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© 2007 Infinita Inc. Japan Case Study Mobile 2.0 and the Next Generation of Mobile Applications Christopher Billich, Infinita Inc. Mobile Monday Indonesia Launch Jakarta, December 4, 2007
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Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

Nov 12, 2014

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A presentation overview of the Japanese mobile industry I gave in December 2007 at Mobile Monday Indonesia in Jakarta.
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Page 1: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Japan Case StudyMobile 2.0 and the Next Generation of Mobile Applications

Christopher Billich, Infinita Inc.

Mobile Monday Indonesia Launch

Jakarta, December 4, 2007

Page 2: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

100,000,000,000,000

cb
Rectangle
Page 3: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

...Mobile Page Views per monthin Japan!

Source: NTT DoCoMo/Infinita

Page 4: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

40% of Mobile Data RevenuesWorldwide

Source: Chetan Sharma Consulting, 2006

Page 5: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Japan Mobile Market: Key DifferencesThe Secret Sauce

Email, not SMS

Operators control

handset makers

Open Standards

Operator Revenue

Share favors CPs

Same cost for On- and

Off-Deck access

All handsets

SIM-locked

“Free” Messaging

Competition on Network Technologies

80% 3G penetration

Operators pay

handsetmakers

★ Regulatory/Government Level

★ Operator Business Model Level

★ Operator-Handset Maker Relationship Level

★ User Experience Level

No spectrum license costs

Page 6: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Traditional i-Mode Ecosystem

MobileOperator

Handsets

Volume Opportunity

Interoperability Interoperability

Content/Handset Integration

Business Opportunity Portal Functionality

HandsetVendors

PlatformVendors

ContentProviders

Content

RevenueCollection

Page 7: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Subscribers by Network Technology2004-2008 (est.), in million

Content

Source: Impress R&D

Voice only 2G Data Users3G Data Users Non-Flat 3G Data Users Flat Rate3.5G Data Users

Page 8: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

CarriersMarket Share Mobile Subscribers (Total)

Source: Telecommunications Carriers Association of Japan

NTT DoCoMoau KDDISoftbank Mobile

Total mobile penetration: 77.8%

Page 9: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

CarriersSubscribers (Net Additions): Softbank winning for 6 months straight

Source: Telecommunications Carriers Association of Japan

NTT DoCoMoau KDDISoftBank Mobile

MNP

SBM White Plan

SpringHandsets

New DoCoMoDiscount Plans

Page 10: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

ARPUPressure on Voice ARPU - High Data ARPU ratio (JPY)

Source: Japan Ministry of Internal Affairs and Communications

0

1,500

3,000

4,500

6,000

7,500

9,000

FY2001 FY2002 FY2003 FY2004 FY2005 FY2006 FY2007 Q1

4,3504,4404,6704,9025,2635,7666,245

6,889

2,0802,1201,9921,8671,7401,8051,6071,346

Data ARPUVoice ARPU

DoCoMo au

Page 11: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

HandsetsManufacturers Market Share 2002-2007

0

6.25

12.50

18.75

25.00

2002 2003 2004 2005 2006 2007

Sharp NEC Panasonic Toshiba SanyoSonyEriccson Fujitsu Kyocera Mitsubishi Casio

Source: Nikkei BP Consulting

Page 12: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

HandsetsKey Facts

Source: CIAJ, July 2007; JEITA, October 2007

★ 70% of users replaced handset in past 10 months

★ JPY 8,000 average purchase price (heavy subsidies!)

★ 90% of users are “fine with current pricing” (handsets & voice/data)

Page 13: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Source: KDDI

All-Round Product AttractivenessFactors

Page 14: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile Content MarketMobile Content Market Segments, 2003-2006 (JPY billion)

2003

2004

2005

2006

0 100 200 300 400

119

92

82

73

7

2

0

6

1

0

75

59

41

27

24

10

0

52

46

20

3

84

105

117

110

Poly Ringtones Real Tones Full Tracks GamesDecomail Books and Manga Other

Source: Mobile Content Forum

Page 15: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile MessagingService Example: Decomail

Source: Decotomo.jp; NTT DoCoMo

★ On- and off-deck★ Service Provider: Various★ Service Model: Graphics/animations for HTML mobile mail★ Business model: Subscription; advertising★ Fastest-growing mobile content category along with mobile books/Manga★ More popular than search, picture messaging, music, games, video...

Page 16: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile Books and MangaService Example: Mobile Manga

Source: NTT Solmare

★ On- and off-deck★ Service Provider: Various★ Service Model: Mobile versions of comics, sold in episodes (USD 0.30 color/0.10 b&w)★ More than 10,000 titles available★ Business model: Tiered Subscription/points★ 430% YoY growth in 2006★ 60% of readers female

Page 17: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile Books and MangaService Example: Mobile Books

★ On- and off-deck★ Service Provider: Various★ Service Model: Novels/stories written on mobile - for mobile★ Not your standard book: Heavy use of emoticons and “keitai shorthand”★ Author and audience “writing together”★ Business model: Subscription; Advertising★ “Deep Love”: from 2,000 flyers to book (2.7 mln), film, TV series, manga

Page 18: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile MusicService Example: au LISMO

Source: KDDI

★ On-deck (au)★ Service Provider: au KDDI★ Service Model: Cross-platform (mobile & PC) digital music service★ ca. USD 2.50 per track ★ Full track downloads can be used as ringtones★ Mobile-to-PC backup for music, address data and pictures ★ utatomo: playlist-based mobile social networking

Page 19: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile MusicService Example: au LISMO utatomo

Source: KDDI

★ Service Provider: au KDDI★ Playlist-based mobile social networking

• Integration with au Music Player• Blogs/communities• Location-based playlists

Page 20: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile MusicMobile Full Track Downloads Usage (All Mobile Internet Users, in %)

Source: Impress R&D, October 2006

Have used itEnabled Handset, but never usedHandset doesn’t support it

Page 21: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile MusicAverage Full Track Downloads per Month (Active Users)

Source: RIAJ, March 2007

TotalMale Junior High School Students

Page 22: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile VideoService Example: MyTube

★ Off-deck★ Service Provider: Key Life Inc.★ Service Model: Video sharing aggregation and re-formatting for mobile plus Social Networking★ Aggregates videos from YouTube, Google Video, Ameba Vision, dailymotion and others★ Pre-filtered for “Japanese relevance”★ Most recommended mobile service among teenagers

Page 23: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile GamesAverage Downloads per Month (All Mobile Internet Users)

Source: Impress R&D, October 2006

Never<1 per month1-4 per month>5 per month

Page 24: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile GamesService Example: DoCoMo Mega i-Applis (905i Series Demo)

Source: IT Media

Page 25: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile GamesPreferred Types of Games (Active Gamers, in %)

Source: Famitsu, July 2007

Definitely prefer short gamesUsually prefer short gamesUsually prefer long gamesDefinitely prefer long games

Page 26: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile GamesService Example: DoCoMo Motion-controlled Games (904i Series)

Source: NTT DoCoMo

Page 27: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile GamesService Example: DoCoMo Motion-controlled Games (904i Series)

Source: Taito

Page 28: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile Social MediaService Examples: mobagetown

★ Off-deck★ Service Provider: DeNA★ Service Model: Free, mobile-only site combining games + social networking + avatars + mobile commerce + news★ Business Model: Advertising/mobile commerce★ More than 6m users in 18 months★ 10 billion+ PV/month★ Core Enabler: Virtual currency “MobaGold”

Page 29: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile Social MediaService Examples: mobagetown (ctd.)

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© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile Social MediaService Examples: mobagetown

Source: DeNA

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© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile Social MediaService Examples: mobagetown

Source: DeNA

Page 32: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile BloggingAwareness and Usage (All Mobile Internet Users, in %)

20052006

Source: Impress R&D, October 2006

Page 33: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile Social NetworkingAwareness and Usage (All Mobile Internet Users, in%)

Source: Rakuten Research/Mitsubishi Research, February 2007

AwarenessUsage

Page 34: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile Social MediaService Examples: mixi

Source: mixi Inc.

★ On-deck★ Service Provider: mixi Inc.★ Service Model: Mobile and PC social networking site ★ Business Model: Advertising (90%), Premium features (10%)★ #1 service in JP SNS market★ More than 10m users★ 10 billion+ PV/month★ 30% of traffic generated via mobile★ Key Success Factors

• Invitation-only• Clear mobile/PC differentiation

Page 35: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile Social MediaService Examples: Kaocheki

Source: J-Magic

★ Off-deck★ Service Provider: J-Magic★ Service Model: Face recognition + entertainment + community

• “What celebrity do you look like?”• 50m picture emails received since launch in summer 2007

★ Business Model: Advertising★ Other implementations of core technology

• Photo-sharing/image recognition SNS (eyenowa)• CD/book cover visual search• Visual search API

Page 36: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile Social MediaService Examples: eyenowa Gourmet

Source: J-Magic

★ Off-deck★ Service Provider: J-Magic★ Service Model: Visual recognition + food info + community

• Find restaurant reviews by sending a picture of shop sign/business card• Share your own reviews and pictures• Create personalized maps of restaurants you like

Page 37: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Source: IT Media/J-Magic

★ Advertisers: Pizza Hut / Sony Pictures★ Campaign Date: current★ Campaign Outline: “What pizza/zombie do you look like?

• tweaks of ultra-popular Kaocheki service (J-Magic)• take a picture of yourself to see which Pizza suits you (then order it)• take a picture of yourself and be transformed into a Zombie from Resident Evil - find other Zombies on a map

Mobile Social MediaService Examples: Kaocheki “Zombie Check”

Page 38: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Source: Impress K-tai Watch

★ Advertiser: Lotte★ Target Group: Junior High School Students★ Campaign Date: 04/06-10/06★ Campaign Outline: “Next-generation fortune cookies”

• Take a picture of the Koala on the cookie (217 kinds!) and receive a free fortune-telling message from the Koala• Return email contained link to official community on Mobile SNS Gocco• Boost membership points on Gocco the more you collect

Mobile Social MediaService Examples: “Koala March” Campaign

Page 39: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile Content vs. Mobile CommerceMarket Volume, 2003-2006 (JPY billion)

Mobile CommerceMobile Content

Source: Mobile Content Forum, July 2007

Page 40: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

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Mobile Commerce MarketMobile Commerce Market Segments, 2003-2006 (JPY billion)

GoodsServicesTransactions

Source: Mobile Content Forum, July 2007

Page 41: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

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Mobile Shopping and AuctionsService Examples: Girlswalker.com

★ Off-deck★ Service Provider: Xavel Inc.★ Service Model: Mobile Commerce + Events + Real Stores★ #1 service in JP women’s market

• 7 million users• 1.4 billion PV/month

★ Operates a portfolio of fashion-and entertainment-related sites,e.g.

• Fashionwalker.com (Shop and read fashion magazines)• Stylewalker.com (Blog, connect and strut your avatar)

Page 42: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile Shopping and AuctionsService Examples: Girlswalker (ctd.)

Source: Xavel, Inc.

★ Twice-yearly “Tokyo Girls Collection” events combining

• 20+ Brands’ fashion shows• 60+ Top Models and Idols• Real-time shopping via mobile• Live Acts• Beauty Contest

★ Attendance: 25,000★ Tickets: USD 20-80

★ Xavel Inc. also active in actual off-line commerce (fashion, cosmetics, beauty salons, design hotels) through collaborations

Page 43: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile ShoppingUsage (All Mobile Users, in %)

Once a year 2-4 times/yr. 5-10 times/yr. >10 times/yr. Every month Every weekNot at all Don’t know

Source: Impress R&D, October 2006

Page 44: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile ShoppingAverage Yearly Spending (Mobile Shoppers) vs. Yearly ARPU (All Users)

Yearly ARPU in JPY (av.)Yearly Mobile Shopping Spendings in JPY (av.)

Sources: Impress R&D, October 2006; Japan Ministry of Internal Affairs and Communications

Page 45: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile Shopping and AuctionsService Examples: Rakuten

Source: Rakuten

★ On-deck (DoCoMo)★ Service Provider: Rakuten★ Service Model: Online Shopping Site Aggregator★ Biggest online retailer in Japan (40% market share)★ More than 15 million goods for sale★ 25% of sales generated via mobile commerce★ Also operates Rakuoku mobile auctions site with DoCoMo

Page 46: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile Shopping and AuctionsService Examples: au Shopping and Auction Sites

Source: KDDI

★ On-deck (au)★ Service Provider: au KDDI★ Service Model: Mobile/PC shopping sites (operator-branded, partner-powered)★ Site lineup:

• au Shopping Mall• EZ au Records• EZ au Books• EZ au Tickets• EZ au Games• EZ au Travel• EZ au Auctions

Page 47: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile AuctionsTotal Mobile Auction Trading Volume, 2003-2006 (JPY billion)

Sources: Mobile Content Forum, July 2007

Page 48: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

“Location-based Services”Service Examples: Otetsudai Networks

Source: Location Value

★ Off-deck ★ Service Provider: Location Value★ Service Model: “Location-centric auction system for temp staff”

• Businesses post openings with rate• Workers post profiles and availability via Java client/GPS • Includes ranking systems for employers and workers• Includes negotiation options

★ Business Model: B2B subscription★ About 45,000 workers and several large clients so far

Page 49: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

On-portalOff-portal

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

The Off-Portal Shifti-Mode Traffic

Page 50: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Driver I: QR Codes

Source: qrcodeblog.com

Page 51: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Driver II: Mobile Search

„Japanese teens in the 13-19yr age segment prefer searching using mobile search in 70.1% of cases, as opposed to official mobile carrier listings in 47.1%.“

Source: CNET Japan, May 2007

Page 52: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Mobile SearchUsage Frequency (All Mobile Internet Users)

Source: Mobile Marketing Data Laboratory, October 2007

Page 53: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile SearchService Examples: au and Google

Source: KDDI

Page 54: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile SearchService Examples: au and Google

Source: KDDI

Page 55: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile SearchService Examples: Yahoo! Mobile on SoftBank

Page 56: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile Search Service Examples: DoCoMo Multi-Engine Search

Page 57: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Mobile Advertising vs. Content vs. CommerceRevenues, 2005-2007 (JPY billion)

“Pure Ads”Mobile Search AdsMobile ContentMobile Commerce

Sources: Dentsu, Ministry of Internal Affairs and Communications

Page 58: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Website Text/Content AdsBanner AdsMobile Email Ads/Mail Magazines

Source: Impress R&D, October 2006Base: Mobile Advertising Responders (multiple answers possible)

Mobile AdvertisingPreferred Types of Mobile Advertising among Users (in %)

Page 59: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

Source: D2 Communications, May 2007Base: 274 large Japanese corporations

ActiveNot active

Mobile AdvertisingMarketer Attitudes toward Mobile Advertising (in %)

Page 60: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

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20062007

Source: D2 Communications, May 2007Base: Corporations with current Mobile Advertising activity

Mobile AdvertisingPreferred Types of Mobile Advertising among Marketers (in %)

Page 61: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

http://www.taito.co.jp/company/news/release/mobile/news_mc_image/2007/10_12/01.jpg

1seg Digital Mobile TV1seg Today

Source: Yomiuri TV

★ Free Service (Regulation!) - for now• Standard TV Channels (Regulation!) - for now• Data Feed with Back Channel for selected programs• Time-shifting on some models

★ From 2008: Tailor-made programming, several joint ventures between operators and broadcasters in progress

★ Issues• Reception quality & service areas• Battery problems

Page 62: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

1seg Digital Mobile TVEnabled Handsets, cumulative shipments (in million)

Number of 1seg handsets shipped

Sources: JEITA, July 2007; NTT DoCoMo, October 2007

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© 2007 Infinita Inc.

1seg Digital Mobile TVUsage and usage intention (Representative sample)

Source: CIAJ, July 2007Base: Mobile Phone Users in Tokyo/Osaka

Page 64: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Consumer Attitudes1seg usage and usage intention (Teens, male)

Source: CIAJ, July 2007Base: Mobile Phone Users in Tokyo/Osaka

Page 65: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

★ 6.1 times average use per week

★ 11.7 times weekly use at peak

★ 47 minutes per week average viewing time

★ 75% of users view less than 10 minutes per session

★ 9-12 pm weekday primary attention peak

★ Weekend usage much lower than weekdays

★ 50% use email or voice while watching TV on phone

Consumer BehaviorKey Facts

Source: CIAJ, July 2007; MMRI, October 2007

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© 2007 Infinita Inc.

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1seg Digital Mobile TVIntegration with ToruCa/FeliCa (Contactless Payment)

Source: K-tai Watch Impress

Page 67: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

1seg Digital Mobile TVNTT DoCoMo x TBS x McDonald’s Campaign

★ Advertiser: McDonald’s★ Trial Date: June 2007★ Campaign Outline: Mobile TV + mobile FeliCa coupons (ToruCa) + quizzes/games

• Quiz after each inning of Yokohama Bay Stars baseball games • Users who participate are rewarded with ToruCa coupons that can be redeemed at McDonald’s and other prizes

Source: AV Watch

Page 68: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

1seg Digital Mobile TVFujitsu Spotcasting

Source: Fujitsu

★ Local area broadcasting with limited reach★ H.264 format plus BML★ Automatic launch of 1seg client and tuning via FeliCa chip on phone★ Installation cost: ca. USD 1,000

= In-store broadcasting, temporary broadcasts at events, security applications etc.

Page 69: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Contactless PaymentFeliCa Plattform

Sources: FeliCa Networks

Page 70: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Contactless PaymentEnabled Handsets, cumulative shipments (in million)

Number of FeliCa handsets shipped

Source: NTT DoCoMo, October 2007

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© 2007 Infinita Inc.

Contactless PaymentJR East: Mobile Suica; BitWallet: Edy

Source: JR East

Page 72: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

Source: NTT DoCoMo

Contactless PaymentNTT DoCoMo: iD/DCMX

© 2007 Infinita Inc.

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© 2007 Infinita Inc.

Contactless PaymentsNTT DoCoMo: iD Platform Approach

Source: NTT DoCoMo

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© 2007 Infinita Inc.

Contactless PaymentComparison of Major Players (Installed Mobile Client Base)

NanacoSuicaDCMX/DCMX miniEdy

Sources: IT Media Business, August 2007

Page 75: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Contactless PaymentUsage and usage intention (Representative sample)

Source: CIAJ, July 2007Base: Mobile Phone Users in Tokyo/Osaka

★ Av. monthly spend: JPY 5,270★ Mobile-type users spend 7% more than card-type★ Heaviest users: Male in teens and twenties★ Biggest spenders: 50 years and older★ Most used locations: convenience stores and train stations

Page 76: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Source: SoftBank

SoftBank: Strategic ApproachA Mobile Carrier and...then some

Page 77: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Source: IT Media

KDDI: Strategic ApproachFixed-line, Mobile and Broadcasting Convergence

Page 78: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

Source: NTT DoCoMo

DoCoMo: Strategic Approach“Life Assist” Concept

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© 2007 Infinita Inc.

DoCoMo Vision

Source: NTT DoCoMo

Page 80: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

InfinitaMission

★ Research and promote mobile innovation

★ Build mobile sites/applications

★ Bring together partners with complimentary goals

★ Facilitate business between Japan and abroad

Page 81: Japan Case Study: "Mobile 2.0 and the Next Generation of Mobile Applications"

© 2007 Infinita Inc.

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InfinitaClients

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