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 Frederick Ghahramani, Founder airG
WIQ: How did airG begin?
FG: We started because three former
engineering students, including myself, used to play video games on
these big $50,000 Sun computers in engineering labs, where thousands
of dorks like us would interact through text-based games like Zork
and Dungeons & Dragons. They were powerful machines, and because
they were networked with other powerful machines around the world,
you could play BBS-style text-based games with many others . . .
causing you to fall behind forever in your studies because your
magic orb would get stolen if you didn’t stay online all the time
(laughs).
In 2000, we looked at mobile phones and the type
of experience and latency they offered, and we thought “why not
build a massively multiplayer game where we could put thousands of
people together interacting on their cellphones?” We did do that,
and we managed to convince ten or fifteen telcos, who sold the game
to their customers. We put almost 200,000 people together, and what
we found really quickly was that they were chatting and
instant-messaging and trying to meet each other more than they were
actually playing the game. We concluded that in this medium people
wanted to interact more than they wanted to play games, so we
extracted that concept and made it a gaming community, and then a
dating community, and now it’s become a variety of private label
communities: Latino, sports, music and so on. Now we’ve put over 10
million customers together, interacting on their mobile phones.
Obviously the technology has evolved, but the premise is the same.
WIQ: So the model is that you sell the
technology to the carriers and they sell it on to their customers?
FG: We license our client software to the
telcos, and to media companies, and they sell them to customers.
Their objective, obviously, is a revenue-add, so they want you to
use your phone more and rack up a bill, either as a function of that
revenue growth, or as a licensing fee for the system and the
software. We operate the back-end systems completely. The exciting
thing for us is that it took five years to build up a customer base
of 5 million users, and then it took eight months to go from 5
million to 10 million users.
WIQ: To what do you
attribute that?
FG: We attribute that to the
fact that handsets now are that much more “sexy.” You can send a
photo with your handset, you can interact with people who have other
photos on their systems; you can actually get an almost PC-like
experience, and it’s no longer just text-based. Now we have a
downloadable product that goes on the phone and is analogous to the
experience that you would have online: obviously not as good, but
when you’re on the go, away from the PC, it’s a good replacement and
we’ve found that a big part of our customer base either shares a PC
or doesn’t work in front of a PC all day.
We’ve hit a
tipping-point: usage has gone up to the point where the average user
in the United States spends 59 minutes a day using our service.
WIQ: Are there particular handset requirements,
to get the most out of it?
FG: There are and
there aren’t. As a company, we work to support every handset in
every market that we roll out in. We support, I believe, over 3,000
handsets now. If you have a newer handset that supports a
downloadable product (which handsets released in the last two years
generally do), you will have a better experience. But even if you
have a phone that is three or four years old that just has Web
browsing, you can still use our product; in fact the bulk of our
traffic is still coming from legacy handsets. There is a handset
replacement cycle of about two years in the United States, and with
that cycle comes more usage for us, and more users as a result. The
newer products look a lot better and attract a lot more people and
you’ll get a better experience on newer phones, but we do support
older phones. For example in the Philippines and in India, with
large installed bases of older phones, we’re pragmatic and we
support them because we know that’s still a pretty big chunk of the
market.
WIQ: Is the whole back end of the
operation run out of Vancouver?
FG: We have
over 100 servers in Vancouver interconnecting all the different
networks around the world. You could be a guy in Belgium, hoping to
find a 35-year-old woman who likes The Doors. You find someone in
Seattle: you tap in your message through a browseable service; that
message gets pinged through our servers back here. We route that
message almost instantaneously to that person’s phone. There are
millions of transactions like that happening every day.
WIQ: Why is the mobile social networking space
growing so rapidly?
FG: It’s a basic human
need, to be loved and given attention. It’s not always a romantic
thing; at work, or when you walk into a bar, you want recognition
and attention. My belief is that this need promulgates itself
through whatever different media you are in. If your PC is
user-friendly enough for you to be dating or doing social networking
online, and that medium is what people spend hours a day in front of
at work, then that’s the outlet that will satisfy that basic human
need.
But our numbers demonstrate that our customers are
different from the people who spend the day in front of their PC
because of their work. There are actually more people in the United
States and globally who aren’t in front of a PC all day. We recently
did a survey there that showed 59% of respondents did not own a PC.
They are taxi drivers, people working in hair salons, students . . .
the people who power America don’t sit behind a computer all day,
they work in Starbucks, or at a job where they have to move, and for
those experiences, a mobile phone is essentially a PC replacement.
Nokia did a survey a couple of years ago which found that the
highest number people who play games on their mobile phone are
London taxi drivers! It’s not a kid with a PlayStation 2, it’s the
average person who has five or ten minutes of down-time and their
phone is their outlet for passing that time.
WIQ: Can you tell us anything about the
demographics of your community members?
FG: In
the survey I just mentioned, we got 30,000 responses in 90 minutes,
all via their phones, all in the United States. We found that over
80% were between age 18 and 30; 33% spend over $80 a month on their
phone bill. 42% pay over $100 a month on clothes and entertainment.
We asked them whether they’d prefer to chat on the phone or watch
TV, and over three-quarters said they’d prefer to chat on the phone.
WIQ: You seem to be focusing on language groups
in building these communities. Is that going to be your major
thrust?
FG: No, there are different channels
of growth. In the beginning we pushed it to the telcos. So, a
product on Sprint; a product on Verizon, and so on. On the second
pass, our key premise has been to pick perennial topics that people
will congregate around and have a discussion over. Some of the
perennial topics that like-minded people will congregate around are
sports, for example, and music, and language. In the United States
you’ve got 40 million Latinos; almost everyone in that population
self-identifies as being Latino and proud. So it’s a natural,
perennial topic to tap into and build a community around.
The next step is to build a branded community. In Asia we
work with MTV to build an MTV-branded community off-deck, meaning
that any customer on any network can access that service, can get it
on their phone, can interact with other people that are interested
in MTV-branded products. Chatting, IM, photo sharing, mini-blogging:
they do that every day. It also gives MTV a chance to promote
services that are MTV-oriented and branded, to those users. So our
next step is the idea that our technology and our backend and our
software is all the same – it’s really how you spin it to go to
market.
I could visualize people going to Mission Impossible
4 at the movie theater and texting to join the Mission Impossible
community, because there are thousands of people around the country
watching that movie at the same time. You can interact with them on
your mobile phone during and after the movie. Tom Cruise is a pretty
strong draw for people to sit around and talk about.
WIQ: That brings up the question of advertising
and marketing, and how they differ in mobile social networks
compared to online ones.
FG: There’s a lot of
hype in the mobile advertising space. But the real message is: make
it relevant; make it targeted; don’t make it disruptive. Our belief
is that what mobile advertising is missing is feedback to the
advertisers, allowing them to target their ads to the right people.
Right now, people are just buying ads randomly to get them on
phones, but targeting the advertising is going to get a much higher
click-through rate, with an increased spend as a result. You’ve got
millions of people interacting every day, spending an hour a day on
their phones, and they are volunteering their identity: age, sex,
location. That means the ability to target-market services and
applications to those users a lot more effectively. You can craft a
litany of different ad campaigns: for example to Latino males in New
York on the Cingular network who have been online in the last 24
hours. Starting with ten million users, you can narrow it down and
target-market to that user, and as a result an advertiser gets a
higher click-through rate and more intelligence about the customer.
Already we’ve seen some early results. We’ve got companies
like Jeep, Schick, Verizon and others advertising into our network
and target-marketing our users with promotions, campaigns, and
brand-building exercises, and getting a result that’s over ten times
the result of an online spend. Right now the click-through rates in
our system are in the 5% range, whereas typical online click-through
rates are in the 0.5% range. So it’s a novel mechanism where you can
target people really effectively.
WIQ: Wouldn’t
it also be true that the narrower a population niche you aim
for—say, fans of a particular musical artist—the smaller your target
audience?
FG: Sure, but the idea is that the
advertiser—in this case, the record label—gets a list of people who
have proactively joined to be “in the know” about that artist’s
announcements. If I join that artist’s community, I’m sharing my
personal information with the community because I want like-minded
people to be able to find me and know who I am. The ROI that the
advertiser is going to get as a result of that is huge, because for
them to get a list of a couple of hundred thousand people showing
the same information would cost them typically $5.00 to $6.00 per
customer.
WIQ: It’s somewhat similar, isn’t it,
to what’s starting to happen in the world of video-on-demand, where
new ad-insertion technologies mean the ability to deliver targeted
ads to particular household members based on viewing choices, and
change them more or less “on the fly”?
FG:
What that demonstrates to me is that advertisers have a need to get
more feedback from the medium. Mobile communities really
short-circuit the need for that kind of technology. If you look at
my own MySpace profile, for example, because I want people to be
able to find me, I tell people that I’m 28, I tell them that I’m in
Vancouver. So I’m proactively fitting myself into specific
demographic mold. I’m basically self-profiling, which eliminates the
need to have technology do it.
WIQ: And for most
of us, the more tightly targeted the ads that are presented to us,
the happier we’ll be.
FG: Absolutely. When we
do, for example, a game promotion to a gaming community, we can get
a click-through rate of over 90%, because we’re giving a free game
trial to people who are self-confessed gamers.
WIQ: You have relationships with carriers on
every continent. What differences do you find in your activities in
different regions of the world?
FG: We already
generate sales in over 30 countries. We’ve had a physical presence
in the UK for almost a year now. You probably wouldn’t guess this,
but the United States is our most successful and most advanced
market. Everyone assumes that the US is behind in wireless
technology or services, but over 60% of our 10 million customers are
in the United States. It’s our highest traffic market and our
highest growth market. That’s being driven by the fact that data
rates in the US are actually pretty affordable. So to use the
service on Sprint, for example, you’d pay $3.99 a month, for
unlimited access. Whereas in most other markets you’d be paying per
minute or per kilobyte.
Having said that, we’ve just
starting to push into continental Europe. Our growth path there
mimics our growth path here, that is, securing the mobile operators
first, and giving them a branded service; and then building a
platform that we can push out to brand-holders and advertisers and
third parties. That’s the business model we have in almost every
market we’re in around the world now. It’s a timed push, because
ultimately for our services to be successful, data rates have to be
affordable for the consumer. Now rates are going down in France and
Germany, so we have plans to expand into those markets.
WIQ: How big is the overall mobile community
market now, and how fast do you think it will grow?
FG: We estimate the revenue to the mobile
operators this year at $200 million this year. Certain analysts have
said that mobile advertising business is going to be $10 billion by
2010, but I don’t really buy that; I think $4 billion is a
reasonable target for the mobile community space, continuing the
current growth rate and based on comparable growth in the online
space.
WIQ: What are your latest initiatives and
future plans?
FG: airG recently announced a
mobile community contest along with Boost Mobile and West Coast
Customs (they used to do the MTV “Pimp my Ride” show). This new
contest, which will offer a member of Boost’s Hookt community the
chance to win a new car, is a tangible example of non-traditional
advertising campaigns that are increasingly being targeted towards
mobile phones.
We spend millions of dollars a year on
R&D, working to find the most innovative ways for people to
seamlessly interact on their phones. Now, we’re doing the R&D
for voice connections and video connections.
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Frederick Ghahramani, Founder from
airG
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| • |
Joerg Lippert, Senior Vice President and General
Manager from Siemens
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| • |
Shailendra Jain, CEO from
Adamind
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| • |
Leigh Coleman, President from
GlobeTel
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| • |
Jack Winters, Chief Scientist from
Motia
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| • |
Jasbir Singh, President and CEO from Pronto
Networks
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| • |
Janet Boudris - CEO from
Broadbeam
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| • |
Philippe Kahn, CEO from
LightSurf
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| • |
Mike Gallagher, President from
Flarion
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| • |
Cathy Zatloukal, President & CEO from
MobileAccess
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| • |
David Rivas, CTO from Sun
Mobility
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| • |
Mark Gercenstein, President and CEO from
Tachyon
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| • |
Roy Albert - CTO from iPass
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| • |
Ron Sege - CEO from Tropos
Networks
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David Levin, CEO from Symbian
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Todd Myers from Airpath
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Peter Stanforth from MeshNetworks
Inc.
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Chris Gilbert from IPWireless
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Jean-Marc Frangos from BT
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| • |
Barry Fougere from Colubris
Networks
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| • |
Bruce Sanguinetti from Bermai
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| • |
Joy Weiss from Blueprint Ventures
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