and Pop Idol are now offering
an interactive voting element by enabling viewers to
participate in text voting to influence the outcome of
the live program. For example, in January this year,
8.9 million people participated in SMS voting in that
month (Miles, 2006). Big Brother 3 in the UK
received more than 13 million text votes, generating
the mobile operator about £1.3 million in revenue
(Mobile Europe, 2004). It is anticipated that by
2010, data revenue will grow by 78 percent to $52
billion and 65 percent of this will be from messaging
(Oates, 2006).
Community or location based application is
another mobile content that is gradually catching up.
Mobile phone users in Europe and North America
are more interested in information services and
therefore, they demand more access to news and
information such as football results and stock
quotes. Sport results and share prices are types of
interactive content and are time-critical information
that requires constant updates. They will remain
valuable in such society. Because mobile phone is
an interactive device, it can make use of its mobility
and interactivity to alert users of the latest news and
development.
Regardless of the types of mobile application,
whether it would be sending text messages or
downloading games and ringtones, consumers are
being charged a fee to access them. This is because
the mobile industry assumes that people will pay for
content on their mobile phone because of the
provision of convenience, mobility and interactivity.
On the other hand, consumers are questioning
whether they should pay for mobile content
especially for content where they could get them
free and easily available from other media. Some of
them argue that they are not prepared to pay to
watch football match on their mobile phone when
they can watch it for free in the pub on the big wide
screen. Today’s generation of consumers is raised in
the Internet era where content is perceived as being
free. Therefore, they are not willing to pay a
premium for mobile services unless they have got no
other options and there is a clear value associated
with it. Despite this argument, it is predicted that
the demand for wireless services will continue to
grow with an increasing revenue of 13 percent to
$193 billion by 2010 (Oates, 2006).
Personalization, interactive content and time-
critical information such as ringtones, games, sport
results and share prices will sell on mobile phones as
they are more valuable to users. Perhaps, individual
interest and nature of work play important factors in
influencing consumers to access mobile content.
People who are always on the move and like sports
and games will benefit from mobile tv and mobile
gaming. Young men aged between 16 and 21 are the
most ready with cash to lavish on mobile content
like sport and games. According to a report,
consumers are willing to pay more for ringtones or
30-second snippet of a song track than for full song
downloads to mobile phones. However, the
combination of higher bills and the fact that most
consumers are used to getting content on the Internet
for free, consumers are increasingly reluctant to pay
a premium for mobile content. A study revealed that
consumers are willing to consider receiving
advertising content on their mobile phone in
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