The acceptance that it’s the consumer that decides on the success of a mobile service hit home with the industry’s value chain at yesterday morning’s keynote session focused on mobile entertainment.
Instead of replaying the familiar ‘content is king’ phrase, the mood was strongly in favour of satisfying mobile users’ varied requirements.
A telling comment from Dr Youngcho Chi, Samsung Mobile’s Senior VP of Overseas Marketing, was for handsets to stop being a bottleneck and become devices that consumers can use to easily access music, games and video content.
“We must create a user experience that generates maximum usage, with handset vendors acting as the integrator to ensure the platform is tuned to the optimum. We’re pushing the industry to accept a common entertainment user interface to remove any restrictions on third party applications.”
According to Samsung Mobile, the highest usage of entertainment services takes place within the first few hours of a user purchasing the handset. “The level of future uptake is determined by the experience gained during this very limited period. The quality of embedded entertainment is critical, and we’re a strong supporter of ‘try and buy’ to the extent that the user can unlock preloaded demonstrations, especially mobile games”
Building on this theme was Todd Miller, VP and MD of Sony TV’s
“We’re navigating through a disruptive period with mobile TV,” said Miller. “There is a cultural revolution underway with TV consumption and we now need to deploy content across many platforms, and support multiple business models. Where we’ve adopted this approach, and customised it for each mobile operator, then we’ve experienced very strong uptake.”
Dr Li Zhengmao, Executive Director and VP for China Unicom, was also keen to stress the needs of the consumer when launching new services. “Music is a major focus for a Value Added Service and is proving very popular with our customers. However, we need better handsets to support entertainment services that are quickly becoming available.”
