Wave 2 - Mobility | UM | Social Media Tracker

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Exploring the future potential of mobile technology, devices, content and marketing MOBILITY

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Wave 2 - Mobility showed how social media moved from being a text-based medium of bloggers and posters to a fully audio visual one full of content creators and sharers. Find the latest Wave, "Wave 7 - Cracking the Social Code" here http://www.slideshare.net/Wave7

Transcript of Wave 2 - Mobility | UM | Social Media Tracker

Page 1: Wave 2  - Mobility | UM | Social Media Tracker

Exploring the future potential of mobile technology, devices,content and marketing

MOBILITY

Page 2: Wave 2  - Mobility | UM | Social Media Tracker

THE CONDITIONS ARE RIGHT FOR A SUBSTANTIAL GROWTH OF PORTABLE TECHNOLOGY, MOBILE ADVERTISING AND MARKETING

Music, films and games are the most valued content Despite the huge amount being created, UGC is the least popular form of content to consume.

Professional content producers are not about to be superseded on future media platforms.

CD and peer-to-peer dwarf legal downloads Ripping legal CDs to portable devices is the number one source of content, 38% have done so. This is still ahead of peer-to-peer illegal downloads, which stands at 36%.

Both exceed paid-for downloads, which is just 16% despite the fact that music is the number one form of portable content that users would pay for.

Users value branded and sponsored contentBranded content is the most popular of all advertising formats with 67% finding this acceptable or valuable.

The least popular finding is adverts in the middle of video or podcasts, just 32% finding this acceptable / valuable.

Opportunity exists in this future media environment to provide consumers with what they want and drive genuine consumer benefit by creating, sponsoring or providing access to content.

Consumers in the connected world have access to a massive range of portable devices regardless of local market economic, social and cultural conditions. 66% have a portable music or media player, 45% have a laptop at home or work and 28% have a portable gaming machine. There is a massive appetite for content on these devices that is not currently being satisfied. Clearly there is a role for marketers to create, sponsor and provide access to content and services.

Mobile phones are evolving from voice to data devicesThe leading markets are driven by messaging. In Japan just 24% of mobile usage is phone calls, compared to 65% in the USA.

Mobile phone users are embracing future mobile technologiesWhere the technology is available consumers are using it.

3G phones are the most in demand portable device worldwide 3G is the number one in demand portable technology – 43% want to adopt. This is ahead of all other platforms, including media players, portable gaming and laptops.

Portable technology is driving the rise of User-Generated Content (UGC)Digital cameras are the most popular portable device after mobiles – 81% of our connected sample have one.

Camera phones are nearly as popular, 76% have accessPhones are carried 100% of the time, compared to 17% for digital cameras, meaning that camera phones are driving spontaneous content creation and are key in the world of User-Generated Content.

MOBILITY

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Today portable technology is an ingrained part of everyday living around the world; the mobile phone is the world’s largest Internet, computing and communications platform with 2.3bn users; Laptops have overtaken desktops as the PC of choice; the iPod has sold 100m units and a whole wealth of mobile media technologies such as portable video players are on the cusp of going mass market.

The emergence of these portable platforms has happened in tandem with the massive growth in social media, creating a proliferation of content such as video clips, digital photos, games, podcasts and vodcasts that can be downloaded or transferred to portable devices and consumed in an out-of-home environment.

This growth in portable technology and content has changed the society and culture we live in. It has transformed our lives to become increasingly informal, flexible and transient creating massive dependency on this technology. However portable technology marketing, advertising and content still remain in their infancy, always promising “this year’s thing to watch” but never delivering. Investment today is still focused firmly on text-to-win promotions and SMS mobile promotions.

The promise remains tantalisingly on the cusp. The ability to access 2bn increasingly hard-to-reach consumers with personalised content, location-orientated information and branded services in a format that suits their lives is one that continues to prove utterly compelling.

To fully understand consumer demand and assess the real potential, Universal McCann implemented the world’s largest survey into portable technology and mobile media platforms as part of its ongoing global digital research programme. The survey covered three key strands of portable technology and mobile media; platforms, content and advertising and marketing, investigating usage, growth potential, attitudes and demand.

The research covered 21 markets from five continents and was completed in July 2007, providing a truly unique global perspective.

PORTABLEMEDIA

DEVICES

PORTABLECONTENT

ADVERTISING,MARKETINGAND MEDIA

THIS GROWTH IN TECHNOLOGY AND CONTENT HAS FOREVER CHANGED THE SOCIETY AND CULTURE WE LIVE IN

INTRODUCTION4

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. Australia

China

Singapore

Malaysia

ThailandPhilippines

Taiwan

France,Germany,Greece, Italy,Spain, UK,

RussiaSouth Korea

USA

Mexico

Brazil

Japan

India

Pakistan

RESEARCH

The research was conducted via self completion online surveys by 9,500 16-54 “Connected World” individuals i.e Internet connected mobile phone users. Although there are hundreds of millions of mobile users without access to the Internet, it was felt that the dynamic between mobile and online was essential to access the full range of content and understand the dynamic between portable technology and the Internet.

Up to 500 people were sampled in each of the following markets: France, Germany, Italy, Spain, UK, Greece, Russia, USA, Mexico, Brazil, India, China, South Korea, Japan, Pakistan, India, Thailand, Malaysia, Singapore, Philippines, Taiwan and Australia.

This made the total sample just over 9,500. All the sample groups were nationally representative to the mobile, internet-connected universe (Figure 1). In many of the more emerging markets this defaults to an urban sample, as this is where these consumers exist.

This selection of countries provided a universe of 690m, 30% of the global mobile universe. The mix of saturated, maturing and emerging markets allowed for in-depth and robust assessment of the current and future global position.

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Figure 1: Market universe: 690m

Source: Internet World Stats, TGI Europa, Simmons & Local market surveys

MARKETS TARGETED IN RESEARCH

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Portable devices have proliferated over the past few years - Figure 2 shows the global average for device penetration amongst our sample of mobile and internet connected individuals. Due to the nature of the sample, penetration levels are higher than average. The ranking of devices is particularly relevant as it demonstrates the entry points for User-Generated Content and the size of the platforms that exist for content distribution.

The portable device that leads the way is the digital camera, with 75% currently owning one. This high availability of cameras underlines the extent to which photographs are the first point of content creation bar none.

The other interesting point is the dominance of the MP3 player over the iPod. At a global level this can be attributed to the success of low-cost flash players in the Asian markets. It is also clear how audio-only platforms lead video ones. This is a clear implication on the distribution of portable content.

Laptops are now more likely to be wireless and at 31% are an established platform for out-of-home and significantly lead portable gaming devices.

At 31% 3G compares favourably to many other portable media technologies amongst our mobility audience. Dedicated mobile email devices such as the Blackberry have yet to make an impact with just 6% claiming to use them, showing that they are still firmly business devices.

Unsurprisingly multiple device ownership is the norm (Figure 3). A massive 25% have five or more of these devices in their ownership.

WHICH PORTABLE PLATFORMSARE THE MOST POPULAR?

Figure 2: Device ownership global average

Figure 3: Multiple device ownership global average

THE PORTABLE DEVICE THAT LEADS THE WAY IS THE DIGITAL CAMERA, WITH 75% CURRENTLY OWNING ONE.

PLATFORMS

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29%

19% 25%

18%

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WHAT MARKETS LEAD ADOPTION?

When looking at adoption by market (Figure 4) the main surprise is the extent of ownership in supposedly ‘less developed’ markets. This reflects the nature of the connected audience and shows how involved and active this segment of Internet-connected mobile users are, regardless of a low overall penetration within their country. If you are connected you are connected, where ever you are in the world. This underlines the divide that exists in emerging markets between the online and the offline audience. The online audience is as technologically involved as developed markets.

Looking at specific devices it is clear that the portable media player (music, video and combined players) is the main portable technology platform. The majority of these devices are music only and the high levels of usage in emerging markets can be linked to the popularity of low cost flash based players such as iRiver and Creativelabs. Laptops are the second biggest platform, a real proof of its increasing dominance over desktops in all markets. Portable gaming in many cases is more popular among the connected audience in the emerging markets than the connected audience in supposedly ‘developed markets’.

Figure 4: Device penetration by market

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Portable media player Laptop Portable Gaming Device

DEMAND FOR CONVERGENT DEVICES

Convergence in portable technology is a theme that rises again and again. The huge number of consumers with multiple devices (Figure 5) shows that it is something that is yet to catch on. But despite this there is a push to provide us with devices that deliver everything – mobile, gaming, music, video and applications all in one. Apple’s launch of the iPhone and the hype that followed epitomises this. Also the growth of mobiles with music facilities as previously demonstrated shows the creep of convergent devices. It is also particularly pertinent considering the large number of portable devices that the mobility audience own.

Figure 5 shows the percentage that agree with the statement “I like the idea of having one portable device to fulfil all my needs” and there is a clear trend. The top markets driving the demand for convergence are the emerging markets. Mexico leads with a massive 79% strongly attracted to the concept of convergent devices. The next seven markets are Malaysia, Brazil, India, and the Philippines. The markets where the convergence is least popular are all affluent. The lowest figure is Japan with 27%, Taiwan with 29% and the US with 31%. Convergence is clearly driven less by aspiration and more by financial necessity. There is no real need for a convergent product in the US, Germany and Japan – multiple dedicated devices is affordable and aspirational.

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JapanTaiwan

USGermany

South Korea UK

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Figure 5: Percentage Completely Agree with the statement “I like the idea of having one

portable device to fulfill all my needs”

Convergence – “The concept of a technological device delivering more than one application or purpose. For instance a mobile phone may also play music or stream live TV. Devices have become increasingly convergent as technology has miniaturised and competition between devices manufacturers has increased.”

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THE ROLE OF PORTABLE TECHNOLOGIES

To build a deep understanding of what devices suit what needstates and occasions, the respondents were asked to state what device they typically used in certain occasions. Figures 7 - 10 show the top usage occasions for portable devices.

Mobile Phones usage is clearly defined by travelling, four of the top six are forms of transport, trains, underground, bus, walking and the top quite surprisingly is in a car. The two out-of-home occasions when mobiles are most used is at work and while shopping. The combination of these needstates shows how crucial the mobile is to our out-of-home lives. It is also interesting that the commonly held stigma that people do not want to use mobile phones on public transport does not apply. These figures reflect the huge growth of data and messaging.

BOND WITH PORTABLE TECHNOLOGY

To understand the relationship respondents have with their portable technologies we asked them to declare which ones were always taken out-of-home and which ones were occasional used. The results (figure 6) are very clear; the mobile phone is the key device and has the strongest relationship with the user. Virtually 100% of our universe take the phone everywhere they go. The next most important out-of-home technology is the portable music and video player, with more than 40% of owners always taking out-of-home.

The relatively low scores for portable gaming and laptops underline their importance as in-home devices, while the low score for digital cameras shows that for the vast majority usage is still a pre-planned and special occasion use. These findings raise the prospect that camera phones will fill the void of immediacy and impulse for content creation.

The laptop in contrast, is all about in-home usage. Unsurprisingly it is driven by working and studying but the extent to which users are combining laptop usage with in-home media consumption shows how big dual media consumption is for online and TV and online and radio. This is confirmation of the much talked about concept of ‘media meshing’ i.e consuming more than one media at the same time.

Portable media players and portable gaming share the same needstates – it is all about travel, with a mix of short commuting and long-haul travel. It is also very interesting to see that these two devices have also crossed over with in-home media consumption – again driving the idea of media meshing but in more of an unexpected way. It is clear from all platforms that portable technology also has a key role to play in the home.

Mobile Phone

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Figure 7: Where do you use your mobile phone? Global Average

Figure 9: Where do you use your portable media / music player? Global Average Figure 10: Where do you use your portable gaming device? Global Average

Figure 8: Where do you use your laptop? Global Average

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Figure 6: Which devices do you take out of home? Global average

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MOBILE PHONE USAGE

The mobile phone is the worlds biggest computing and portable media platform. It is forecasted that 3.3bn will be connected by 2011* – growth driven by Asia, Africa and Latin America. The developed markets have reached or are reaching 100% penetration; extraordinary growth for a relatively young technology.

Figure 12 shows the extent to which users have integrated phones into their lives. On average 41% of our global sample makes more than five calls a day, while 35% send more than five texts a day; a huge volume of communication.

Internet and MMS frequencies are much lower, but not insignificant. 30% use mobile internet more than once a week and 34% send an MMS more than once a week – encouraging opportunities for multimedia content.

FUTURE GROWTH

Good news for the mobile phone manufacturers and the networks, 43% of the global sample intend to obtain a 3G phone in the future, promising huge potential (Figure 11). This is followed by video iPods; not only good for Apple but an indication that out-of-home video is set to be a major global platform. Wireless laptops come in third, confirming the ever growing demand for portable computing.

The technologies that lag are varying. The Nintendo DS lags its rival Sony PSP, indicating that dedicated gaming devices are not as popular as multiple content devices. Non-wireless laptops follow, confirming the shift in demand to flexible out of home computing. Next come portable email devices which show that consumer demand for dedicated email is still relatively low thanks to its association with business.

There are however big variations by markets, even among the numbers of phone calls and SMS messages sent. Figure 13 shows the share of mobile usage occasions by country. The immediate observation is the overall share of SMS, which has extensively eaten into voice usage, but yet to be impacted by MMS.

The other striking fact is the extent to which Japanese usage is driven by data, with 23% of usage made up by Internet usage – by far the highest in the world. Only three markets have phone calls above 60% of usage occasions: USA, Thailand and Taiwan and this will surely decline over time.

The extent of portable device ownership is staggering, both in terms of penetration across markets and the number of devices that users have. There is clearly a massive demand across the connected world for these products and the lifestyle they enable. At present the key platforms for marketers and advertisers are centred around audio, with the mp3 player and the audio only iPod being found everywhere. In theory this should be reflected in the content that is produced today.

However the short-term future is multi-media. 3G phones are the number one most in-demand portable product, while the video iPod is number two. Two key platforms for the distribution of video.

It is also clear how important portable technology is becoming a source of User-Generated Content, as well as a media platform. The digital camera is the number one portable technology device in its own right and a key link between the mobile world and social media platforms.

Nonetheless the key portable device is to be the mobile phone. Firstly it i s ubiquitous, secondly there is massive demand for 3G guaranteeing its role as future multi-media device and thirdly its carried out-of-home on 100% of occasions.

IMPLICATIONS

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Global Average

Figure 11: Which devices are you interested in purchasing in the future? Global Average

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Phone Calls Text (SMS) Text (MMS) (Internet)

Figure 13: Percentage share of total usage occasions by method of communication - global average

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5+ times a day2 – 4 times a dayOnce a day2 – 3 times a weekOnce a WeekLess oftenHave used onceNever

Figure 12: Frequency of using your phone by method of communication - global average

*MIC (Market Intelligence Center)

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USAGE OF NEXT GENERATION MOBILE SERVICES

The real test of impact is not feature penetration but users’ willingness to adopt and use such technology. Figure 17 shows that the ubiquitous text message remains the most popular mobile application. However it is closely followed by multimedia content creation and sharing. Taking photos, MMS, taking videos and sending photos are the next four. This level of penetration shows the extent to which the mobile phone has evolved from just being a communications device, while indicating its value in User-Generated Content.

There is also a creep of Internet services; using mobile web portals, mobile search, downloading content and sending emails have gained significant levels of usage. However unsurprisingly some more cutting edge technologies have yet to approach critical mass, with emerging concepts such as Live TV, electronic payment and video calls still niche.

Figure 18 looks at usage in relationship to access and it is clear that the points of access to create content lead active usage. Nearly 100% of those with a camera or video camera have used it. Since these are so easy to use, this is not a surprise. What is a surprise is the extent to which very emerging applications such as electronic payment, video calling and watching Live TV have such high levels of take up. This is very encouraging for mobile operators as they continue to expand their access to new technologies although it is very unlikely that most of these users will go beyond experimentation to become the regular users that operators seek.

However Internet browsing and email lag despite integration on all new user interfaces and heavy promotions from the handset manufacturers and the operators.

MOBILE PHONE FEATURES

Multi-media handsets are now the norm amongst our connected universe. Figure 14 shows feature penetration across the sample. The enablers of content creation and media are now all mainstream; e.g. colour screens, cameras, web browsing and MMS are all around the 80% penetration mark. However convergence features have had mixed performance. Music players have reached 50% penetration, but more emerging technologies such as Live TV, video calling and payment technologies have yet to make significant penetration, all falling below 20%.

There are however significant differences when you look at the market splits. Figures 15 and 16 show the claimed penetration of camera phones and music players – two key technologies for creating content and enabling media on a mobile device. The markets leading the charge are a mix of developed Asian markets and European; South Korea, Greece, Japan, Singapore and the UK make up the top five.

Only two markets fail to reach the 60% penetration threshold, which is interestingly India and the US - two markets at the opposite ends of the economic development scale.

Comparing this to the penetration of music players, a slightly different picture emerges. There are a larger number of developed mobile markets further down the table. The relatively strong performance of developing markets reflects the financial necessity of convergence – the idea of multiple portable devices is more of a luxury. Not a problem in markets such as Japan, the US and France where dedicated business and multiple handsets are more likely to exist.

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Figure 14: Mobile phone feature penetration - global average

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Figure 15: Penetration of cameras on

mobile phones

Figure 16: Penetration of music

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Figure 17: Usage of mobile features (last 6 months) – global average

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Figure 18: Conversion – the numbers with access who have used – global average

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MOBILE ADOPTION

Figure 22 looks at the average levels of adoption by market for all of these technologies and is very revealing in terms of the extent to which mobile phones have woven themselves into the fabric of that society. The countries that lead are Japan, Greece, Italy, China, South Korea and the UK – markets that have all enthusiastically embraced the phone beyond its capacity to make calls.

The position of Japan at the top of the index confirms all the preconceptions and anecdotal evidence that states Japan’s pre-eminence in mobile.

It is interesting that the US ranks last, again substantiating perceptions that the US has been slower than other markets to embrace mobile phones in a sophisticated manner.

WHICH MARKETS LEAD EMERGING TECHNOLOGIES?

Mobile searchMobile search has long been touted as the application which will finally drive substantial take up of mobile Internet and also provide the link between online and the real world. However usage is still limited in all markets except Japan (Figure 19), where 49% have used mobile search. Only four other markets fall above the average; Greece, China and the UK.

Electronic payment for goods and servicesElectronic payment by mobile could revolutionise commerce. There are a number of ways that electronic payment can be activated by mobile; either wirelessly with a dedicated point of sale device, by text code or over a secure mobile internet portal. But only Japan shows significant adoption, with a stunning 81% claiming to use it. The next market is South Korea with just 19%.

Sending photos to websitesThe integration of mobile phones and the Internet promises to unleash the tidal wave of User-Generated Content. The growth of camera and video phones means that there is a constant opportunity for citizen reporters. The increasing usage of mobile phone pictures and videos in TV news reporting is proof of this. However outside of Asia its impact has been limited. Figure 21 shows how dominant the Asian markets are, in particularly Japan, China and South Korea which are all at the forefront of social media usage. European markets, normally at the forefront, lag in this connection of mobile and online.

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Figure 19: Ever used mobile search Figure 20: Ever paid using mobile electronic payment systems Figure 21: Ever sent a photo to a website

There are clear global patterns in mobile usage and development. The most sophisticated market is clearly Japan. Not only did they top the mobile usage index, they are the largest users of mobile Internet and also top in the real emerging technologies such as electronic payments and search. On a broader scale Northern Asia, Mediterranean Europe and the UK are leading consumer adoption of mobile and driving its future, while in contrast France, Germany and in particularly the US lag. These are useful differences for marketers, mobile operators and content providers to prioritise which markets are worth investing in.

From a global perspective the extent to which mobile owners use their mobiles is quite extraordinary and the shift away from voice to messaging and more slowly to mobile internet is clear. The leading mobile markets are the most data and messaging orientated and the others will surely follow. Overall though mobile internet is still the least adopted technology where available. Just 54% of those with access to Internet on their phone have used it and there clearly is still much to do to encourage usage and should be taken into consideration for those developing mobile internet services.

The mobile phone is the most important tool for creating User-Generated Content. There is higher access to camera phones than digital cameras and usage where available is virtually 100%. But the important point is that the mobile is available all of the time. Where the impulsive need to create content via photos or videos is relevant the phone will fill that gap. Mobile pictures, videos and MMS can clearly be worked into all marketing communications where relevant.

The mobile also has a multi-media and divergent future. The real emerging technologies that have low overall reach due to technology constraints such as electronic payment, video calling and Live TV have been adopted with huge enthusiasm by those who can. A very encouraging fact for mobile operators, mobile phone manufacturers and marketers the world over.

IMPLICATIONS

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Figure 22: Mobile usage index (average usage across all applications and services tested)

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WHAT CONTENT DO USERS WANT ON THEIR DEVICES?

To understand what types of content platforms fit with portable devices (Figure 23) we asked respondents to state which types of entertainment or information would interest them on what platform. There is a clear pattern by type of content. Music holds most interest on video and music players, with the mobile phone very close behind. This is a visual demonstration of the mobile phone companies success at driving convergence through music. Laptops also figure highly thanks to people streaming or playing music files while they work or surf the Internet.

The most popular platform for TV clips and films is the laptop suggesting that most video content is not shifted between PC and portable player. What is interesting again is the mobile is up there with the portable media player. Also interesting is the similarities between

TV Clips, Films and Live TV in terms of interest regardless of platform. The concept of Live TV over PC or phone seems to have resonated with consumers the world over.

The surprise with gaming is that portable gaming machines were not the main platform for gaming, with laptops and mobiles leading the way. This is indicative of most peoples casual demands for gaming – which the mobile and the laptop via the Internet do so well.

The Internet is unsurprisingly most popular on a laptop, but the mobile phone is also key and holds interest for 46% of our global respondents. This backs up early figures on mobile Internet which shows that the consumer demand is there.

0

10

20

30

40

50

60

70

80

Music TV Clips Films Live TV Games Internet

Digital video & music player Portable gaming device Laptop Mobile Phone

Figure 23: Content platform demands by device

20

There is a clear pattern by type of content. Music holds most interest There is a clear pattern by type of content. Music holds most interest on video and music players, with the mobile phone very close behind. This is a visual demonstration of the mobile phone companies success

10

There is a clear pattern by type of content. Music holds most interest There is a clear pattern by type of content. Music holds most interest on video and music players, with the mobile phone very close behind. on video and music players, with the mobile phone very close behind. This is a visual demonstration of the mobile phone companies success This is a visual demonstration of the mobile phone companies success at driving convergence through music. Laptops also figure highly thanks to people streaming or playing music files while they work or thanks to people streaming or playing music files while they work or surf the Internet.

The most popular platform for TV clips and films is the laptop suggesting that most video content is not shifted between PC and suggesting that most video content is not shifted between PC and portable player. What is interesting again is the mobile is up there with portable player. What is interesting again is the mobile is up there with the portable media player. Also interesting is the similarities between

TV Clips, Films and Live TV in terms of interest regardless of platform. The concept of Live TV over PC or phone seems to have resonated with consumers the world over.

The surprise with gaming is that portable gaming machines were not the main platform for gaming, with laptops and mobiles leading the way. This is indicative of most peoples casual demands for gaming – which the mobile and the laptop via the Internet do so well.

The Internet is unsurprisingly most popular on a laptop, but the mobile phone is also key and holds interest for 46% of our global respondents. This backs up early figures on mobile Internet which shows that the consumer demand is there.

0

10

20

30

40

50

60

70

80

Music TV Clips Films Live TV Games Internet

Digital video & music player Portable gaming device Laptop Mobile Phone

Figure 23: Content platform demands by deviceCONTENT

Page 12: Wave 2  - Mobility | UM | Social Media Tracker

SOURCING AND TRANSFERRING CONTENT

The journey consumers take to source content for portable devices splits into two; the sourcing of content and the transferring of content. By accessing the absolute number who had done this across various platforms, it allowed us to track demand for paid-for content versus free content while also assessing the possibilities for media owners and advertisers.

As demonstrated in Figure 25 traditional fixed media formats still rule when sourcing content which is great news for the music industry. However while file sharing sites are catching fast, underlining the fact that paid for downloads has some way to go before they dislodge the CD and illegal methods. It also shows that consumers favour flexible non-Digital Rights Media (DRM) media regardless of paying for it or not.

Films however are led by illegal file sharing and then DVDs – this reflects two facts, one that Peer-to-Peer (P-2-P) gives users films when they want them and also the complexities of uploading DVD content

CONTENT BY USAGE OCCASION

It was also interesting to see what mobile platform content fits what usage occasion (Figure 24). This is key to understanding how traditional media can link in with new platforms and also to understand what type of content to produce for what occasion. Respondents were asked to state when they would be most likely to consume that particular type of content on a portable device.

It is clear that music dominates all usage occasions and is consumed everywhere on a portable device, from travel, to work and even shopping.

The next most popular type of content is the Internet. What is surprising is that there is demand across the board in-home, out-of-home and at work.

versus music. Films are also more popular than TV Shows on P-2-P, because TV Shows in the main do not have the same global appeal and do not have such staggered and controlled distribution.

In the main, paying for digital media is still relatively unpopular – music is most popular, but TV and Films have yet to make an impact. Paying à-la-carte is more sought-after than subscription payment methods.

Transferring of content is very prominent it (Figure 26), shows that thereis a large level of interaction between the PC, Internet and portable technology and also that much of what people move to portable devices is user-generated. More than 60% are moving pictures from their digital camera to their PC, but surprisingly mobile phones are closely behind. Transferring videos from the same platforms to a PC is also very popular – facts that underline how important these devices are in the world of UGC. The most popular movement from PC to portable player is music, followed by photos and then video, which considering the complexities, an amazing 36% have done so.

Looking at richer more involved forms of media, such as video, films, Live TV and gaming the demand is lower, but is higher while travelling in a car or bus versus other forms of transport, which is clearly a privacy issue.

Another interesting point on gaming – is that there is consumer demand to have it at home while working / studying but not in the office. The relative scores for consuming portable content while at home watching TV demonstrates that portable media is not just for out-of-home. Also it underlines how important duel media consumption and media meshing is. The relationship between traditional media consumption and portable content is an important dynamic.

0 10 20 30 40 50 60 70 80

Working/studying at home

At home while watching TV

Underground

On a bus

On a plane

Walking

Shopping

While exercising

In a car (passenger)

At work

% content platforms used by usage occasion

Music TV Clips Films Live TV Games Internet

Figure 24: Content platform used by usage occasion - global average

0 5 10 15 20 25 30 35 40

Pay for TV show downloads

Pay for film downloads

Pay a monthly subscription todownload / stream music

Download TV shows from a p2pfile sharing site

Pay for music downloads

Borrow an official DVD from afriend and upload it to your PC

Buy a copied CD and uploadthe music to your PC

Buy a DVD and upload it to your PC

Download films from p2p filesharing site

Borrow an official CD andupload the music to your PC

Download music from a peer topeer file sharing site

Buy an official CD and uploadthe music to your PC

% Ever Done (last 6 months)

0 10 20 30 40 50 60 70

Transfer videos / TV / films fromyour PC to a portable player

Transfer videos from a mobilephone to a PC

Transfer videos from a digitalcamera to a PC

Transfer photos from your PCto a portable player

Transfer photos from a mobilephone to a PC

Transfer music from your PC toa portable player

Transfer photos from a digitalcamera to a PC

% Ever Done (last 6 months)

Figure 25: Sources of content for portable devices - global average Figure 26: Transferring content to portable devices - global average

22 23

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TOPICS OF CONTENT

The topics of content that our sample demand are driven by informational and news needs (Figure 30). Travel, general news and entertainment lead the way. Services such as cinema listings, weather, route planning and shopping have lower levels of demand. Somewhat surprisingly user-generated clips fall bottom, which seems to fit contrary to most mobile operators’ attempts to drive mobile portal usage through UGC mechanics such as Orange Mobile “Hot or not” and the popularity of UGC podcasts on services such as iTunes.

Looking at the top three topics for mobile devices by market (Figure 29) it is clear that there are broad similarities. Entertainment, News, Technology and Weather all figure strongly. But there are two distinct groups. Firstly there are the markets that are driven by functional services e.g. travel, news, cinema, weather and route planning – these markets include China, Germany, France, India, Russia, South Korea, Taiwan and the US. Then there are the rest which are more entertainment driven.

LEGAL V ILLEGAL SOURCES

0 20 40 60 80

GermanySpainBrazil

MalaysiaPakistan

ItalySingapore

MexicoTaiwanGreeceFrance

USPhillipines

Global AverageIndiaJapan

RussiaAustralia

ChinaUK

ThailandSouth Korea

% Ever Done (last 6 months)0 20 40 60 80

GermanyThailand

JapanUS

TaiwanSingaporePakistan

PhillipinesFrance

UKIndia

AustraliaGlobal Average

ItalyGreece

South KoreaBrazil

MalaysiaRussiaSpain

MexicoChina

% Ever Done (last 6 months)

Figure 27: Purchased digital music online Figure 28: Used a Peer-to-Peer service to download music

0 0.5 1 1.5 2

Video Clips createdby other users

CelebritiesShoppingBusiness

SportsRoute Planning

Music news / reviewsWeatherCinema

TechnologyHolidays

EntertainmentNewsTravel

Scale of 1 to 5 where 5 equals very interested and 1 equals not at all interested

Figure 30: Top 3 topics of content interested in by market

Figure 29: Topics of content interested in – global average

South Korea

except South Korea the use of P2P sites to obtain music is higher than the percentage who had paid for music downloads – a point that demonstrates the global nature of content piracy. Interestingly the markets leading piracy are China, Mexico, Spain, Russia, Malaysia and Brazil. Even more revealing is to see the markets that top the P2P chart but are bottom of the paid-for chart – namely Malaysia, Brazil and Spain, indicating demand for content but little willingness to pay. A couple of markets rank lowly on both sides, Germany and Pakistan showing little demand for digitised content.

File sharing and the illegal copying of content, in particular music but increasingly TV and films has been a very hot topic. The RIAA (Recording Industry Association of America) has been suing anyone they can find but has been unable to stop the growth of peer-to-peer file sharing, which now makes up a huge percentage of Internet traffic. Although several reports indicate that the legal downloads market is increasing it is still dwarfed by the volume of illegal downloading.

Our research backs this up with 18% paying for music (Figure 27) but 36% having downloaded via P2P (Figure 28). In all markets

24

EntertainmentNewsWeatherUS

Music news / reviewsNewsEntertainmentUK

NewsTravelEntertainmentThailand

CinemaHolidaysTravelTaiwan

TravelNewsEntertainmentSpain

WeatherNewsCinemaSouth korea

TravelHolidaysEntertainmentSingapore

EntertainmentNewsWeatherRussia

NewsTechnologyEntertainmentPakistan

NewsTechnologyEntertainmentMexico

NewsEntertainmentTechnologyMalaysia

NewsTechnologyEntertainmentJapan

NewsHolidaysTravelItaly

TechnologyNewsRoute PlanningIndia

TravelTechnologyEntertainmentPhilippines

HolidaysTechnologyEntertainmentGreece

EntertainmentRoute PlanningNewsGermany

CinemaRoute PlanningNewsFrance

NewsCinemaTravelChina

TechnologyNewsEntertainmentBrazil

WeatherNewsEntertainmentAustralia

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WHAT WOULD CONSUMERS PAY FOR?

Monetising portable content is obviously the ultimate goal for mobile networks, the portable platform content providers and existing non-mobile media owners is clearly to monetise portable content. The size of the user base suggests that there is much revenue to make, however it is clear that overall demand is still on the low side. The research asked users to score from 1 – 5 how willing they are to pay for content and just three category types passed the average (Figure 35). All three were rich and permanent (i.e. not intended for single use) types of media; Music, Films and Games.

The next two categories that people would be likely to pay for are location services and directions, a surprisingly high ranking for one off service, but one that demonstrates there is value in mobile services. Live TV, Radio and video clips all fall in the lower half, a long way behind their rich media counterparts of music and film. This suggests their association with free to access traditional media harms their ability to drive paid-for revenue on mobile platforms. A big surprise is the very low ranking of sports highlights and news and results considering that sports is something

TOPICS OF CONTENT BY SEGMENT

Figures 31 to 34 show the top five types of content that are of most interest by key demographic segments. The major consistencies are that the content remains informational and largely functional regardless of segment with news, travel and entertainment information figuring highly. There is no place for celebrities, route planning or User-Generated Content in any of the segments.

There are also some subtle differences that pull the segments apart – albeit along fairly stereotypical lines. Men are interested in technology

that has traditionally driven media revenues on most platforms. It has also been the focus for mobile companies within their portals. This suggests that if untargeted it may not be the best content to monetise. As with interest in types of content – user-generated video comes bottom of the list. This clearly indicates that quality and professionalism of production is one of the main drivers to monetisation. A reassuring fact for professional media everywhere.

and sports, while women have ranked entertainment top. The differences by age groups are less pronounced although the younger segments are more entertainment-orientated. Older segments are more tasked based with weather and holiday information figuring in the top five, while news is number one.

0 0.5 1 1.5 2 2.5 3

Video clips created by other users / consumers Sports news articles / results

Sports Highlights Consumer reviews of products and services

Radio / audio shows Video clips / TV shows

Live TV on a mobilePrice comparison services of products you find in the high street

News articlesMusic videos

Local search for products and services (e.g nearest restaurant)Travel directions / times

GameFilms

Music downloads

Scale of 1 to 5 where 5 equals very interested and 1 equals not at all interested

40 45 50 55 60 65 70

Sports

Cinema

Entertainment

Technology

News

% Very Interested

Male

40 45 50 55 60 65 70

Holiday

Cinema

News

Travel

Entertainment

% Very Interested

Female

40 45 50 55 60 65 70

Travel

Technology

Cinema

News

Entertainment

% Very Interested

-34

40 45 50 55 60 65 70

Holidays

Entertainment

Travel

Weather

News

% Very Interested

35+

IMPLICATIONSThese results underline the fact that demand for content is massive, but what is being provided is not fulfilling demand. The number one source of content is still to rip a CD followed up peer to peer sources. This shows that consumers do not want tightly controlled DRM heavy digital media. They want to be able to use it as they want regardless of paying for it, both a challenge for rights owners to open up their content on digital platforms and also an opportunity for advertisers to provide free top use content to consumers. There is a challenge in wider multi-media monetisation. The topics content that most users want on a regular basis are largely

functional and informational, but the content they are willing to pay for is rich entertainment. These results also show important the mobile phone is as a cross media platform, being more popular for gaming than games machines and the second most popular for Internet, music and TV and video formats. It may become the device in emerging markets where finances demand one, however low demand for convergence in developed markets, mean it will always be a supplementary device, be it one that is always present.

Figure 35: Content willing to pay for – global average

Figure 33: Content very interested in – under 34s Figure 34: Content very interested in – over 34s

Figure 31: Content very interested in – male sample Figure 32: Content very interested in – female sample

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ADVERTISING AND MARKETING

Portable device and in particular mobile marketing and advertising has long been hyped as the next big thing. Every year is touted as the year it will happen. But marketing on these devices remains limited. Mobile phones are dominated by SMS promotions, while display, location based, bluetooth and rich media advertising still remains very much in the nascent stage. Frequently held back by technology issues, lack of advertiser interest and concerns over consumer receptiveness. Other platforms such as video players and portable gaming machines have opened up new possibilities for new kinds advertising, sponsorship and branded content in a plethora of new media formats such as podcasts, videocasts, video clips, web services and gaming. However, as with mobile, it is still much at the experimental stage.

Figure 36, which looks at mobile phone formats confirms what many have thought. Consumers are least receptive to the display advertising that many are keen to develop. TV advertising on a mobile is seen as the most irritating, followed by display adverts on mobile internet pages.

The highest levels of value and acceptability were for the formats that create clear consumer benefit and ones that are based on “opt in” for example outdoor bluetooth formats both on transport and outdoor adverts.

Figure 37, which looks at portable media player formats, demonstrates that the rules of advertising on traditional media still apply. The most interruptive and invasive formats that appear in the middle of clips or come in the form of paid for recommendations are the least acceptable to consumers. As the format becomes less interruptive for example sponsorship and branded content the more acceptable it is.

This distinction from consumers highlights the opportunity for advertisers and marketers in this space. There is far more flexibility and opportunity than found in traditional media, so the opportunity to leverage paid for communications in formats that create consumer benefit and drive engagement, should be embraced.

0% 20% 40% 60% 80% 100%

TV adverts on a mobile phone

Adverts on mobile internet pages

Sponsored search results on amobile phone search

Outdoor adverts/ posters thatsend info to mobile if opt to

Ads on public transport thatsend info to mobile if opt

% Agree

Irritating Acceptable Valuable to me Irritating Acceptable Valuable to me

0% 20% 40% 60% 80% 100%

Adverts that appear in the middle ofvideo clips / shows

Brand recommendations from the presentersof podcasts

Adverts that appear at the beginning ofvideo clips / shows

Video clips/shows that are createdby advertisers

Radio/audio shows (Podcasts) createdby advertisers

Video clips/shows that are sponsoredby advertisers

Radio/audio shows (Podcasts) sponsoredby advertisers

% Agree

Figure 36: Opinion on mobile phone advertising formats Figure 37: Opinion on portable device advertising formats

ADVERTISING& MARKETING

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ADVERTISER FUNDED CONTENT

Portable technologies and mobile open up a huge range of possibilities for advertisers and marketers to produce and distribute content. Recent examples have included Coca-Cola with iTunes and BMW with videocasts, this in the past has been complicated and expensive due to the tightly controlled distribution channels of broadcast radio and TV and the difficulties of operating in multiple markets. Ad funded content also clearly offers away to offer consumers real benefits, moving away from the interruptive model of advertising and drive engagement.

Figure 39 looks at which forms of content most appeal when offered by advertisers for free and the results almost mirror the content that users are willing to pay for – clearly people want to receive the content they attach most value too (as shown previously in Figure 35). These are music, films, live TV and access to events. Again UGC video clips hold no appeal and surprisingly nor do sports.

RECEPTIVENESS OFDIFFERENT MARKETS

Although opinions between different formats were very uniform between markets, there are significant differences between the overall levels of receptivity. Figure 38 represents an index based on the average level of value across all formats, both mobile and wider portable technology platforms that allow you to compare markets and see where the real opportunities and challenges are.

The clearest observation is the significantly lower levels of acceptabilityin developed markets. This is particularly the case in the US, where clearly a legacy of heavy weight advertising and marketing has had an impact. The next set of countries are also developed, but with significantly higher levels of acceptability than the US.

The top seven countries are all emerging markets including Mexico, China, Thailand, Philippines, Malaysia, Brazil and India, demonstrating less cynicism towards paid for communications, but something that will surely emerge as advertising on digital platforms and the commercial application of them becomes more prevalent.

IMPLICATIONS

0 0.5 1 1.5 2 2.5 3 3.5

Video clips created by other users/ consumersSports news articles/ results

Sports HighlightsConsumer reviews of products and services

Price comparison service of prods find in high stRadio/ audio shows

Video clips/TV showsLocal search for products and services

Travel directions/timesGame

News articlesLive TV on a mobile

Music videosSMS (text msg) that entitles you to prod discount

FilmsSMS (txt msg) that entitle free entry to an event

Music downloads

Scale of 1 to 5 where 5 equals very interested and 1 equals not at all interested

Global Average

Figure 39: Content that consumers would most like to receive free of charge from advertisers

Consumer receptivity to advertising and marketing activity is extremely clear; the most invasive formats such as advertising in the middle of podcasts, pre-roll advertisements and TV ads on mobile phones are the least liked and significantly less acceptable than more progressive formats such as branded content and sponsorship.

The emergence of portable technology and their use as a media platform is a massive opportunity for advertisers to create a more positive relationship with consumers. Portable platforms are open access, cheap to distribute across, global in nature and consumed on users terms. Traditional media, with its high entry costs, limited geographic reach

and strict regulations, has never provided advertisers and brands opportunity before. Brands should be creating appropriate branded content, providing access to rich media content such as music, film and TV shows or even creating mobile services, reaching consumers on their terms in a way that’s more engaging than traditional interruptive formats.

It is also clear that certain markets are more receptive than others, with the developed markets that have a legacy of heavier advertising being least receptive. The emerging markets are currently open to newer formats but this may change as users become exposed.

5 5.5 6 6.5 7 7.5 8

USFrance

UKSouth Korea

JapanGreece

AustraliaPakistan

TaiwanItaly

RussiaGermany

SingaporeSpainIndiaBrazil

MalaysiaPhilippines

ThailandChina

Mexico

Average acceptability score by market across all mobile phone and portable technologyadvertising formats

Advertising Accepiveness Index

Figure 38: Advertising Acceptiveness Index – scores by market

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THEOPPORTUNITY

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Page 18: Wave 2  - Mobility | UM | Social Media Tracker

THE OPPORTUNITY FOR BRANDS

Define a more positive relationship with consumers• Portable technology as with social media allows brands to create or

provide access to content, applications and services that consumers want

• There is too much choice to maintain interruptive formats to exist on portable technology media, consumers will go elsewhere

Leverage the network• Portable platforms like social media have created new avenues to

distribute content on a global scale without the high entry costs of global

• A global brand and communications positioning must be maintained, content is accessed along language lines not market lines

Integrate with social media• Increasingly the connected people are sourcing content from social

media platforms

• Portable devices should be part of any social media strategy and users should be encouraged to move that content from desktop to devices

• This means living by the rules of social media – creativity, participations and interaction

Integrate mobile into the mix properly • The mobile is the worlds number one technology platform and

should be core in all future communications, this can be as simple as providing SMS shortcodes on adverts

• Avoid interruptive formats and always have “opt-in”

Harness media meshing• A surprising amount of portable media consumption happens at

home while watching TV, listening to the radio or even while using the Internet

• It is important to link portable content and services to traditional media content

Drive User-Generated Content• Portable technologies are driving User-Generated Content on social

media platforms. This is both due to low-cost digital cameras and the rise of camera phones

• Increasingly consumers are uploading this content to social media platforms creating an opportunity for brands to either develop applications that leverage this or place User-Generated Content as a mechanic in campaigns

Champion simplicity• A very key point in portable technology and mobile. If it is simple

and the technology works without much effort then it will be adopted

• Simplicity is the reason podcasts took off once they were integrated into the itunes store, it became a one click process

34

FUTURE INITIATIVES

PORTABLE TECHNOLOGY ALLOWSADVERTISERS TO CREATE AMORE POSITIVE RELATIONSHIPWITH CONSUMERS.

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Contact

For further information and any questions please contact:[email protected]