VALUE CREATION CHAIN FOR MOBILE MEDIA Coventry University Enterprises (CUE) 1/14 1. Basic Value Creation Chain of Mobile Media chain ...................................5 1.1 1.2 1.3 1.4 CONTENT............................................................................................... 5 APPLICATION DEVELOPMENT .................................................................. 5 WIRELESS NETWORK OPERATION ........................................................... 5 SERVICE/VALUE ADDED PROVISION........................................................ 6 2. Products in the Mobile Media sector ........................................................6 Personal digital assistants ..................................................................... 6 Mobile Phones .......................................................................................... 6 Mobile Media service packages ............................................................. 6 3. Actors in the Value Creation Chain of Mobile Media .................................7 3.1 CONTENT KEY ACTORS ............................................................................... 7 E-content developer ................................................................................ 7 Producers .................................................................................................. 7 Publishers .................................................................................................. 7 Media Companies .................................................................................... 7 Infrastructure providers ......................................................................... 7 3.2 Application development key actors ......................................................7 Software suppliers ................................................................................... 7 Infrastructure providers ......................................................................... 8 3.3 Network operation key players .............................................................8 Mobile interface application service providers ................................... 8 Platform vendors ..................................................................................... 8 Mobile Network Operators ..................................................................... 8 Internet Service Providers ..................................................................... 8 3.4 Service provision key players ................................................................9 Mobile service providers ......................................................................... 9 Valued added service providers ............................................................ 9 Mobile Entertainment Companies ......................................................... 9 4. Technologies used in the Value Creation Chain of Mobile Media ..............9 Software [Done by CUE] ........................................................................ 9 Platforms ................................................................................................... 9 Mobile Portals ........................................................................................... 9 INTERNET SERVICES ....................................................................................... 10 Hardware ................................................................................................. 10 5. Specific situations in regions/countries/worldwide ..............................11 5.1. GERMANY [DONE BY HDM]..................................................................... 11 5.2. GREAT BRITAIN...................................................................................... 11 Historical Development ........................................................................ 11 Current Situation ................................................................................... 11 Current Technological Standards ....................................................... 12 Legal Conditions .................................................................................... 12 2/14 5.3. POLAND [DONE BY IMBIGS] ................................................................. 13 5.4. BULGARIA [DONE BY CUE] .................................................................... 13 5.5. INDIA [DONE BY MSRSAS] ................................................................... 13 5.6. Worldwide [done by HdM] ..................................................................13 6. Literature and Sources ..........................................................................13 3/14 The Value Creation Chain of Mobile Media Technologies needed in the Value Creation Chain of Mobile Media Harware Software Content Equipments handset manufacturing econtent/digital information creation Infrastructure providers Econtent developers Publishers, producers Media companies Hardware Software Application development Software/network Billing services Operating systems Software engineering Software suppliers Infrastructure providers Hardware Software Hardware software Wireless Network operation Service/value added provision Internet portals/platforms Mobile messaging and billing Mobile browsers Traffic management Mobile Network operators Mobile interface application service providers Platform vendors Internet service providers Infrastructure providers Aggregation Internet provision services Navigation services in mobile portals Entertainment services Mobile service providers Valued added service providers Mobile Entertainment Companies Actors in the value chain of Print Media 4/14 1. Basic Value Creation Chain of Mobile Media chain Mobile Media or Portable Media describes the 21st Century phenomenon of viewing multimedia on a portable device at any location or when on the move. The medium could be a mobile phone, a Person Digital Assistant (PDA) or a portable media player which increasingly have become essential requirements for the modern day business traveller or social user. According to Doukidis G et all (2006), Mobile media , by definition, reside at the interface between two major business areas: media publishing and telecommunications. 1.1 Content Content for mobile media and services has become an emerging trend in media markets. Althought, mobile media usage has just started to rise, there are many rapid developments taking place that suggest strong future growth. ( Doukidis et all, 2006) On the above mobile media value chain, content and software development providers and enablers for the implementation of mobile services are considered as separate units. It depends on the media companies how far they will vertically or horizontally integrate or outsource these specific competencies. Content creation refers to two equally important aspects :the creative part/development of e-content and the development/manufaturing of the hadsets/components. E-Content creation is the development of newsworthy, educational and entertainment material for distribution which is later going to be converted to electronic media material. 1.2 Application Development Application Development in mobile media is a process program and software product development to deliver the content to the end user. The development environment is the set of processes and programming tools used to create the program or software product. The term may sometimes also imply the physical environment 1.3 Wireless Network operation According to Amjad Umar (2004), wireless netwroks are enjoying widespread public approval with a rapidly icreasing demand. Wireless communication systems comprise three basic essentials : transmitters that generated and send signals, antennas that radiate the electromagnetic energy generated by the signals into the air and receivers that receive and process the signals. 5/14 1.4 Service/Value added provision The provision of an value added competitive products depends very much on the efficient aggregation of appropriate services. Successful Mobile media sevices include a combination of Internet provision service, Navigation services in mobile portals and Entertainment services 2. Products in the Mobile Media sector The two most widely used categories of media devices that offering a broad range of mobile media services are the PDAs and Mobile Phones. Personal digital assistants PDAs were originally designed as personal organizers but over the years have become more sophisticated. Their main functions are :calculator, clock and calendar, computer games, Internet, E-mails, radio or stereo, video recording, recording notes, address book, and spreadsheet. Newer PDAs have color screens and audio capabilities, enabling them to be used as mobile phones), web browsers or media players. Many PDAs can access the Internet, intranets or extranets via Wi-Fi, or Wireless Wide-Area Networks (WWANs). (http://en.wikipedia.org/wiki/Personal_digital_assistant) Mobile Phones A mobile phone or cellular (cell) phone is an electronic telecommunications device that connect to a cellular network of base stations (cell sites), which is in turn interconnected to the public switched telephone network (the exception are satellite phones). (http://en.wikipedia.org/wiki/Mobile_phone#Mobile_phone_features) Mobile phones also often have sophisticated features such as Internet browsing, music (MP3) playback, personal organizers, e-mail, built-in cameras and camcorders, ringtones, games, radio, Push-to-Talk (PTT), infrared and Bluetooth connectivity, call registers, ability to watch streaming video or download video for later viewing, and serving as a wireless modem for a PC. (http://en.wikipedia.org/wiki/Mobile_phone#Mobile_phone_features) Mobile Media service packages The most common services offered from Mobile Media companies are: News Information services: streaming hotline ,sports, weather forecast etc Entertainment: games, movies, music Internet radio Web cam: preview digital content, image manipulation software etc Communication and messaging Online TV 6/14 Online newspapers/magazines (Dan Steinbock, 2005) 3. Actors in the Value Creation Chain of Mobile Media 3.1 Content key actors E-content developer Not all forms of content creation involve the use of a developer. Within the games industry Developers are companies that create game content creating game design, graphic and audio content and game code. They can be individuals and teams of individuals. A game development team generally includes designers, artists, engineers and their manager (the producer). Game Developers can be referred as studios and might include two or three teams. Producers Producers are businesses or individuals who ensure that media product is delivered on time and in the most effective manner. Effectively producers act as project managers, they supervise the budget and plan the resources . They maintain relationship with the Publishers with the respect of delivering product on time and within agreed scale and quality. Publishers Publishers are businesses or individuals can invest finances in the publishing of content and obviously assumes financial risk of the creation. There are projects, where content developer self-funds the project. In this case Publishers will invest in marketing and distribution. Usually Publishers funds: advance royalty payments and thereby development of the content, marketing and distribution. After the content is released publisher will retain the control of intellectual property assets and is responsible for copyright infringement and revenue settlements. Media Companies Media companies are companies who provide media content for different uses including mobile use. Content they provide may vary from the specialisation of the company and be anything including films, music, pictures, books, texts, games, maps or special media content. Sometimes media companies can act as the distributors of their own content. Infrastructure providers Infrastructure providers is the spectrum of suppliers who offers access devices(eg. Handset manufacturers) or network equipment. 3.2 Application development key actors Software suppliers 7/14 They provide operating systems, implementation services for back-end network management-oriented and front-end customer oriented services. Infrastructure providers Infrastructure providers’ facilities design as well as their choice on the operating system affect decisions on the application development. 3.3 Network operation key players Mobile interface application service providers They extend internet application to mobile devices. Mobile interface application service providers offer messaging and WAP gateways , mobile browsers and software for mobile applications such as J2ME. Platform vendors The Platform Vendor develops, implements, manufactures, supplies, and supports standard or customised platforms to the Platform Operator. Mobile Network Operators Mobile Network Operators provide the infrastructure for mobile communications, the service billing and as well as interface with the customers. They are ones which are in the contractual relationship with the customers. Sometimes customer care and billing is performed by the Virtual Network Operators, who form a relationship of Mobile Network Operators for the network capacity. Mobile Network Operators can have a role of Internet Service Providers or Virtual Internet Service Providers. Mobile Network Operators can deliver media to the end user using mobile network, e.g. GSM, 3G. Internet Service Providers An Internet Service Providers are business or organization that offers users’ access to the Internet and related services. They act as interface with the customers and provide service billing. A Virtual Internet Service Providers re-sell to the general public Internet access purchased from a wholesale Internet Service Provider. The Virtual Internet Service Providers’ are to provide any services beyond Internet connectivity, such as e-mail, web hosting, and technical support. The Virtual Internet Service Providers’ must perform all authentication and accounting functions necessary to provide access and then bill their users for it. Internet Service Providers can deliver media to the end-user using wireless network technologies, e.g. WiFi. 8/14 3.4 Service provision key players Mobile service providers Mobile service providers offer mobile ISP services or resell airtime and may acquire exclusive content rights as sources for their differentiation. Valued added service providers They offer navigation services in mobile portals, personalized or location based services. An example of value added providers are the Virtual network operators who usually buy access to a mobile network on a wholesale basis and offer retails services similar to full network operators. Mobile Entertainment Companies Mobile Entertainment Companies usually provide more than one type of service over the value creation chain. Mobile Entertainment companies build their business by generating content and linking together Media Companies, Producers, Publishers, Mobile Network Operators, Portals and other key players. 4. Technologies used in the Value Creation Chain of Mobile Media Software [Done by CUE] Platforms Platforms usually provide the following services: Legal platfrom services These services are developed specifically to handle the univqure features of the devices. They consist of operating systems and local system software services(eg. Database managers) Network transport services They are responsible for transfering the messages and they operate on top of physical wireless and wired networks to route to the messegers so that the mobile media users can have access on their emails etc. Middleware services They interconnect mobile users,databases and applications with each other. It is quite common to package a range of middleware services into wireless gateways and mobile application servers that support different types of mobile applications. ( eg Wireless Application Protocol-WAP. Java2 Micro Edition-J2ME) ( Amjad Umar, 2004) Mobile Portals Mobile portals act as an aggregator of outputs of multiple services and provide one point access for the media customers. Businesses which provide portal are usually managing the relationship with the end users including maintenance of user account, bills and content pricing, whereby 9/14 the content side of business involves the packaging of multiple types and sources of content. (Dan Steinbock,2005) Mobile Networks Mobile networks interconnect devices without using wires. From an end user point of view, the two most important assets of wireless networks are data sets and the distance covered. The most important categories are: Wireless LANs: allow workstations in a area les than 100 meters to communication with each other without using cables. Wireless metropolitan area networks(WMANs): they are used for lawenforcement or utility applications. Wireless WANs:provide support over long distances. An example of wireless WANs are the satellite systems. ( Amjad Umar, 2004) Internet Services Internet is defined as the worldwide, publicly accessible network of interconnected computer networks that transmit data by packet switching using the standard Internet Protocol (IP). It is a "network of networks" that consists of millions of smaller domestic, academic, business, and government networks, which together carry various information and services, such as electronic mail, online chat, file transfer, and the interlinked Web pages and other documents of the World Wide Web. (en.wikipedia.org/wiki/Internet) Hardware Mobile hardware equipment can be cellular handsets, PDAs, pocket PCs, Ethernet cards etc. There is a wide range of capabilities and functionalities of the different mobile devices. They also range in size but most of them will be small pocket-size, light weight devices with a long battery life and the ability to perform various functions. J. Rawolle and T. Hess ( 2000) differentiate mobile media devices into stationary and mobile media devices and the transport media into online(network-based) and offline (portable storage). 10/14 5. Specific situations in regions/countries/worldwide 5.1. Germany [done by HdM] 5.2. Great Britain Historical Development It is difficult to describe the history of mobile media sector without taking in account historical development of the digital media and mobile technologies. In general it is worth looking and the main trends affecting the birth and development on mobile media over the following periods: 1980s – mid 1990s Early CDs and a concept of the digital content were created. Obviously then the content is not yet mobile, but it is digital. 1990s – 2000s With the growth of the internet digital content becomes more easily transferable electronically. Media content becomes more sophisticated and more advanced audio visual material is being transferred and becomes available for large audiences. This is the time when b2c e-business grows and many enterprises take advantage of that. Mobile solutions are booming in addition to dot-com-companies. Huge successes of mobile technologies raise the expectations for the rapid adaptation of developed mobile technologies and their commercial solutions. Investors and mobile businesses take huge risks into investing in new technologies. This is the time when European mobile telephone operators take a gamble and invest into the auctions of 3G licenses. 2000 – 2004 Dot-com and other ICT related companies suffer from the burst of the stock market bubble. Many businesses are filing bankruptcy and many experience huge crops in their turnover. In mobile digital area this is characterised by the unsuccessful launch of WAP services. Nowadays Today ICT related businesses are steadily developing. Investors are regaining the confidence and thereby mobile media sector is benefiting from that. More than ever advanced and sophisticated enabling technologies play an important role. Current Situation Current market research shows that mobile content market is growing. More and more businesses take an opportunity to provide mobile content. 11/14 The latest findings show that 36% of mobile owners now use their phones to send and receive picture messages, up from 21% at the same point last year. Over the past year MMS usage levels have increased dramatically in 18-34 age groups, and doubled in all age groups above 34 years old. Mobile as a communications medium is getting richer and a lot more exciting. With WAP page impressions approaching 2 billion per month, according to the Mobile Data Association, the Mobile Media Monitor also unveils the most popular types of site on the mobile internet. Ringtone sites are the most popular with 48% of WAP surfers visiting one or more in the last three months. 41% visited news sites, 36% games sites, 33% sports sites, 31% entertainment sites, 28% weather sites and 6% adult sites. Mobile phone operators and a number of enabling technology areas are dominated by large enterprises like Vodafone, O2, Virgin, Orange and Alcatel, Sony, Motorola in the case of latter. SMEs are operating in the areas of the application development and service provision. Current Technological Standards There is a wide variety of standards used in the area of the mobile media technologies. There are standards for the technologies enabling mobile content delivery like GSM and CDMA, which are the two most prevalent mobile communication technologies and WiFi for the wireless access. There are numerous digital content standards defining type, compression, transfer protocols and size of the information to be transferred. Legal Conditions There is no current legislation directly targeting on-line content broadcasting. Though the following aspects of the UK legislation should be taken in account: Privacy and data protection, Criminal Justice and Public Order Act, Obscene Publications Act, Protection of Children Act, Regulations on wireless data transmissions, Broadcasting Act. 12/14 5.3. Poland [done by IMBIGS] 5.4. Bulgaria [done by CUE] 5.5. INDIA [DONE BY MSRSAS] 5.6. Worldwide [done by HdM] 6. Literature and Sources Valerie Feldmann, 2005, Leveraging Mobile Media: Cross-Media Strategy and Innovation Policy for Mobile Media Communication, Springer. Georgios Doukidis, Nikolaos Mylonopoulos, Nancy Pouloudi, 2003, Social and Economic Transformation in the Digital Era, Idea Group Inc (IGI) Ron Schneiderman, 2002, The Mobile Technology Question and Answer Book: A Survival Guide for Business Managers, AMACOM Div American Mgmt Assn Brian E Mennecke, Troy Strader, 2002, Mobile Commerce: Technology, Theory, and Applications, Idea Group Inc (IGI) Peter A Bruck, Andrea Buchholz, Zeger Karssen, Ansgar Zerfass, 2005, EContent: Technologies and Perspectives for the European Market, Springer Amjad Umar, 2004, Mobile Computing and Wireless Communications, nge solutions, inc Dan Steinbock, 2005, The Mobile Revolution, Kogan Page J. Rawolle ,T. Hess, 2000, New Digital Media and Devices, JMM: International Journal on Media Management, volume 2, number 2, pp. 89109 Andersen, 2002, Media Ownweship Consultationg Response 13/14 Stephen. N. Wiener, 2003, Terminology of Mobile Entertainment: Mobile Entertainment Forum, available at : www.m-e-f.org/pdf/GlossaryRelease_new%20logo.pdf ,accessed on 16th August 2006-08-25 Wikipedia, 2006, Mobile Phone, available at : http://en.wikipedia.org/wiki/Mobile_phone#Mobile_phone_features, accessed on 19 August 2006 Wikipedia, 2006, Personal Digital Assistant, available at: http://en.wikipedia.org/wiki/Personal_digital_assistant, accessed August 2006 on 19 http://en.wikipedia.org http://www.bitpipe.com/ Mobile Media Monitor UK, conducted by Harris Interactive, 2005 14/14