Press
Release
Mobilitec Unveils
International Research Project To Understand How Teens Use Mobile
Content
First Results Show Teens Around the World Want Service
Providers to Market to Them
SAN MATEO, CA – June 26, 2006 – Mobilitec,
a global provider of software that lets mobile service providers
offer content to their subscribers, today unveiled its new global
research project – The Lab at Mobilitec – and findings
from the first assignment. The Lab consists of a group of 11 teens
from around the world who complete a monthly task using their mobile
phones. The key findings reveal the teens’ behaviors, preferences
and demands regarding downloading content to their mobile phones.
Each month the participants find, access, use and
pay for different types of mobile content. Mobilitec asks them to
provide feedback and rate their experiences at every stage of the
process. Teens represent the majority of mobile content consumers
and this research gives them a voice back to the industry. Mobilitec
compiles and analyzes the feedback and translates the results into
knowledge that can help the company deliver a competitive advantage
to its customers and partners.
Margaret Norton, President and CEO of Mobilitec
commented, “We were surprised to learn that the teens wanted
to be marketed to as part of the mobile experience. The Internet
generation not only expects but wants to be reached with advertising
and special offers that are personal and relevant to them.”
Key Findings
In their first assignment, Mobilitec asked The Lab members
to use their phone to download four mobile games: two specific games
(JAMDAT Bowling, PacMan or Tetris) and two games of their choice.
Internet Sets the Standard
The Lab members used the Internet as their benchmark for a good mobile
experience. They expected the ease, speed, graphics, sound and
marketing that they get on the Internet. They were frustrated when
downloading a game took over 10 seconds or the graphics weren’t
as good as a computer.
Teens Have Persistence and Patience
All the teens experienced some challenges in finding, downloading
or playing games but they expected a learning curve and had the
confidence to continue until they figured it out. Three teens had
to call customer service to get help; two could not find the games
on their phones after purchasing them, and one had to wait five
days for an email response. But when it came to rating the overall
experience, the average rating was 3 out of 5 or “good”.
Brands Rule
The teens were surprised that there weren’t more games that
tied into the brands they recognize. They were looking for
television and movie tie-ins as well as games they had played on
their computers or game consoles. This finding suggests the
importance of mobile operators visibly and aggressively marketing
branded content.
Make Me Want to Buy
Growing up as the Internet generation, 100% of The Lab members expected
to be marketed to on their phones, just as they are on the Internet,
TV and other media. They anticipated advertising or special offers.
They wanted email and SMS telling them about new games, good deals
and ways to rate and share games they liked with other teens.
The Games Aren’t Half Bad…Short
And Sweet
Most of The Lab members enjoyed the games they bought. And most named
other games they would like to buy. They all felt the price, $2 in
India to $7 in Europe and the US, was too high for length and quality
of the games. Many requested more color and better graphics.
June Bower, Vice President of Marketing for Mobilitec,
explained the value of the findings. “First, network operators
and content providers need to ask themselves how teens decide to
buy games,” said Bower. “The teen demographic is hugely
brand aware. The teens are looking for brands they know from movies,
TV and games they play on their PC or game console. Teens judge quality
and relevance through brands. The teens didn’t know how to
make a decision on what to buy when they were presented with a long
list of games that were completely unfamiliar to them.”
“Delivery is also a key issue,” said
Norton. “Mobile operators need to offer content that is easy
to access and quick and reliable to download. That’s why we
want to keep our customers at the leading edge of content development
and delivery.”
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