Archive

Archive for March, 2010

Commentary: Java Games from Orange and HMV

March 24, 2010 Leave a comment

At BuzzCity, we were quite interested to see the recent announcement by Orange and HMV that they are working together to launch a new mobile gaming service.

There are some clear benefits to this partnership. The service will be available across any network. And it will work on more than 1,000 Java enabled handsets. A different company would have restricted the gaming platform to Smartphones, so this is a refreshing move by Orange. It will be interesting to see how other operators respond.

At BuzzCity, we also take an open platform approach by providing advertisers, consumers, developers and publishers access to innovative mobile platforms regardless of their access to technology.

The involvement of two major brands also validates our hypothesis that mobile gaming is growing exponentially. Djuzz — our new gaming platform — was only launched last month, but it already receives nearly 30,000 downloads a day. Djuzz match-makes a gaming audience hungry for more content with creative game developers across the globe.

Advertisements
Categories: Comments on the News

Commentary: Infusing Mobile

March 15, 2010 Leave a comment

Yahoo! recently announced that it’s disbanding its mobile division and will redeploy employees from this group throughout the company. Rather than giving up on mobile, Yahoo! is recognising that it needs to be part of every activity.

At BuzzCity, we welcome this move. There’s a lesson here for businesses everywhere. 

Most companies undertake one-off mobility projects to meet user requirements like audience voting. They don’t take into account the impact of these campaigns on overall enterprise capabilities like billing and customer care.

But consumers – who have quickly become accustomed to using mobile devices to listen to music, play games, pay bills, read news and interact with friends – now demand these services across-the-board from companies with which they interact.

Some entertainment and travel companies were among the first to integrate mobile into their sales and marketing strategies. Even banks, typically staid conservative institutions, have incorporated mobile into daily business. Ironically, tech companies have been slow to adapt, limiting business options and decreasing competitiveness.

More businesses now need to “infuse mobile” throughout their organizations. This needs to be led by a strategy that accounts for clearly defined business needs, rapid changes in technology and changing consumer behavior.

Categories: Comments on the News

The BuzzCity Mobile Money Survey

March 11, 2010 Leave a comment

We’ve released the results of our fifth global survey investigating consumer mobile behaviour, on the global mobile payments market.

The survey identifies three areas where progress is needed:

  1. User education about mobile banking services to increase uptake.
  2. Increased partnerships between banks, carriers and merchants to increase the number of products available for purchase.
  3. New services need to be developed to enable mobile transactions for those without access to traditional banking facilities.

This study examines two key “Mobile Money” themes:

1.  Banking Services & the Mobile Platform. 47% of respondents did not know whether their banks offered banking services and an additional 15% were aware of the offer but had not taken it up. This indicates that banks still have some way to go in educating consumers about the availability and benefits of mobile banking services.

2.  Transactions & the Mobile Platform. The survey shows that although most of these purchases (68%) are related to mobile phone use, such as mobile content and prepaid airtime, users also buy other mainstream products with their mobiles. In fact, 23% have bought from online stores, paid a bill, bought prepaid utilities and made bookings – all through their mobile.

The full report is presented in two parts, a global summary and profiles of individual countries:

  1. The BuzzCity Mobile Money Survey and
  2. Appendix – Country Profiles
Categories: report

The Djuzz Report

By Romulo “Je” Alipio, Executive Producer, Games
Djuzz is off and running. During its first month – 26 days, really, since we launched on 3 Feb – 795,000 unique users downloaded more than 400,000 games.

Serious gamers — which I think of as people who want to see their name on a leader board – dominated the charts during the first couple weeks, downloading arcade, action & adventure and racing games. But then in the latter half of the month, we noticed a different type of consumer checking out Djuzz – casual gamers who are more interested in dating and lifestyle applications like horoscopes, matchmaking and tips for singles.

February’s stats also show that any talk of the death of Java is premature. But more about that it in a moment. First, let me walk you through the stats, trends and most popular games to date.

QUICK FACTS

  • The most popular category of downloads so far is Arcade games (30%). 
  • Action & Adventure, Dating & Lifestyle and Racing each have a 20% download share.
  • InLogic developed 3 of the top 10 most downloaded games.
  • But Hovr had the most downloads (64,653)

MOST POPULAR GAMES

A & A: Fatal Fist, made by InLogic. This is a hack and slash game of street fights, where players control a character and try to advance to higher levels to get more power and points.

Arcade game: BomberXmen, made by Falcon Mobile. This is a mobile application of a popular Nintendo console game that I used to play.

Dating & Lifestyle game: LoveMatch. Also made by InLogic, this application calculates whether you and your partner are a good match, based on your birthdays.

MORE QUICK FACTS

  • India was the most active country – 35% of all downloads. (I think this is because telecom operators have had a stranglehold on content there. Indian consumers are actively looking for new places to download free high-quality applications and games.) 
  • Nokia makes 9 of the top 10 handsets used for downloading games.
  • Samsung occupies the #6 position on the Top Ten Handset list, reflecting South African usage.
  • 15 percent of all downloads were made from a generic handset using a 3rd-party browser like Opera or Maui.

TREND #1 – REGIONS MATTER
Gaming preferences definitely vary by country and region. In the US, for example, Texas Holdem Poker is the second most popular game (after Fatal Fist). This online multiplayer game hardly shows up in the rankings for other countries though.

In Spain, Mahjong tops the charts. And four out of Top Ten Spanish games are cards & casino applications.

In Egypt and Nigeria, Footballz 2009 is near the top of the charts; In South Asia, cricket games are really popular.

Nigerians are also particularly interested in romance. LoveMatch, PowerBabe: Flirt Club and Perfect Couple are all in the Nigerian Top Ten.

TREND #2 – LOCALISE IT
Localised content is popular. Several locally-produced games are gaining traction, particularly in Asia. A game based on Jackie Chan’s “Police Story” — a great series of five Cantonese-language films produced in Hong Kong between 1985 and 2004 – is on the charts in China. Then in India, there’s “Yoga Master” which demonstrates fundamental postures and provides tips.


At the moment, all of the games on Djuzz are in English, though some have local language options. I expect there will be games though in other languages like Arabic, Chinese, Hindi and Spanish in the near future.

TREND #3 – REPORTS OF MY DEATH ARE PREMATURE
For the past couple years, mobile analysts have enjoyed speculating about whether J2ME (Java’s platform for mobile devices) can continue to be a major platform for mobile game development. Skeptics predict a speedy decline in Java appa and point to a decline in Q4 sales of Java games.

At the same time, though, pundits talk about how feature phones are getting smarter. This is a contradction as the new features often run on Java.

Take a look at the most popular handsets used to download games from Djuzz: the Nokia 3110c, Nokia 5130c, Nokia 6300 . . . these are phones that are 2-4 years old and use Java. J2ME is where the people are. In fact 70-80% of the handset market is Java-compatible. I expect Java will continue to dominate for at least another 3-5 years because they’re the phones of choice for middle-income households, which in turn account for most gamers.

To be clear, though, Djuzz has no stake in whether Java succeeds. Djuzz is platform-agnostic; it’s designed to deliver games built for Android, Blackberry, Flash, Symbian and Windows Mobile platforms. So, Djuzz’s success is not tied to Java at all. But it’s clear at the moment that Java is leading the pack in terms of downloads.

MORE . . . .
You can read the first monthly Djuzz Mobile Gaming Metrics report in its entirety here. And check out the Djuzz blog, which we update frequently with featured games and weekly stats.

Game on!

CORRECTION:  The original version of this article stated that there were 125,000 unique users in February.  That was a mistake.  There were actually 795,000.  

Categories: Je Alipio, mobile gaming, report Tags:

BuzzCity Roadshow 2010

We had a great time visiting with you in Barcelona at Mobile World Congress; thanks all for stopping by our booth. Our series of roadshows continues and we hope to meet with more of you, next in Indonesia. 

The BuzzCity Roadshow heads for Jakarta this month, where we’ll share the latest case studies on mobile internet advertising. We’ll also be hosting a panel discussion with Indonesia’s leading creative agencies and digital specialists, who will share their insights into the opportunities of the mobile internet.

Date :  Thursday 25 March 2010
Time :  1.00pm to 5.00pm
Venue :  FCone FX, Jalan Jend. Sudirman, Jakarta  

The Jakarta Roadshow also marks the launch of our new Indonesian office — on Jalan Rasuna Said.

We’re looking forward to seeing you and hearing more about what you expect from BuzzCity in your mobile advertising campaigns.

Categories: Uncategorized

Commentary: Working Together, Telecoms Can Ease Bandwidth Crunch

By Hisham Isa, Vice President (Marketing)

Mobile networks are facing a crunch. There’s just not enough bandwidth for everything right now. So, we’re very pleased to see the launch of a new initiative that aims to make applications more efficient:

The Wholesale Applications Community (WAC) — consisting of 24 major telecommunications operators including China Mobile, NTT DoCoMo, Orange, TeliaSonera and Vodafone — intends to build the world’s first open platform delivering applications to all mobile phone users.

According to WAC’s media release, the initiative will mean broader choice for customers — more innovative applications and services, available on a wider choice of handsets than ever before.

At BuzzCity, we think this is a great example of what can happen when telecoms operators work together to support developers.

I will be monitoring WAC’s progress with interest over the next few months. The alliance has the full support of the GSMA and three of the world’s largest device manufacturers – LG Electronics, Samsung and Sony Ericsson. With endorsements like that, it is bound to make an impact. Let’s certainly hope so.