Mobile
Gambling Report 2005
by Gareth Wong
Article can be
found here
(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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