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3rd Mobile Gambling Summit, 2007, London,
UK, I chaired the last day of the event, and
also presented the lifecycle of the sector and
highlighed the potential opportunities, you
can download the presentation
here.
Or you can purchase and download the
2006 version of mobile gambling report here,
for the price of £299.00, it also includes
1.5 hours consultation with Gareth Wong in a
pre-arranged time to underestand your business
challenge and find out how you can capitalise
on the mobile gambling opportunity.
Mobile Gambling & Lotteries, North American
Summit, Montreal, Canada., See the website
of the organiser
October 2006 Summary
I just finished chairing the summit above.
We had experts from across the whole industry
as speakers and attendees. There were also lotteries
operators representatives not only from North
America but also from Europe and Africa!
Below is the summary which I provided at the
end of the conference, hope it captured some
of the wisdom that we all learnt from each other
throughout the summit.
* We need a legal foundation for growth of
the mobile gambling sector on the national and
international level.
* Given the uncertainty of most markets, we
need to watch the political changes closely,
and keep tap of the key stake holders (maybe
keep a top class QC on standby?)
* Technical issues/excellence is key for the
mobile gaming gambling firms to reach their
target audience, focusing on:
- delivery of the appropriate and relevant
content
- building trust with prospective clients
- the mobile gaming applications has to work
in a very simple way, easy like ABC
* Brand promotion/ budget and creatives in
the promotion to target, reach & convert
potential client is key
* provide responsible gaming is also paramount
* We have to recognise that we ARE the pioneers,
we are together developing:
- new channel and new category of games (cross
sell, skill based and fit to the right form
factor)
- focus on finding the right demographics and
identifying their gaming habits
- Devise, test & launch new product &
services that fit into what the "real"
customers want and appreciate
* Despite the legal challenges, future is bright,
future is with whoever that can align themselves
with:
** right partners (brand, operators) or
** finding the right "killer Application".
Lets meet soon to keep each other up to date
again at another summit!
Best regards
Gareth
+Opening
Slides, Closing
Slides.
Mobile Gambling Report
(This is the chapter I wrote for the Internet
Gambling Report, 2005. The 2006 edition now
includes my insight in the interactive TV [iTV]
market, you can Order
the 2006 new edition of the Internet Gambling
Report here.) Or you can purchase and
download the 2006 version of mobile gambling
report here, for the price of £299.00,
it also includes 1.5 hours consultation with
Gareth Wong in a pre-arranged time to underestand
your business challenge and find out how you
can capitalise on the mobile gambling opportunity.
To help our sector, I have made the 2005
version below Free of charge for everyone.
The year 2005 seems to be a turning point for
mobile gambling from the e-gaming industry's
point of view. Many market research firms are
publishing optimistic forecasts about the projected
market size of mobile gambling since 2004. Different
reports have been issued about gaming companies'
point of view but also from mobile telecom operators'
perspective. For example, Juniper Research predicts
that by 2008, the mobile gambling market will
be worth in excess of $16 billion (USD) worldwide
(for most of the common categories of gaming
and gambling services).
It is also important to note that due to the
nascent nature of mobile gambling, and the typical
lack of transparency of the remote gaming market,
there is not enough transparency to accurately
gauge the present size of the mobile gaming
market. Toward the end of the chapter, I aim
to suggest some best practices for the market
to go forward.
CHALLENGES FOR MOBILE GAMBLING
To understand the mobile gambling market worldwide,
its challenges and opportunities, it is paramount
to consider a short history and highlight key
reasons for the worldwide success of mobile/cellular
operators (MNOs) within the telecommunication
industry.
This chapter explores, on a high level, the
parallels of mobile and remote gaming markets,
MNOs' business drivers, and the likely key success
factors of mobile gambling.
Parallels between Two Markets
Many parallels can be drawn between the mobile
telecommunication markets and the gaming gambling
markets. Let's consider the industry lifecycle.
The remote gambling market at present is like
the mobile market back in the '90s. At that
time, mobile penetration rates were in the high
single digits. With advancing technology and
increased market acceptance (despite the initial
inertia of the mass market), most of the developed
world has rates of over 90 percent. In some
Scandinavian countries, there have been more
mobile telephone subscriptions in the past few
years than fixed-line subscriptions. The proliferation
of mobile communications as a content delivery
channel for entertainment services has been
very impressive (e.g. SMS competitions, ringtones,
jokes, news, pictures and other adult pay-for
services). Can mobile gambling achieve similar
success?
For the purpose of this chapter, mobile access
technologies are not differentiated. However,
if it is a "mass market" that the
industry wants to target, then the wireless
standard of GSM (or PCS, or DCS in certain countries),
which accounts for 75 percent of the world's
digital mobile market (with over 1.5 billion
users worldwide ) could be a good platform for
mobile gambling products.
Reasons for Mobile Success
Since the 1990s most MNOs have been signing
up new customers exponentially on a month-by-month
basis. This impressive growth is mainly due
to
1. the coordination of international "open
standard(s)";
2. regulations (inter- and intra-government);
and
3. cultural and technological acceptance by
the mass market.
Like all important public resources/services,
telecommunication services are typically regulated
stringently by national governments. To ensure
inter-operability International Telecom Union
[ITU] coordinates among countries' regulators.
Telecommunication infrastructure providers then
provide standard-based equipment (some with
value-added variations) to maximize the economy
of scale for production purposes.
Without getting involved in the argument of
which standard is better, it should be noted
that the success of the likes of GSM is due
to an open standard developed jointly by all
stakeholders (e.g., MNOs, equipment and infrastructure
manufacturers, etc.). Timing was also essential
to the success, as communicating on the move
was a new concept in the '80s, but mass market
acceptance worldwide was accelerated by the
injection of cash during the dot-com boom. It
is important to note that when there are too
many competing standards, or perceived standards,
it may confuse consumers and become counterproductive.
For example, since the mismanagement of market
expectation of wireless access protocol (WAP
) (as wirelessly accessing the original internet,
which it failed to deliver against), consumers
worldwide are now wary of new standards. Even
with the mighty "3G," the real "killer
application" is still plain old voice service.
The cultural aspect is also important. Mobile
penetration in France, for example, was typically
below EU average, but it is finally catching
up (as of 2005). This is mainly due to the change
of local culture, in which mobile is now a more
accepted mode of communication.
Business Drivers of MNOs
Let's look at what really counts for the MNOs.
For the past 10 years, mobile operators' business
drivers have traditionally focused initially
on increasing their customer bases (using the
measure of mobile penetration). For financial
reporting purposes, the accepted yardstick in
the mobile industry for measuring an MNO's financial
performance (in addition to the typical accounting
standards) is average revenue per users (ARPU).
Due to the typical size of the investments for
each mobile operator (multi-billion investments
on personnel, infrastructure, and marketing),
ARPU has been the key measurement for the industry
world over.
Another reason for the adoption of this measurement
is that mobile operators used third parties,
like service providers (SPs), to grow their
businesses, and in certain circumstances, they
did not know their customer base well enough.
Therefore, in the old days, ARPU was a proxy
for the success of the MNOs. The SPs owned and
maintained the customer data, meaning the MNOs
could not easily collate the mobile numbers
and usage of to up-to-date demographic and user
details. This is quite different from the remote
gambling industry, whereby the Internet enabled
its existence and provides support of the "affiliate"
model, in which user control still rests with
gaming operators.
As time went by, especially after 2000, the
mobile industry went through major consolidations.
MNOs not only bought up those previously independent
SPs, but companies like Vodafone kept on buying
different MNOs in different countries to consolidate
the worldwide market.
Consequently, most MNOs now have comparatively
better access to better quality customer data.
Because of its historical nature, ARPU is still
the overriding yardstick to measure the performance
of MNOs worldwide.
It is, therefore, paramount to understand that
top management of MNOs mainly focus on implementing
strategies that can help them achieve a high-level
top line growth. The agreement of content partnerships
is historically mostly delegated down to the
content or Web site partnership directors. It
was, therefore, possible for big multinational
firms to be involved with many new mobile product
fields and categories by signing content partners.
When the decisions had been filtered down to
middle and lower management, however, they had
little ability or budget to target, educate,
promote, grow, and maintain new markets/or niches.
Changes are afoot, however, especially for the
gambling community. In open minded markets like
the United Kingdom, for example, gaming/gambling
is now an accepted business category; gambling-friendly
operators like O2 and 3 are already carrying
and promoting mobile gambling content.
Given that understanding, what are the best
ways of influencing MNOs? Most MNOs worldwide
are public companies; they are very much driven
by finding the best solutions for
· leveraging their infrastructure investments
(maximizing on monetizing the usage of present
products/features);
· maintaining their brand equity by communicating
with the mass market and growing "niche"
revenue (without takings any risk in damaging
their brands);
· consolidating and streamlining their
businesses (locally and internationally);
· acquiring and working with new channels
and establishing services for mobile virtual
network operators (e.g., Virgin or Tesco mobile
in the UK) to help grow the mobile penetration
first and then ARPU;
· moving away from providing only a "pipe"
(e.g., some MNOs are providing mobile payments,
premium rate SMS, mobile marketing, and billings,
and are aggregators to deliver mobile contents,
etc. It is expected that they will squeeze out
the present "aggregators.")
Looking from a mobile
gambling point of view, the point of "reputation
risk" management is paramount.
Given this background of the mobile telecommunication
market, we now need to consider the key aspects
of mobile gambling, from the need for mobile
gambling to the likely key success factors.
MOBILE GAMBLING EXPERIENCE LEARNED
I launched a mobile gaming/gambling operation
(for fun, skill, and gambling games via WAP,
SMS and J2ME) in 2003 in the United Kingdom.
When I put together the strategy and implemented
the operation with technology provider partners,
my general experience when I approached vendors/suppliers
was that most of them claimed that they had
a technical solution but could not show me the
working solution.
The biggest challenge in 2003 was that the mobile
gambling market did not exist. It meant that
at launch, every step of the way was a big uphill
struggle, especially with limited budget; it
was nearly impossible to reach the offline market.
Difficulties arose from advertising in newspapers
(editors were not familiar with the format,
and some of them delayed or even refused to
publish the advert) to placing promotions on
beer mats to football match programs, etc.
By the end of 2003, I came to the conclusion
that the key to success of any mobile gambling
operation lies with the gaming/gambling operators
having enough financial resources to create
this "new mobile gambling category"
by leveraging their brands (with the most likely
key being above-the-line marketing initiatives,
such as billboards, TV, etc.).
A couple of years back, growth of the remote
gambling market was mainly focused on Internet
channels, with the rise of soft gaming and skill
games as acquisition tools, betting exchanges
taking the center stage, and poker on the rise.
There were also some major developments happening
on the interactive TV front (mostly with Sky
and Avago), and it was understandable that the
market considered mobile too small to deserve
any focus.
Consequently, and until the end of 2004, most
of the high street sports betting brands, despite
offering WAP access to fixed-odds sports betting
products, adopted a wait-and-see approach and
were not putting much marketing muscle behind
mobile gambling promotion.
I recall a director of a major UK high street
bookmaker (whom I approached in 2000 with a
wireless enabling solution) telling me that
WAP was there as a hedge more than a legitimate
business delivery channel.
It is a recognized fact that mobile is the most
powerful weapon most high street bookmakers
(and self respecting brands) as well as online
casino operators could leverage to reach the
ultimate prize within any gambling services,
namely the mass market. Mobile gaming/gambling
would be mostly applicable at present within
major markets with decent mobile penetrations
and as a channel to reach presently non-gaming
users (particularly women and people without
Internet access).
What would bring the success of mobile gambling?
The three main requisites are market readiness
(mobile operators, regulatory, technology, and
cultural mindset); trusted brand with deep resources
(personnel and marketing pocket); and appropriate
games (new formats and applicability for those
on the move, not only product extensions).
Market Readiness
Mobile Operators
Because of the intrinsic nature of gaming/gambling
via mobile devices, mobile operators must form
part of the value chain, either
a. as close partners (e.g., partnerships in
the UK, such as 3 with Ladbrokes and O2 with
Bet2Go, or the launch of specific mobile games
likes those from Svenska Spel in Sweden);
b. by adopting an "open garden" approach
(e.g., like in Japan, where NTT DoCoMo's innovative
I-mode business takes 9 percent revenue and
has official and unofficial content, despite
gambling not being sanctioned or legal; there
are unofficial gambling services that users
could access); or
c. as a payment and service delivery partner
without close working relationships (a mobile
operator involved either directly, or via aggregators,
in providing the payment and delivery structure
typically via premium SMS or premium telephone
numbers). Although this is not cost effective
(as mobile operators typically keep up to 50
percent of the revenue), for well developed
mobile markets, for high power media owners,
this may be negotiated, but the final percentages
are still quite substantially in favor of the
mobile operators.
Understanding the country-specific mobile value
chain structure, what makes most sense, and
the cheapest route to provide mobile gambling
services are essential.
Another key success factor for any mobile gambling
operation is having a reliable, ubiquitous mobile
payment system that does not exist at present
(e.g., maybe with the rare success of the likes
of "Mobile Cash" in Norway with Nordea
bank), where the likes of Simpay may prove to
be too costly (like the M-pay before) for merchants
and users to embrace. Neteller, we are all waiting
to see what you have up your sleeves.
Regulatory Issues
Mobile gambling may be against the law in certain
countries and, under some circumstances, remains
in a grey area in which some gaming operators
have chosen to launch interim solutions-like
soft gaming (based on fixed odds using a bookmaker's
permit) or skill-based games-to make sure they
fall in the "competition" or "skill"
categories.
A key challenge the world over is access to
mobile gambling games and how to obtain reliable
and non-refutable age verification tools. Some
mobile operators do not presently have reliable
user information on their entire user bases.
Countries like the United Kingdom have devised
and adopted self-regulatory guidelines on the
promotion and charging of adult-oriented content.
By working with the likes of GamCare (a UK based
problem gambling charity), the soon-to-be-formed
UK Gambling Commission will also issue guidelines
on how best to promote mobile gambling services.
Technology
Technologically, I believe the 3G/2G/2.5G argument
is a non-issue, and a good example is that if
the market appreciates, the benefits of the
new mobile service (services that previously
on their own were not considered useful or as
having a future) could potentially capture the
imagination of mobile users (no matter what
the demographics are and no matter what the
perceived values are). For example, despite
the cost (premium SMS betting tips, astrological
predictions, premium mobile ringtones, etc.)
and the non-user-friendliness of SMS (160 ASCII
characters!), many services took off, and sometimes
they form most of the mobile operators revenue.
(e.g., over 50 percent of Philippines mobile
operator revenues is from SMS charges.) On the
corporate level, RIM's Blackberries were initially
a "pager" in Canada. So-called "Crackberries"
have now evolved into ubiquitous business tools
of investment bankers worldwide!
Gaming/gambling mobile applications are the
same, and those who ignore and dismiss this
channel do so at their own peril. Those who
are involved now as "me too" should
be wary of any vocal newcomers who are doing
something rather different.
Cultural Mindset
Gaming/gambling services have an uphill struggle
as they have generally been put into the same
camp as adult services, but with publicly listed
market leaders and major operators moving to
well regulated jurisdictions, the industry is
growing up quite dramatically. For example,
in the United Kingdom in 2004, 02 differentiated
gaming/gambling from adult categories, and Virgin
launched Virgin Games toward the end of the
year. These well recognized brands transform
gaming/gambling into a legitimate and potentially
lucrative category, and the shift will ultimately
change the cultural mindset within the target
audience. The same would be true for many mobile
markets worldwide.
In some regions, political and/or religious
pressure can dramatically-affect the chance
of success in the mobile space. This was the
case in the Philippines when the government-owned
monopoly, Philippine Amusement and Gaming Corp
(Pagcor), applied with the National Telecommunication
Commission (the regulator) for a four-digit
access code for "text gaming" and
was rejected despite stating that its plans
were to license text gaming services and not
to launch its own text gaming services.
A Trusted Brand with Deep Resources
Key to success is the reliance on major international
brands like Virgin, Easy Group, Tesco, or Sky/DirectTV
bringing mobile gambling to the masses. The
aim has to be doing something mobile-specific.
Key personnel resources need to be dedicated
to understanding the potential target market,
what they might be looking for, and what their
expectations are. It is also essential to know
things like when the games would be played,
the average duration of game play, etc.
Substantial incremental marketing resources
must be deployed to help target--and in some
circumstances, create--the mobile gambling market
by educating the masses; the world will be the
oyster for whoever dares to lead.
A good lesson learned from the gaming/gambling
industry is how Betfair became the de-facto
betting exchange. Their persistence and dogged
focus of dedicating resources to educate, listen,
and help prospective clients propelled them
to the top. They consequently created a new
category of betting exchange customers, and
we can all learn from that.
Appropriate Games
Many software providers now exist as "mobile
enablers," and even the substantial investments
of suppliers and operators are mostly "product
extensions." What the market really needs
is the arrival of leaders who understand market
readiness, utilize the resources necessary to
understand the industry, and launch new innovative
games that excite and engage the target mass
market.
JOIN FORCES TO ENABLE MOBILE GAMBLING
The industry should look to the following step-by-step
approach in making mobile gambling a reality:
Work together within the industry.
I propose forming a mobile gambling association.
As outlined in this chapter, the success of
mobile technology is not a fluke; it was hard
work, time consuming and based on a lot of collaborations
and communication. The only way forward is to
adopt the best practice of the telecommunication
industry (i.e., to communicate in a coordinated
manner via a focused industry association that
will form the voice for the industry in this
matter).
Take stock of your market environment.
Are the MNOs in your market open to new propositions?
Is mobile gambling legal in your country? Are
there any restrictions in terms of product set-up
and/or promotions? What are the likely target
demographics? Can you do some market research
(focus groups) with your present customers?
Do the target users already transact business
via mobile devices? What might they be looking
for in terms of mobile gaming/gambling?
Consider your company's present status.
What resources do you have available (personnel,
technology, strategy, etc.)? Would you like
to work with affiliates and/or software providers
to increase time to market (but risk losing
critical usage or market experience that could
enhance your competition's chances)? Should
you adopt a "do nothing" strategic
position to wait until the market takes off?
How will you know when that happens? How important
is mobile gambling within your company's future
plans?
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