In Search Of … The Quest for Games in the Mobile Universe
I led a roundtable this past week at GDC Mobile on search and discovery of mobile games. This post will be dedicated to addressing some aspects of the search and discovery of mobile content. I will go through the presentation in detail and include the salient points brought forth during the roundtable.
For a less in depth overview of the panel, Jeffrey Fleming from Gamasutra published this review of the round table.
Context
It is useful to think of search and discovery as specific vehicles of findability. In Ambient Findability, Moville defines findability as “the quality of being locatable or navigable.” This relates both to the degree to which something is easy to discover or locate as well as the degree to which the overall environment (in this case mobility) supports navigation and retrieval. According to Morville, the requirements of findability has to do the definition, distinction and difference of the particular object or thing to be found. For physical objects, this relates to size, shape, color and location. For digital content, this relates to labels, links and keywords.
Before getting into mobile search and discovery in particular, it is useful to look at the evolution of cable and the Internet. The best brief history I’ve heard of in the context of mobile was by respective heads of Nielsen Mobile Media (Sid Gorham) and Real Networks (Rob Glaser) on a panel on mobile content discovery at Wireless Influencers.
So, here goes, History 101 by Gorham and Glaser:
- First, TV dial placement was most important
- From my vantage point, this is where we are now within mobile
- Sid Gorham quoted a study they did in which a bowling game got a 270% lift when being sold off page one as opposed to page two or three. The importance of deck placement is well known to any game publisher. I’ll go into this in more detail later.
- Then, cross channel promotion
- Finally, an on-screen guide
- Cable was a content paradigm that people understood due to its relationship to television. As such, the context of discovery was based on a ‘channel’
- On the PC / Internet, access was unbundled from content
- Navigation is rich
- Advertising, transactions and consumer premiums are all viable models
- The keyboard and mouse provide much richer discovery
When we then think about mobile in the context of search and discovery, we are faced with a number of challenges:
- Constraints
- Network performance, limited device capabilities, fragmented formats, keypad & screen size
- Lack of navigational paradigm
- ‘Channel’ model has had limited success
- Multi-modal interfaces (voice + keypad) can be hard and difficult
- One size doesn’t fit all
- Non-integrated consumer touch points
- Talking, texting, capturing, sending, listening & viewing
- Too much choice
- As Garret Camp, the founder of StumbleUpon has noted, “given 8 choices, a user will not choose anything; give them 2-3 and they will choose something”
- Driving the right answer
- The right reach vs. brute force
- Will Relevancy and paid links work in mobile just as they have on the Internet
Before going through some specific market data related to search and discovery, it should briefly distinguish how they are used:
- Discovery (summarized from comments made by Vivek Badrinath, EVP Products & Technology at Orange)
- Moments of boredom
- Surf not search
- Electronic programming guides work in this context
- Better results, if you also add Amazon-style recommendations
- Local
- You are looking for something
- You are looking for something in a specific context.
- Moments of boredom
- Search (summarized from a recent McKinsey & Company presentation on search)
- Objectives
- If people are searching for a ringtone, they often will buy it
- If people are searching for a video, they often will view it
- An eye towards Japan
- NTT DoCoMo: search limited to DoCoMo sites; after they present the authorized content on deck, you can access third party content and sites
- KDDI: the Google search box is right at the top of the deck
- Critical mass
- The critical mass is typically 20% for any given service
- For cable, it was 25-32M viewers
- For online, it was 30-50M
- For mobile, you need 25-40M search users (likely will happen in 2011)
- Objectives
Here is some data from a recent study done by Nielsen (Mobile Media Survey - Nielsen August 2007) that details the mix of search objectives for mobile search by method and the percentage of searches that related to content:
- 27% of the SMS searches were for content
- 8% of the WAP searches were for content
- 31% of the carrier search box searches were for content
- 27% of the carrier portal searches were for content
To clarify, WAP is likely to mean off-deck and both the carrier search box and the carrier portal searches were carried out via WAP.
Market Data
Eric Puterbaugh - Director of Client Services, Mobile Media - for Nielsen Mobile presented some interesting data at the round table. I should also note that Eric is my brother and a Nellymoser co-founder. According to Eric, on-deck games sales in the U.S. were at about $175M in Q3 2007 which is roughly ~$700M annually. Of particular interest is that games are growing at about 24% YoY whereas applications in general are growing at 225%. We spent some time discussing this information. Fortunately, Rob Tercek (a mobile pioneer as well as the Founder and Chairman of GDC Mobile) participated in the discussion and noted that the game growth is slightly misleading mainly due to the fact that Sprint’s game business has taken a hit over the past year. It is also worth noting that application growth relates to both the success of location-based services (e.g., Verizon’s EZ Navigator) and the price point of these applications which is typically around $9 / month.
To provide some additional contextual market data, according to mMetrics (Q4 2007), just over 20% of the mobile subscribers (~220M) play games at least once during a given month. Taken a closer look at the 20%, half of these subscribers play games that they have downloaded, 1.5% play browser-based games, and about 15% play native / pre-loaded games. Keep in mind that these numbers may not “add up” but this relates to the fact that a given user may fit all of these contexts. Furthermore, of the games that are downloaded, just over 75% purchased the game by paying a fee whereas under 40% only use the trial versions. If we look closer that the purchase methods, close to 70% of those that purchased the games ordered via a mobile browser, 5% via short codes and around 10% ordered on the PC and retrieved the game via their mobile phone. Finally, in terms of discovery, about 75% of the subscribers found the game on the phone, 15% didn’t know where they found it, 10% via PC and about 8% (2% per media type) found the game via radio, television, magazines and newspapers.
Eric also presented some compelling data from a Nielsen Mobile study on deck placement. Their key conclusions were:
- Promotion enhances the popularity of games by approximately 75-100% more than the same titles when not promoted
- Increases in both revenue and downloads are driven by promotion
- Games placed on the first page of a promotional deck benefit from 25-50% more than those on the second or later page.
Based on our experience at Nellymoser and analysis of data from mMetrics and Nielsen Mobile, I would list the key discovery vehicles in descending order starting with the most effective:
- Pre-loaded on mobile phone
- On-Deck, promoted or featured
- On-deck, in-category
- Off-deck, D2C (e.g., club or storefront), PC
- Off-deck, D2C (e.g., club or storefront), WAP / Mobile Browser
- Off-deck, D2C (e.g., club or storefront), SMS
- Television, short-code
- Print, short-code
- Radio, short-code
- Retail, e.g., pre-paid card
Fragmentation
You cannot have a presentation related to mobile gaming and application development without articulating some of the issues surrounding fragmentation. This was clearly a sore point that was reiterated at this years GDC in which a number of game developers felt that they were being forced by carriers to support an unreasonable number of handsets such that the porting and testing costs were often equal to or higher than the initial development costs.
Nevertheless, just to reiterate the key aspects of fragmentation, I highlighted the following aspects of fragmentation. First, standing between consumers and content providers is a highly fragmented system of content formats, mobile phone types and wireless networks. Second, combining both on-deck and off-deck introduced additional friction in mobile discovery and delivery. There is further fragmentation within each operator related to middleware access methods. For example, I presented the following diagram I created to represent the middleware fragmentation for the top three U.S. operators:
I then spent some time going through the steps that a consumer has to go through to find a game on each of the operators’ decks. Here is a screen shot from the Sprint deck hierarchy:
Case Studies and User experience
After discussing fragmentation, I discussed some case studies and the importance of user experience based on work Nellymoser has done related to tackling the problem of discoverability as it relates to games.
This included differentiating the pros and cons and when to use SMS, MMS, WAP, Java and BREW. I focused on discussing the following case studies:
- Off-deck storefronts
- In-application commerce
- On-portal game discovery (WAP vs. App)
- Mobile widgets
- Multi-platform and use of social networks for discovery and distribution
I raised some issues and observations based on these various case studies, such as:
- Reach versus the right reach
- Browsing (text vs. multimedia, content-based vs. category-based, multi-modal)
- Downloads
- Heterogeneous systems (WAP billing, Java discovery)
- Previews
- Navigational paradigms
- Click rate & distance
- Pacifiers
- 2-second name test
- Trials (opt-in, opt-out)
- Relative price and price-discrimination
- Multi-platform, multi-player
Improving user experience … help is on its way
Despite the relatively pessimistic tone (with the exception of Nokia’s keynote), I concluded my presentation with some indicators that there are some positive initiatives going on within mobile that will improve user experience in general and discovery in particular. They are:
Standard vehicles for measurement
- Standard methods for measurement across deployments
- Maximizing based on outcomes (e.g., loyalty, transactions, usage) as opposed to outputs (e.g., page views, downloads) the consumer value proposition needs to fit the experience
Android and Apple effect
- Have started addressing usability from the “ground up” (OS and apps).
- Establishing the conditions for themselves - and others - to deliver a more compelling user experience
Resurgence of applications: Browsers +- Apps
- The level of integration and user access will enable developers to set a new bar for rich, interactive discovery applications and services that will surpass the browser.
- A much richer and wider range of discovery vehicles are emerging - beyond ODPs and widgets
- Yahoo! Go is an early indicator of the importance of offering consumers rich, interactive experience
Improved retailing
- Explicit (user rating, ranking, comparing)
- Implicit (browsing, purchasing, viewing and preference history)
- Personalized (’anticipatory’) and directed navigation (e.g. Alltel’s Celltop)
Maximizing consumer touch-points
- Marriage of social web with mobility (personal, local, always-on, every-present)
- Talking, texting, capturing, sending, listening, viewing


