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MVNO Targets
Youth Market with Next-Gen Services
Amp'd Mobile is leveraging the
Verizon network to offer nationwide 3G service that targets
the youth and early adaptor markets through several
innovations that point to where next-generation mobile phone
technology is headed in the United States.
Amp'd offers traditional mobile
services on 3G phones, such as voice and text, along with a
proprietary interface for quick access to music, games, video,
sports and news. The MVNO (mobile virtual network operator)
also offers the Amp'd Lounge, which allows users to instant
message, chat and share photos with multiple mobile users at
the same time.
Marketed as an integrated mobile
entertainment company, Amp'd is taking aim at the
18-to-24-year-old demographic, with a wider target of 15 to
35. And as an MVNO, Amp'd says it can reach that market better
than most traditional carriers.
"What we're able to do is come in
and try to be like the Apple or Nike of our space and really
segment a target," says Seth Cummings, Amp'd SVP of content
and Internet. "So while the other carriers are targeting young
kids with 'Sesame Street' all the way up to older people with
'Murder, She Wrote,' we're just targeting our sweet spot of
consumers."
Video-over-mobile is one
technology Amp'd is using to attract its target market,
offering clip-based services as well as live video feeds. "We
do all the deals ourselves, we program the deck ourselves, and
we don't use any third-party video aggregator like MobiTV,"
Cummings says. "Then we have outdoor broadcast trucks, which
are like Monday Night Football trucks. We use those to
broadcast ultimate fighting championships, Supercross, and we
just did the Fallout Boy tour concert, which was the first
live concert ever broadcast to a mobile phone in North
America."
Cummings says Amp'd has close to
100 deals with 100 different video providers, ranging from MTV
and Comedy Central, to ABC and ESPN. And through a proprietary
user interface, the service is set up like a DirecTV channel
guide.
Viewers also can get unlimited
access to video through two plans that look like cable TV
packages. "Amp'd Overload" offers more than 20 channels for
$15 per month and "Amp'd Overdose" has more than 30 channels
for $20 per month. "So instead of users going into the deck
and paying a la carte, like two bucks a month for ESPN, you
basically pay like a flat cable fee of $15 or $20 a month, and
it's all you can eat," Cummings says.
Music and gaming are two other
important elements of the Amp'd mobile entertainment
philosophy, and next generation mobile phone technology
creates appealing options for today's youth and early
adopters.
Amp'd uses 3G phones from
Motorola that are also MP3 players. Users can buy $.99 music
tracks that are delivered over the phone, and a second track
is also emailed to a user's PC. And like an iPod, the phone
can be tethered to the PC for sideloading music from CD's. The
phones also have a 3D multiplayer for games, and with partners
such as EA and THQ, Amp'd plans to offer games like Madden 3D
and Need for Speed 3D.
The 3G phones also have
push-to-talk, a USB port and a removable memory card. Amp'd
says these are all things the youth market looks for in a
phone, and with a customer cost of $99 to $149, Amp'd believes
it has hit a price point that's appealing to its target.
The phones are enabled with
Qualcomm's BREW technology, which allows developers to provide
compelling applications and content without the need to
perform major rework from one phone to the next. This allows
mobile operators to update their interfaces directly over the
air.
One of the applications that
utilize BREW is the Amp'd Lounge, which is powered by software
provider AirG. The Amp'd Lounge is a social networking service
on a mobile phone that offers many of the same applications
used online by a PC. With the Amp'd Lounge, people can instant
message, share photos and picture profiles, use search tools
and participate in chat rooms.
Frederick Ghahramani, director of
AirG, says the company's wireless social networking service is
beginning to get a lot of traction, growing to 7.5 million
users from 5 million over the last five months of 2005, a 50
percent increase. Ghahramani adds that active users in the
U.S. are generating about 59 minutes a day using AirG
services.
Much of AirG's growth is credited
to newer handsets with high-end capabilities. "A big part of
it is because the cell phone technology has gotten so much
better and the phones with the higher-end capabilities are
becoming the mass-market phones you get for free when you sign
up with a service provider," Ghahramani says. "The phones are
no longer just for that high-end, technical market."
Ghahramani also notes that
breakthroughs such as BREW and 3G networks make the end-user
experience easy and visually appealing. "Back in the day you
had to use SMS or WAP as your transport method, so for every
chat room refresh you had to go back and pull from the server
and wait for that." Ghahramani says. "Here with the Amp'd
phone, we actually have an application that's intelligent
enough to only download the things that actually change in the
chat room."
And with less data being sent
back and forth on the higher capacity 3G network, the end-user
experience is a lot faster, Ghahramani adds.
Ghahramani says Amp'd is a prime
example of where the mobile phone market is headed, and with
networks only now gaining the capacity to support some new and
innovative applications, the market is just beginning to see
its potential.
"With the growth rate we have
now, we think the business is getting comparable to the
success of online, and it has the added advantage of using the
technology on the go," he says.
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