Chapter 1 Executive Summary
- 1.1 The World Cup as a Global Event
- 1.2 World Cup Revenue Opportunities
- 1.3 Key Markets - Technology Dependent Strategies
- 1.4 Market Dynamics
- 1.5 Best Strategies
Chapter 2 Introduction
- 2. Introduction
- 2.1 Methodology
- 2.2 Aims of this Report
Chapter 3 Opportunity to Score with the World Cup
- 3.1.1: Football - The Global Game
- Table 3.1: Top Five Ranking Sports Event by Viewers, 2000-2005
- 3.1.2 The FIFA World Cup
- Table 3.2: Nations Represented at 2006 World Cup
- Table 3.3: World Cup Viewing Figures, 1998 and 2002
- 3.2 Relevance of the World Cup for Mobile Operators
- 3.2.1 Captive Audience
- Chart 3.1: Global Audiences for FIFA World Cups, 1986-2002
- Chart 3.2: 2002 World Cup Viewers in Japan by Gender
- 3.2.1.1 Youth Audience
- 3.2.2 Revenue Potential
- Chart 3.3: Average Revenue from Corporate Sponsorship at World Cups
- Table 3.4: FIFA Licensing Rights
- 3.2.3 Technological Environment for Mobile Industry
- 3.3 2002 World Cup Japan / Korea Experience
- 3.3.1 Operator Strategies at the 2002 World Cup
- 3.3.1.1 Mobile Rental as Revenue Generator at the 2002 World Cup
- 3.3.2 Manufacturer Strategies at the 2002 World Cup
- Table 3.5: Sony Ericsson and Mobile Future Content Provision for 2002 World
- Cup
- 3.3.3 Content Provider Strategies at the 2002 World Cup
- 3.3.4 Application Service Provider Strategies at the 2002 World Cup
- 3.4 The Road to World Cup 2006
Chapter 4 Strategies for World Cup Success
- 4.1 Video and Mobile TV - Bringing the World Cup to the small, small
- screen?
- 4.1.1 Importance of the World Cup to Mobile TV
- 4.1.2 Definition of Mobile TV
- Chart 4.1: Global 3G Subscribers in Millions
- Chart 4.2: Amount Users are Willing to Pay for Mobile TV
- 4.1.3 Mobile TV Formats
- 4.1.3.1 TV on 3G
- 4.1.3.2 Digital TV Networks For Mobile
- 4.1.4 Why Mobile TV for the World Cup?
- Table 4.1: Nokias Digital Mobile TV Trials
- Chart 4.3: Nokia Mobile TV Trial Popularity With Respondents
- 4.1.5 Which Format?
- 4.1.6 Benefits of Mobile TV at the World Cup
- Chart 4.4: Global Mobile TV Revenues 2005-2010
- 4.1.7 Issues facing Mobile TV for the World Cup
- 4.1.7.1 Content
- 4.1.7.2 Competition from Traditional Sources
- 4.1.7.3 Content Quality
- 4.2 Mobile Gaming and the World Cup
- Chart 4.5: Global Mobile Gaming Revenues
- 4.2.1 The License Issue
- Table 4.2: Benefits of Official FIFA License
- 4.2.2 Mobile Games without Licence
- 4.2.3 Other Issues Facing Mobile Games for the World Cup
- 4.2.3.1 Cost
- 4.2.3.2 Gaming Quality
- 4.2.3.3 Competition from other Gaming Platforms
- 4.3 Mobile Betting at the World Cup
- 4.3.1 Betting as a Mobile Revenue Generator?
- Chart 4.6: Global Mobile Gambling Revenues 2005-2010
- Chart 4.7: Global Mobile Sport Betting Revenues 2005-2010
- 4.3.2 Betfair: Popularity of new Gambling Methods
- Table 4.3: Definition of "Back" or "Lay" Odds
- 4.3.3 Format for Mobile Gambling at the World Cup
- 4.3.4 Issues for Mobile Gambling
- 4.4 Web Content and Interaction
- 4.4.1 Information Services
- 4.4.2 Interactive Services
- 4.4.2.1 Mobile Vlogging at the World Cup
- 4.4.3 World Cup to drive more Open Internet Content?
- Table 4.4: Walled vs Open Garden Browsing Strategy
- 4.4.4 World Cup Portals
- 4.5 SMS and MMS at the World Cup
- Chart 4.8: SMS and MMS Revenue Forecasts 2005-2010
- 4.5.1 World Cup Strategies for Text Messaging
- 4.5.1.1 Text Alerts
- Table 4.5: Typical Features of Football Text Alerts
- 4.5.1.2 Marketing and Advertising
- 4.5.1.2.1 A Targeted Approach for the World Cup
- 4.5.1.3 In Conjunction With Other Media
- 4.5.1.4 Peer to Peer Texting
- 4.5.1.5 Advantages of SMS and MMS
- Table 4.6: Advantage of Text
- 4.6 Voice Services at the World Cup
- 4.6.1 Network Capacity Issues
- Table 4.7: 2003 Rugby World Cup Call Volumes During Games
- 4.6.2 Roaming Agreements
- 4.6.2.1 Growing Importance of 3G in Roaming Networks
- 4.7 Downloads at the World Cup
- 4.7.1 World Cup Ringtones
- 4.7.2 World Cup Logos
- 4.8 World Cup Pricing Strategies
- Table 4.9: Potential Pricing Strategies for 2006 World Cup
- 4.9 Traditional Advertising and Sponsorship
- 4.9.1 Mobile Industry Association with Football
- Table 4.10: Major Football Sponsorship Deals Involving Mobile Companies
- 4.9.2 Sponsorship Strategies for the World Cup
- 4.9.3 Issues For Sponsorship Strategies at the World Cup
- 4.9.3.1 Multi-brand Association
- 4.9.3.2 Poor Performance
- 4.9.3.3 Advertising Competition
Chapter 5 Key Markets and Deals
- 5.1 Status of Mobile Communications in Key Markets
- Chart 5.1: Top Nine Nations Qualified for the 2006 World Cup by Mobile
- Subscribers
- 5.1.1 Brazilian Mobile Market
- 5.1.1.1 Brazil Key Statistics
- Chart 5.2: Brazilian Mobile Subscribers 2003-2006
- Table 5.1: Major Brazilian Mobile Operators
- 5.1.1.2 Brazilian Technology Status
- 5.1.2 Chinese Mobile Market
- 5.1.2.1 China Key Statistics
- Chart 5.3: Chinese Mobile Subscribers 2003-2006
- Table 5.2: Chinese Mobile Operators
- 5.1.2.2 Chinese Technology Status
- Chart 5.4: Chinese SMS Usage 2002-2006
- 5.1.3 French Mobile Market
- 5.1.3.1 French Key Statistics
- Chart 5.5: French Mobile Subscribers 2002-2006
- Table 5.3: French Mobile Operators
- 5.1.3.2 French Technology Status
- 5.1.4 German Mobile Market
- 5.1.4.1 German Key Statistics
- Chart 5.6: German Subscriber Growth 2002-2006
- Table 5.4: German Mobile Operators
- 5.1.4.2 German Technology Status
- 5.1.5 Italian Mobile Market
- 5.1.5.1 Italian Key Statistics
- Chart 5.7: Italian Mobile Subscribers 2002-2006
- Table 5.5: Italian Mobile Operators
- 5.1.5.2 Italian Technology Status
- 5.1.6 Japanese Mobile Market
- 5.1.6.1 Japanese Key Statistics
- Chart 5.8: Japanese Mobile Subscribers 2002-2006
- Table 5.6: Japanese Mobile Operators
- 5.1.6.2 Japan Technology Status
- Table 5.7: Japanese 3G Subscribers by Operator
- 5.1.7 Korean Mobile Market
- 5.1.7.1 Korean Key Statistics
- Chart 5.9: Korean Mobile Subscribers 2003-2006
- Table 5.8: Korean Mobile Operators
- 5.1.7.2 Korean Technology Status
- 5.1.8 UK Mobile Market
- 5.1.8.1 UK Key Statistics
- Chart 5.10: UK Mobile Subscribers 2002-2006
- Table 5.9: UK Mobile Operators
- 5.1.8.2 UK Technology Status
- Table 5.10: Most Popular UK Sporting Days by Text Numbers 2002-2004
- 5.1.9 US Mobile Market
- 5.1.9.1 US Key Statistics
- Chart 5.11: US Mobile Subscribers 2002-2006
- Table 5.11: Top Five US Mobile Operators
- 5.1.9.2 US Technology Status
- Table 5.12: US Operators by Technology
- 5.2 Impact of Market Dynamics on Strategy
- 5.2.1 Role of technology
- 5.2.2 Competing or Not?
- 5.2.3 Positioning of Mobile Services
- 5.3 Activity for the World Cup
- 5.3.1 Mobile TV and Video
- 5.3.1.1 Mobile Digital TV
- 5.3.1.2 Mobile Video Streaming
- 5.4 Mobile Gaming
- 5.4.1 FIFA Licensed Games
- 5.4.1 Unlicensed Games
- 5.5 Mobile Betting
- 5.6 Mobile Handset Renting
- 5.7 World Cup Portals
Chapter 6 Revenue Forecast and Best Strategy
- 6.1 Revenue Forecast for the 2006 World Cup
- 6.1.1 Voice to Non-Voice Ratio
- Chart 6.1: Potential Shift in Voice / Non Voice Ratio During 2006 World Cup
- 6.1.2 Additional Revenue Ratio
- Chart 6.2: Additional Revenue Percentages Due to World Cup
- 6.1.3 Additional Revenue Forecast
- Chart 6.3: Additional Revenue Generated by 2006 World Cup in Billions
- 6.1.4 Revenue by Segment
- Chart 6.4: 2006 World Cup Revenues by Service
Chapter 7 Conclusions and Recommendations
- 7.1 Conclusions
- 7.2 Recommendations
- 7.2.1 For Operators
- 7.2.2 For Content Providers
- 7.2.3 For Manufacturers
Appendix A Lead Authors Profile
Appendix B About visiongain
Appendix C Report Evaluation Form
- Adidas
- Apollis
- Avaya
- BBC
- Betfair
- Bouygues
- CNN
- Comverse
- Deutsche Telekom
- Deutsche Welle
- Electronic Arts (EA)
- ESPN
- Eurosport
- Ferrari
- FIFA
- Hutchison 3G
- Infront Sports & Media
- KDDI
- KirchSport
- Korea Telecom
- KT ICOM
- Ladbrokes
- LG Electronics
- LogicaCMG
- Maxis
- Microsoft
- MobileFuture
- Nike
- Nokia
- Nortel
- NTT DoCoMo
- O2
- Orange
- Philips
- Rapid Mobile
- Renault
- Samsung
- SFR
- Siemens/BenQ
- SingTel
- SK Telecom
- Sony
- Sony Ericsson
- StarHub
- Telefonica
- TIM
- T-Mobile
- T-Systems
- UEFA
- Vivo
- Vodafone
- Zgroup-Mobile
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