Tuesday, February 9, 2010

Who Knew MOBshop Is Now Shopkick?

So I was just asking myself, what the heck ever happened to the highly anticipated venture that former CBS mobilistas Cyriac Roeding and Jeff Sellinger were putting together?... ya know, MOBshop. The stealth venture, fueled by $2.5mil of Kleiner Perkins & Reid Hoffman money, was the source of lotsa frothy excitement early last summer and curiously my posts about it ended up being among the most popular ever (which ain't no big thing). So I can only blame too much Christmas wassail for not realizing that the company emerged from stealth mode in December and is now called Shopkick. As Cyriac explains in the video below, the big idea behind the company is making the offline shopping experience interactive with mobile phones (guess my speculation wasn't too far off target). Apparently Shopkick will not be a destination nor an application itself, but more of an enabler of a series of divergent branded initiatives, based on the aforementioned big idea.

Their first project is called CauseWorld, which is an iPhone (and soon to be Android) App that allows consumers to donate earned virtual currency (called karmas) to a variety of charities (e.g American Red Cross). The virtual transaction facilitates a real cash donation from founding corporate sponsors Citi and Kraft Foods. Consumers earn karmas by checking into participating retail locations through the iPhone App, a la Foursquare or Gowalla. Considering the CauseWorld App already has over 13k user ratings in just over a month, and that they're overwhelmingly positive, I'd say it's a pretty successful first outing for Shopkick. I think these guys are on to something and I like that they seem to be focusing on great user experiences (and blue chip partnerships), rather than screwing around with not ready for prime-time technology, like augmented reality. I look forward to seeing their next product... and I promise, this time, it won't be in the market for a month before I notice.

Readers Don't Believe Glu Mobile Is Stuck On Hands-On

Inspired by my January 5th post, in which I advanced a theory about why Niccolo de Masi jumped ship from Hands-On Mobile to Glu Mobile (GLUU), I asked readers the question: "Will GLU Mobile & Hands-On Mobile Combine In 2010?" The poll only ran for 5 days because I wanted to close it in advance of Glu Mobile's earnings call tomorrow. Based on comments I received (on and offline) to my original post, I guess I'm not entirely surprised to see that a 63% majority of responders believe that this deal is not going to happen, while 37% indicated that it would. I did not vote in this poll, but I do still think a deal makes sense and probably should happen if Hands-On still has some cash in the bank.

Monday, February 8, 2010

Top Mobile Games Publisher EA Mobile Exceeds $200mil in 2009

EA Mobile's last 19 calendar quarters in millions

Electronic Arts Inc. (ERTS) reported fiscal Q3 2010 earnings after the bell today.... that's calendar year Q4 2009 for the rest of us. EA Mobile's revenue for the quarter was $56mil, on a GAAP basis, which represents a 14% increase over Q4 2008. The full calendar year came in at $206mil for the mobile games group, which is a 14.4% increase over 2008. Overall the result looks substantially stronger than that of #2 player Gameloft, who reported last week. Perhaps the responders to last week's poll are on to something...

Sunday, February 7, 2010

Classy Google Video Series Tells The Story Behind Nexus One

Friday, February 5, 2010

Javaground To A Halt

Following a couple of weeks of speculation amongst industry insiders, the disposition of mobile games developer, and dev/porting tools provider, Javaground became much clearer on Thursday following an email the Irvine, CA based company distributed to key partners. The frankly worded correspondence explains that they're being forced into a fire sale of all of their intellectual property, assets and its 7 member technical team by a creditor, who apparently intends to keep them for itself, if they're unable to fetch over $2mil for the lot within 10 days. The IP in question is Javaground's patent pending Xpress Suite solution, which they claim allows many tier 1 publishers to streamline their development processes by virtue of allowing them to easily port Java code to iPhone, BREW, Android, Flash, etc.

Javaground, founded in Belgium in 2001, has developed titles for a bevy of major publishers over the last few years and has a very good reputation in the industry. Their biggest partner by far has been Sony Pictures Digital, with whom they've worked on notable titles like Jeopardy, Wheel of Fortune, Quantum of Solace and Angels & Demons... many for the iPhone. I think this points out the immensely competitive and financially challenging environment in which mobile content companies continue to operate... and that even highly regarded companies, who have made the smartphone app store transition, aren't necessarily immune from financial crisis. Perhaps naively, I had hoped that once we got through the hell of 2009 the creditor clampdown would ease and that companies would be given longer leashes to realize profitability... but it's not looking that way and my conviction now is that 2010 will be another year of winnowing. That said, I hope Javaground can quickly find a friendly buyer and keep up the good work.

Thursday, February 4, 2010

Can THQ Wireless Fly Again After Bumpy Descent?

THQ Inc. (THQI) reported their fiscal Q3 2010 (calendar Q4 2009) earnings this morning and surprised some analysts with a small profit. However, as you can see from the chart above (calendar quarters in millions) the once substantial mobile unit, THQ Wireless, continued to see its business shrink... and its $2.29mil now only represents 0.64% of THQ's quarterly revenues from all platforms. Total mobile revenue for calendar 2009 was $14.8mil, which puts them a notch below companies like Capcom, I-Play and Hands-On in my estimates. That's a long bumpy descent from the $30mil level they were at in 2006. But that might all be about to change according to a story at PocketGamer.biz, which reports that the company is in the process of realigning itself to focus on digital distribution channels like X-Box Live Arcade... and more interestingly for y'all, iPhone & iPad. I like that idea in principle, but it's hardly original... and we've heard similar refrains from THQ in the past. Let's see if they can commit this time and find ways to leverage their unique access to high-quality IP (e.g. Star Wars) to create some competitive advantage. What do you guys think?

Wednesday, February 3, 2010

Readers Think EA Mobile Rocked The 4th Quarter

The results of my week long readers poll are in. I asked y'all the hard-hitting question, "Which mobile games publisher will show the strongest Q4 09 over Q4 08 revenue growth?" (and had the 5 public mobile games companies on the above chart as options)... and here's how you voted. Clearly readers believe the #1 mobile games player is firing on all cylinders and is gonna extend its lead over Gameloft (which reported 7% growth yesterday... if we cut them some slack). We'll know a lot more about how good you guys are next week when EA and Glu Mobile report earnings. Check back here for my follow-up. For the record, I voted for GAMEVIL.

Btw... just so you know, EA's fiscal quarters don't match calendar quarters, so the last calendar quarter of the year is their fiscal Q3 2010. This poll assumed calendar Q4 for all companies.
Btw2... if you didn't vote this time, be sure to participate in the next poll starting tomorrow.

Tuesday, February 2, 2010

Gameloft 2009 Revenues: Merci Beaucoup iPhone!

The world's 2nd largest mobile games publisher, Paris-based Gameloft (GFT), released preliminary FY & Q4 2009 earnings today. Here are the highlights:
  • FY 2009 revenues were up 11% to $170mil... pure mobile games growth was 12%
  • Q4 2009 revenues were down 6% to $44mil, which the company attributes to their "withdrawal from boxed games in January 2009 and to the drop in the dollar. On a like for like basis, sales in the last quarter of 2009 were up 7%." Hmm... for sure this messes with my mobile publisher poll.
  • iPhone revenues for FY 2009 were $24.5mil or 14.4% of overall revenues. Interestingly this lines up pretty well with my ratings-based estimate on Jan 6th derived from the disclosure that they had sold 10mil games through the App Store since launch. At that time I estimated the total revenue generated by their games was about $38mil, which after Apple's share (30%) is almost $27mil in 18mos.
  • iPhone revenues in Q4 2009 were $9.75mil or 40% of total 2009 iPhone sales. That means iPhone sales accounted for 22% of Gameloft's worldwide mobile games sales in Q4
  • 39% of revenues came from Europe, 32% from North America, 29% rest of world
Gameloft is clearly an iPhone superstar, and as they've been fond of pointing out recently, they're very well positioned to leverage that success on to the iPad. Good stuff and overall I'd characterize their 2009 results as pretty solid (pending a look at all the numbers in March). However, I do have ecosystem concerns now that they've basically confirmed what we all suspected... that Apple is the dominant retail channel in mobile games space and the operator portal business is becoming less & less relevant. I think this is ultimately a dangerous thing for publishers (ask the music guys) and they should all be encouraging Android, Ovi and BlackBerry to get their butts in gear, so that they can provide some viable competition.
Revenues last 16 quarters in millions.

Buongiorno Revenue Continues On Predicted Trajectory

€mils

Italian mobile personalization & services goliath Buongiorno (BIT:BNG) reported preliminary FY 2009 numbers this morning and the results were very much in line my predictions for this ol' skool playa. Full year revenues were down 18% compared with 2008 and Q4 2009 period was down 27% compared with Q4 2008. In dollars, they brought the year in at $360mil, which should keep them in the #5 slot on my Top 20 mobile entertainment companies by revenue.

Monday, February 1, 2010

Mophie Helps Japanese iPhones Get Their Shop On

Michigan based iPhone and iPod accessory maker Mophie is on the verge of solving one of the biggest complaints in the Japanese market about the iPhone, according to a story on Electonista. Over 60mil Japanese handsets support Sony's RFID-based, stored-value, mobile payment standard known as FeliCa, which allows consumers from Sapporo to Nagasaki to buy train tickets and iced-coffees with the waive of a handset over a ubiquitous smart terminal. The iPhone, which after some early disappointment is now the top-selling smartphone in the market, doesn't support this feature and it doesn't look like Apple has any plans to put the Sony chip under its hood anytime soon. But never fear, it looks like Mophie has solved the problem by embedding the chip in an "intelligent case" that works in conjunction with a downloadable App... cool workaround! According to the story the product will be in the market by Spring.

I have two takeaways from this story. 1) I continue to be jealous/frustrated that the US is lagging so far behind Japan (amongst others) in the practical implementation of mobile payments specifically and RFID/NFC based payment systems in general. Though I'll hand it to MasterCard for giving it a go with PayPass; and 2) it woke me up to some bitchin' things Mophie's doing with intelligent cases, including a FLO TV enabling product called the Juice Pack and a credit card reader called Marketplace.

Friday, January 29, 2010

Appitalist Wants Regulator To Stop The Google AdMob Deal

Simon Buckingham, best known as the CEO of Mobile Streams, wrote a provocative article on his new Appitalism blog (where he's "Chief Appitalist") on Friday, entitled "Why The FTC Should Block Google’s Merger With AdMob." In the piece he argues that in the new app economy, dominated by the iTunes App Store, in-app advertising has become a critical tool for publishers trying to break through the clutter of 140k+ apps. Currently AdMob and Google dominate this space as the #1 & #2players, followed by Quattro, in a distant 3rd. Buckingham estimates that if Google is allowed to buy AdMob the combined entity would control over 75% of in-app ad market... and that's before Google's new AdSense for Mobile Apps program gets out of Beta. Limited competition in the market will likely lead to increased costs, will potentially stifle the creation of more innovative ad programs and, ultimately, hurt the overall financial health of this nascent, yet vibrant, component of the mobile economy.

It's been widely publicized that the Federal Trade Commission (FTC) has been sniffing around this whopping $750mil deal since it was announced in November, and at the end of last month two consumer advocacy groups, Center For Digital Democracy and Consumer Watchdog, wrote a joint letter to that regulator making the broad claim that if the deal was to go through “consumers will face higher prices, less innovation and fewer choices.” But, frankly you hear that stuff from watchdog groups on every deal of scale these days, and it kinda seems like part of the hazing process companies go through to get these things done. But I think the detailed, cogent arguments made by Buckingham, and folks like Scott Cleland of Precursor LLC (who made a similar case in a white paper back in mid-December), about the impact on a very specific segment of the mobile ad business (which I frankly hadn't considered), are ultimately more powerful. That said, I'm still reserving judgment on the matter, as I can envision scenarios in these still early days that could mitigate anti-competitive concerns, including; 1) the inevitable evolution of all the app stores and their inventory ecosystems, which may inure more greatly to the benefit of more nimble players; 2) the emergence of innovators with products yielding greater efficacy that will woo publishers and win inventory share; and 3) after what happened in the WAP advertising world I never underestimate the willingness of well-heeled companies to buy into the space with hefty minimum guarantees. But I do say bring on the regulatory scrutiny, especially if its primary objective is to facilitate fair competition. Frankly, I'd be very surprised if the FTC completely blocks this deal entirely, but I definitely think they should take a very detailed look at it and force appropriate divestitures in specific market sectors, if that's what the situation warrants. Let me know what you all think.

Vringo Files For IPO with $36k of Revenue & $18mil in Losses Since 2006



Check out their full Form S1.

Thursday, January 28, 2010

Is The US Worth $540mil To Mobile Game Publishers?

SNL Kagan teased a study that they released today entitled “Economics of Mobile Games," in which they claim the US mobile games market accounted for $540mil in publisher revenue in 2009. The full report (which I'm sure I can't afford) apparently ranks the Top 21 game publishers by US revenue. It would be awesome to have this, but most of us will have to make do with the Top 4 included in their release. Above I've lined up the data they've shared with my last 4 quarters through Q3 2009 for that same Top 4... which includes my (perhaps inflated) $90mil estimate for Namco's mobile business. I've also compared SNLK's total US market size estimate to my latest WW publisher revenue estimate of $1.136bil (which assumes my Top 10 revenue estimate of $795mil equals 70% of total publisher revenue). Let me know what you guys think.

btw - did you notice that they make no mention of Snackable's claimed $85mil in revenue?

Nokia Last 9 Qtrs & Q4 Device Volumes By Region

The top chart is in millions. Q4 clearly represents an impressive recovery from recent lackluster reporting periods. The bottom chart is based on a total device volume of 126.9mil units or a 12.2% increase over Q4 2008. Check out more details in Nokia's earnings release.

Wednesday, January 27, 2010

Two Views On The Mobile Web Top 10

Check out Nielsen & Ground Truth for more details.

Tuesday, January 26, 2010

Motricity Pre-IPO Revenue & Net Graph

$mils

I encourage you to peruse Motricity's Form S-1 for fun facts like... 74% of their total revenue comes from AT&T & Verizon Wireless and that "certain of (their) customer agreements expire in mid to late 2010, including agreements with AT&T and Verizon Wireless." Fun, fun, fun.

Monday, January 25, 2010

If The App Store Rocks So Hard Why Are So Many Game Publishers Hurting?

As we all know and as was reinforced in spades by Monday's boffo earnings report... Apple has rapidly and radically revolutionized the mobile content industry with the iTunes App Store. In just 20 months the "fruit company from Cupertino" has created the mobile retail ecosystem that Nokia and the rest of us have been dreaming about since Y2k. There have been beneficiaries of the post-carrier app store revolution (besides Apple) in mobile gaming, which continues to be the biggest category. Notables include some great, small developers like Firemint, which has now sold 2mil copies of its Flight Control game and Lima Sky which is nearing that number with Doodle Jump. But, even some of the big players are claiming great success... Namco has just claimed 23mil App Store downloads, 3 weeks ago Gameloft claimed it had sold 10mil iPhone games and it's no secret that EA Mobile is the biggest App retailer of all. In many respects this should be the glory days of the mobile games space... so why is it then that many established publishers are suffering financially, and that some former luminaries might not survive 2010?

Here are some key factors in my opinion:

Content Clutter: Sure, the App Store is a great platform, but it's a cluttered mess, with over 140k Apps currently competing for the attention of iPhone and iPod touch customers. With very limited promotional real estate it's extremely difficult to create a breakout hit unless Apple has your back or a publisher has the marketing resources to fund substantial off channel promotion.

Price Erosion: As a corollary to the point above, the way many publishers are electing to compete is on price. While you'll see the occasional game as high as $9.99 inevitably the price begins to slip. Unless a game is exceptional, it's difficult to move product above $4.99 and as we all know many of the best sellers are 99¢. If you troll through the ratings comments you'll see that consumers increasingly believe that the price of a game on the platform should be 99¢. For quality publishers who traditionally spend 6-figures on game development (and licenses) that price point makes it exceptionally difficult to realize ROI.

The Carrier Channel's Diminished Importance: Although the majority of mobile game publisher revenues are still coming from carrier decks on Java/BREW feature phones, everybody knows that the consumers with the highest propensity to buy premium content, including games, are abandoning those platforms as quickly as they can get out of their contracts. This sea change is resulting in many publishers seeing 20% year-on-year declines in their Java/BREW revenues. Rapidly, the ability to push product through that klugy channel, by way of having strong relationships with key carrier personnel and having the ability to port games to hundreds of handsets, is shifting from being a competitive advantage, with strong barriers to entry, to being a relatively expensive liability.

Goodbye Recurring Subscriptions: It's a dirty, but poorly kept secret that lots of Java/BREW publishers adored the US carrier channels because of their embrace of the recurring subscription model. You know, buy the game for $9.99 or subscribe for $4.99 per month... which consumers think is such a deal 'til they realize (or don't), when they replace their handset in 15mos, that they spent $74.85 on a game they played 4 times. Publishers are seeing a whole lot less of this scenario, and it's associated lucre, as even the most gullible gamers move to smartphone platforms... where this model doesn't exist. Sure Apple has introduced in-game purchases, which facilitates the up-sell potential of virtual goods, etc. within Apps... but that relies on active decisions by purchasers and will only benefit those publishers that invest in making that a compelling proposition. The "sleeper" subscription model that benefited many game publishers for years is disappearing and those publishers that haven't factored that into their plans and found a way to compensate are going to have a rude awakening.

As a consequence of these factors, my feeling is that the greatest beneficiaries of the smartphone, app store revolution will be small, super-nimble, high-quality developers who elect to move up the value chain and publish to these more democratic platforms. I also believe that the very biggest publishers can survive the transition, and even flourish, by virtue of deep pockets, big brands, big marketing and close, trusted OEM relationships. The many publishers in-between are destined to be victims of this paradigm shift, I'm afraid, unless they learn to behave like their smaller competitors or consolidate into a bigger one.

Friday, January 22, 2010

Apple's Path To 3bil iPhone App Sales & Beyond

The 2nd graph, based on Gartner estimates, is for all mobile app stores and Ars Technica believes that in 2010 Apple could be responsible for 3bil (67%) of those sales or $4.5bil in total revenue (of which Apple keeps $1.35bil).

Thursday, January 21, 2010

Mobile Streams Announces $11mil in 2009 Revenue


UK-based mobile content retailer (Ringtones.com, MobileGaming.com, etc.), enabler and marketing services company Mobile Streams Plc (MOS) issued a trading statement yesterday, in which they announced that FY 2009 revenues would be in the $11mil range, representing a 20% year-over-year decrease compared with FY 2008. The company is claiming a positive Trading EBITDA... but their 2009 Net (which hasn't yet been disclosed) is likely to be negative. They also revealed that they currently have $2.75mil cash in the bank... down from $3.4mil at the end of June. Hardly a boffo result, so it shouldn't be any great surprise that the stock took a 5% hit in London trading today.

On a positive note, the company did begin to see an increase in revenue from its off-deck mobile internet businesses during 2009. According to CEO Simon Buckingham, "In 2010, these trends are expected to continue as we proportionately increase our revenues from retailing content and apps on the emerging mobile internet. This growth, together with continued cost control, will ensure that we protect our cash reserves in 2010, enabling us to take advantage of commercial and development opportunities as they arise."

But the future of Mobile Streams and its ilk is in some jeopardy. This is one of a handful of companies that sprouted up in the very early days of mobile content (back in 1999) to provide the immensely valuable service of gathering a diverse array of products (music, video, graphics, tones, games, etc.) and then, significantly, getting them all to work on thousands of handsets, hundreds of operator portals and tens of operating systems all over the world. While this is still valuable, especially in markets where feature phones still dominate, their recent revenue softness reflects how significant the shift of mobile content activity to smartphone app stores has been over the last couple of years. Assuming content owners and developers, in established mobile markets, continue to prioritize and publish directly to the top smartphone platforms (iPhone, Android, BlackBerry and Ovi), the roles of aggregators and enablers will obviously be diminished. For Mobile Streams to survive, and perhaps realize renewed growth, I think they'll need to focus on opportunities in developing markets and perhaps the expansion of their mobile internet retailing activities around differentiated content, like adult, which the mainstream app stores don't sell.

Wednesday, January 20, 2010

The Mobile Hotness | Latin America | Courtesy of Matt Garlick

The 2nd installment in Cabana Mobile's series The Mobile Hotness covers some of the latest buzz and trends in Latin America, and is provided courtesy of Matt Garlick, Director of Latin America for global mobile marketing and content technology company 2ergo. Matt is based in Buenos Aires.
  • MEF Launches: The Mobile Entertainment Forum launches in Latin America with lead sponsors Playphone, Dada and 2ergo. Its first initiatives will be in Brazil, where the trade association will attempt to address challenges faced by content providers in terms of regulation, taxes, shortcode provisioning, etc.
  • Plaza Widgets: América Móvil (194mil subs) launches Qualcomm's Plaza widgets platform to streamline the creation of highly customized, lightweight, connected mobile applications, and (one hopes) simplify monetization…an interesting play aimed at providing subscribers with rich (quasi mobile internet) experiences in predominantly feature phone markets.
  • Android Devices: Motorola launched the Milestone with Personal in Argentina, Samsung and HTC launched Android handsets with TIM in Brazil, and HTC launched with Entel PCS in Chile…what will the iPhone vs. Android landscape look like a year from now in Latin America?
  • Mobile Advertising: At the end of 2009 Amobee began rolling out mobile advertising services across Telefónica’s Latin American operators while América Móvil partnered with MyScreen to deliver full-screen ads
  • Market Saturation: With 100% mobile penetration for Chile and Argentina in place, and Brazil predicted for 2010…carriers will be keen to better understand who their (pre-paid) users are and which pricing models and services help them retain or attract them as they begin to compete for the same customers.
  • Mad QR COWdes: Leading Brazilian interactive marketing agency pontomobi is hoping to enhance consumer awareness about 2-D QR codes by tagging cows in this year's Sao Paulo CowParade (see video below)... which is one of the biggest street art events in the world.