SELLING MOBILE APPLICATIONS: THE DIFFERENCE WHAT
PEOPLE BUY AND WHAT PEOPLE TRY
Jazilah Jamaluddin, Reuben Edwards, Paul Coulton
Department of Communication Systems, Lancaster University, UK
Keywords: Mobile content, Mobile phone, Payment methods, Text messages.
Abstract: One of the few devices where people around the world always carry with them is mobile phone. Mobile
phones are not only used to make phone calls but they are also increasingly used to send text messages and
download ringtones, wallpapers, screensavers, video clips and games. Consumers are spending a lot of
money to access different types of mobile content, enabling the mobile industry to gain high revenue every
year. This development has raised the question of what types of content are consumers downloading and to
what extend are they willing to pay for the content. Therefore, this paper analyses the current market of
mobile content by looking at the range of mobile content being offered to consumers and the business
aspects associated with each of them. Then, it evaluates the payment methods of mobile content before
analyzing the survey results. Finally, it concludes by recommending the market to review and evaluate the
current business models to provide a more flexible and better payment method to benefit everyone in the
market.
1 INTRODUCTION
Mobile phone has become an essential item not only
for communication but also for personalization and
entertainment purposes. It enables people to stay
connected in a wide variety of settings – at home, at
work or on the move. The advanced features in
mobile phone mean people not only can make phone
calls but also are able to send text messages and
pictures as well as to download ringtones,
wallpapers, screensavers, video clips and games.
The revolution of mobile games from single-player
to multiplayer games has brought new dimension to
user due to the fact that the games have become
more sophisticated and therefore, offer more thrill
and excitement to the overall experience.
It is expected that the market for mobile services
will grow due to the take up of 3G and will create
niche for digital content worth £1.4 billion by 2010
(Mobile Europe, 2006). It was estimated that over 70
percent of consumers uses mobile phone for text
messaging and resulted in 55 million revenue in
2003 (ChildAlert News, 2006). In 2005, premium
SMS services such as ringtones, wallpapers and
screensavers accounted for two-thirds of mobile
content spend (Mobile Europe, 2006). Games,
music and video downloads are gradually catching
up. The market for mobile games started off in 2003
and concentrated more in Korea and Japan with 80
percent worldwide games download revenues of
Euro 380 million (Screen Digest, 2006). It is
estimated that consumers will spend over £200
million on mobile music and video downloads will
account for 11 percent of mobile content spend in
2010 (Mobile Europe, 2006).
Mobile phone ownership is growing every year
especially among young generation. According to a
research, more than a million 5–9 year old children
have a mobile phone and a total of 5.5 million under
the age of 16 owned a mobile phone in 2005
(Derbyshire, 2005). One of the reasons why
children are having a mobile phone is because
parents are concerned about their safety and
whereabouts. Consequently, children are taking
advantage of the situation by spending money on
texting their friends and downloading personalized
and entertainment contents such as ringtones and
games.
Due to the increasing consumer spending, it has
raised the concern of the willingness of consumer to
pay for mobile content at a premium rate.
Consumers are expecting to get free content in some
point in time especially in the digital era. This has
319
Jamaluddin J., Edwards R. and Coulton P. (2006).
SELLING MOBILE APPLICATIONS: THE DIFFERENCE WHAT PEOPLE BUY AND WHAT PEOPLE TRY.
In Proceedings of the International Conference on e-Business, pages 319-322
DOI: 10.5220/0001428903190322
Copyright
c
SciTePress
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
ICE-B 2006 - INTERNATIONAL CONFERENCE ON E-BUSINESS
320
exchange for free or discounted content, provided
there are no hidden costs and that the advertisement
is relevant to their needs and interests. Therefore, it
is crucial for mobile industry to develop a solution
that benefits everyone in the market including
consumers to allow for continuous demand and
success of mobile content. Ideally, the model should
incorporate convenience, low prices and legal action
against violators.
3 PAYMENT MODELS
As mobile content promises greater growth, it is
inevitable to review the existing business models for
mobile services that are currently dominated by the
mobile operators. Mobile operator is handling the
billing by deducting the prepaid credit or for a
contract user, the amount is added to the monthly
bill. The challenge is to reduce the domination of
mobile operators. This gives opportunities for
content providers and other players in the mobile
market to reach customers without having to go
through mobile operators. Most mobile users are
paying for mobile services through subscription and
pay per download. Subscription offers unlimited use
of mobile content at a fixed rate. It is a risk free
proposition as users always know how much they
will pay. On the other hand, pay per download
makes much more sense for a wide number of users.
Consumers can access mobile content and be
charged for it on per use basis.
New payment methods are being implemented
involving a closer relationship between content
owners and mobile users. One of the models
requires users to register their payment information
to a centralized entity. This will allow users to
access mobile content from multiple providers.
Another alternative billing method is the offering of
a separate, prepaid virtual account. Everytime a user
buys a mobile content, the amount will be deducted
from the prepaid account. The revenue sharing
model is another option for mobile services. This
model allows all content providers to offer
SMS/MMS/WAP services to mobile users across all
mobile networks. The revenue is then, shared
between the mobile operator and the content
provider by taking into account the value that the
content provider is contributing with.
4 SURVEY RESULTS
A survey was conducted to identify consumer
behaviour towards mobile content. It focused on
people from different departments in Lancaster
University. About 50 people participated in the
survey ranging from the age of 18 to 30 years old.
From the total number of participants, 96 percent of
them own a mobile phone and the other 4 percent
have not. This figure conformed to the overall
penetration of mobile phone in the UK. When asked
about the age when they first own a mobile phone,
40 percent of the participants owned their first
mobile phone between the age of 13-14, 35 percent
between the age of 15-16 and only 5 percent over
the age of 18. These figures clearly indicated that
mobile phones were increasingly popular among
teenagers. Due to the fact that most participants
started to own mobile phone when they were
teenagers, most of them were on Pay As You Go
with 78 percent and 22 percent were contract users.
As illustrated in Figure 1, the survey also
highlighted that the most popular content
downloaded by the participants for free was ringtone
with 35 percent followed by mobile game 17 percent
and wallpaper 15 percent. The least popular content
was film review video clip with only 1 percent. This
justified that this age group felt that personalizing
the mobile phone based on their preferences was
very important to project their self-identity. In terms
of purchasing mobile content, Figure 2 showed that
ringtone, wallpaper and music top the list with 33
people, 11 people and 9 people respectively.
Perhaps, younger generation was being selective on
what they were able to purchase and download given
the financial constraint as most of them were on Pay
As You Go. They would be better off with free
downloads.
Have you e ver dow nloade d, for fre e, any of the follow ing
content to a mobile phone?
35%
15%
6%
12%
6%
5% 5%
1%
5%
17%
1%
Ri
n
gton
e
W
allpape
r
Screen
s
av
er
Music
M
u
sic
V
id
e
o C
l
ip
Football Video Clip
Film Trailer Video Clip
F
il
m
Re
vie
w
Vi
d
e
o
Cl
i
p
Ot
her Video
/Vid
eo Clip
Mobile Ga
m
e
O
ther
Types of Content
Percentage
Figure 1.
SELLING MOBILE APPLICATIONS: THE DIFFERENCE WHAT PEOPLE BUY AND WHAT PEOPLE TRY
321
Have you ever purchased any of the
following content for a mobile
phone?
33
11
2
9
00
11
2
8
0
0
5
10
15
20
25
30
35
Ringtone
Wallpaper
Screensaver
Music
Music Video
Football
Film Trailer
Film Review
Other
Mobile Game
Other
Types of Content
No of People
Figure 2.
When asked about SMS voting, interestingly,
only 35 percent has participated in reality television
series. This was a staggering outcome considering
the revenue earned in such programs was relatively
high. This could be due to the fact that most
participants were students and therefore, they were
less likely to have time to watch television or
perhaps, they cannot afford to spend on things that
they were not benefiting from.
The survey also asked participants whether they
have downloaded content for free to a PC. Most of
them have downloaded music with 32 percent, film
25 percent, games and music video with 23 percent
and 20 percent respectively. They have also bought
CDs, DVDs, video and singles over the Internet.
This indicated that young people were more
attracted to music and film and they were willing to
pay for them.
5 SURVEY ANALYSIS
The survey results showed that the ownership of
mobile phone was high among the participants and
majority of them started to own one since they were
teenagers. This group of consumers has downloaded
all types of content to their mobile phone for free.
Personalize contents such as ringtone, wallpaper,
screensaver were top of the list. When it came to
purchasing the contents, it projected similar trend
with ringtone as the most popular content. Indeed,
the participants have been selective in choosing the
types of content they want to download whether for
free or pay per download. Whatever content they
download for free, it will influence their purchasing
power over mobile content. This may be down to
individual interest and their associated benefits. The
participants were willing to pay for the download if
the content was valuable to them. For example, they
were willing to pay to download their favourite
songs so that they could listen to them repeatedly. It
may be a good idea to allow for free trial when
downloading mobile content. In some cases, people
tend to try anything if it is free although it is not an
interest to them. It maybe a good marketing tool to
attract consumers to try on new products and from
there build their interest to continue subscribing the
product. The recommendation may be able to
increase the take up of mobile content by consumers.
6 CONCLUSION
The mobile industry is offering a wide range of
content services such as text messages, screensavers
and games to consumers. Consumers are spending
more on mobile content and mobile operators are
gaining higher revenue each year. As a result,
mobile users are increasingly reluctant to pay a
premium for mobile content unless it is clearly
valuable and it is not easily available from other
media. The outcome from the survey conducted also
projects similar consumer behaviour towards mobile
content. Therefore, mobile industry should take
initiative to review the business models in order to
encourage consumers to adopt mobile content and
consequently, to provide better services.
REFERENCES
ChildAlert News, Children and the Mobile Phone! An
Addiction, A Necessity or Just Fun?,
http://www.childalert.co.uk, 16/2/06
Derbyshire, D., Average Age for Child to Have First
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http://www.news.telegraph.co.uk/core/Content,
20/4/05
Miles, S., A Fifth of UK Mobile Phone Users Vote in
Reality TV Shows, 12/3/06
Mobile Europe, That’s Entertainment, 16/2/04
Oates, J., Mobile Users Diss Premium Content,
http://www.theregister.com/2006/03/21/users_wont_p
ay_content/21/3/06
Screen Digest, Mobile Gaming Gets Its Skates On, The
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http://www.theregister.co.uk/2005/02/09/mobile_gami
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Thomas, K., The Rise and Rise of the Mobile Phone: An
Interview with Josh Dhaliwal, Director, MobileYouth,
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