July 28, 2005
SMS.ac
Based in San Diego, California, SMS.ac, Inc. is a wireless communications company whose proprietary MMSbox technology enables the exchange of text (SMS) and multimedia (MMS) mobile communications across any technology platform and deliverable to any enabled wireless device.
SMS.ac is host to the largest wireless community in the world, offering connectivity to more than 400 mobile networks worldwide. Through its core MMSbox™ technologies, SMS.ac, Inc. enables interoperable, worldwide wireless interaction between network operators, technology standards, the Internet, enterprises, consumers and application/content developers. Through its global initiatives, SMS.ac is igniting the widespread adoption and use of wireless data.
SMS.ac uses it’s proprietary and interoperable technology platform to unify consumers, mobile carriers, application developers, handset manufacturers, enterprises, content and service providers, and virtually anyone in the world interested in communicating via text and multimedia messaging.
SMS.ac partners with mobile carriers around the world to offer its members connectivity to the most mobile data networks, resulting in anytime, anywhere access to people, information and entertainment that are important to them.
Technology
SMS.ac’s technology MMSbox™ has many messaging tools and services that provide consumer SMS (and later, MMS) connectivity across any operating system or platform, from anywhere in the world, using mobile and web-enabled devices.
Business Model
SMS.ac is partnering with mobile operators around the world and integrates the billing systems of mobile operators, so that consumer activity through SMS.ac's systems appears on the users' monthly statements. SMS.ac partners include: Verizon Wireless, the joint venture of Verizon Communication (nyse: VZ - news - people ) and Vodaphone (nyse: VOD - news - people ); T-Mobile, a unit of Deutsche Telekom; Sprint (nyse: FON - news - people ); Nextel (nasdaq: NXTL - news - people ); South Africa's MTN Group and Globe Telecommunications of the Philippines. The largest revenue pool of embers living in the U.K., and spend an average $20 a month on short messaging. No matter the locale, wireless carrier partners of SMS.ac receive 50% of revenue in exchange for the billing arrangement. Revenues are also realized from mobile advertisements, technology licensing, subscriptions, sponsorships.
Products (subscribe to SMS.ac, and you can have the following features allowing you accessibility to a social and interactive network):
• Profile: How would you like to be famous? Completing your SMS.ac member profile means that people are far more likely to communicate with you, especially when you upload photographs. Member profiles make it easier to search for and find people around the world that share your interests. And you get Reward Points when you complete your profile!
• Flirt: Are you in search of your perfect soul mate, a passionate date, or just someone with whom you can share your thoughts? The smsFlirt "Enhanced Search" is the perfect way to instantly meet people that share your interests and attractions! Your next love affair might be as close as your mobile phone, so give smsFlirt a try... you never know where it may lead!
• Channels: Stay current on your favorite topics by receiving news, information and entertainment--directly on your mobile phone! Choose from Horoscopes, Weird News, Pick-up line of the day and lots more. Add or remove smsChannels anytime you want--the choice is yours!
• Clubs: Find people anywhere in the world that share your specific interests and exchange messages with them, using your mobile phone! Join a Club, or start your own. Some Clubs have thousands of people in them, so you'll be always connected with plenty of people that like the same things you do!
• Interactive: Welcome to Interactive! This is where you’ll find a variety of exciting games and services that you can enjoy with people around town, or around the world! Test your knowledge and skill with our interactive trivia games. Look to your horoscope for answers to your future. If you like Fun & Games, check out our cool new games like “Choose Your Own Adventure,” “Hot 21” and “Word Jumble.”
• Email: Spam-FREE email! You'll never miss another important email again, because you can have all, or part of your email messages sent directly to your mobile phone! You can choose to forward only the emails that are sent from pre-approved sources, making your email spam-free!
• Rewards: SMS.ac rewards you for using SMS.ac products and services. As you receive points, you can participate in auctions to receive fantastic prizes, such as digital cameras, iPods and more. The more you use SMS.ac, the more points you receive!
• Ringtones: Get all the latest ringtones, wallpaper, screen savers and more... everything you'd ever want to make your mobile phone super-sweet! Downloading is easy!
(taken from sms.ac)
Statistics:
SMS.ac launched its consumer suite of MMSbox-based wireless applications with significant advantages over would-be competition:
• SMS.ac applications are created specifically for mobile deployment. The Company's original applications are a result of more than $70 million spent in research, development and gauged consumer (Youth) adoption.
• SMS.ac products and services were designed to attract and retain Youth. Proof of concept is that SMS.ac remains the largest product launch of any company in history, as well as the largest community of mobile phone users in the world (35 million).
Why is it so important for SMS.ac to focus on Youth? Youth (ages 13-24) are perceived as being a vital demographic segment for a wide variety of industries. According to a recent mobile Youth report authored in the U.K., Youth disposable income globally rose to $1.14 trillion. The report indicates that as examples, Youth in the USA and Switzerland annually spend $4,903 and $4,798 in disposable income per head, respectively.
According to the same report compiled by Wireless World Forum, worldwide adoption of mobile phones is accelerating. In the U.S., there is an estimated 44.9 million mobile phone owners in this Youth segment, while that number is projected to jump to 52.2 million in 2006.
The numbers being tallied from mobile data are impressive-- and increasing:
• SMS currently generates around 18% of total mobile operator revenue in Europe.
• Mobile email generates 80% of data revenues for operators in Japan. With revenues realized from "voice" on the decline, mobile data is viewed as the avenue by which operator profits can be taken to new heights.
What is the possible impact on Youth within the mobile marketplace? Wireless World Forum states that Youth spent $11 billion globally on music in 2003. They spent eight times (8x) more on mobile phones than they did on music in that same time period. Worldwide, Youth mobile products now outsell Youth music products by 800%.
WHAT DISTINGUISHES SMS.ac
• Largest mobile community
• Most premium billing arrangements with mobile carriers
• Most data collectivity to more mobile data networks in more countries than anyone else
RANDOM but INTERESTING FACTS
• Number of wireless handsets in service around the world is approaching 2 billion and revenue from mobile services is projected to exceed $126 billion in a few years
• 1.5 billion mobile users worldwide
• Average mobile phone users sends in excess 40 SMS messages per month
• Nearly 5 billion text messages get sent and received via mobile phones each month in the U.S., according to the Cellular Telecommunications and Internet Association.
• The global mobile data market will exceed $200 billion by 2010, predict technology analysts at Frost & Sullivan.
• SMS.ac has 35 million subscribers.
Posted by adriana at 04:22 PM | Comments (0) | TrackBack
Mamjam
Located in the UK, Mamjam uses an LBS instant messaging platform. By sending a message to the main server and users receive a person to chat with via SMS who is located in the same vicinity as them.
Interesting Statistics
-Mamjam users are matched with someone within 120 seconds of logging onto the service for the first time.
-The average Mamjam user sends and receives 24 SMS messages per session.
-The top 10% of our users send 60 SMS per month and generate an
additional 72 outbound messages. Generating an additional £18 for the network operators.
-The top 50% of Mamjam users send 20 SMS per month and generate an
additional 24 outbound messages, generating £6.30 of revenue for the network operator.
-Repeat usage of Mamjam is impressive: 30% of daily users are repeat users
Not so “ jammin’ ”
The downfall to Mamjam is the idea of pay as you go. For the service users are provided-- the cost is relatively expensive. It costs £1.50 for 3 chat messages, plus your normal network charges for sending messages. There are Mamjam credits available: 100 credits cost £1. Each Mamjam chat message you receive will then cost you 50 credits and system messages will cost you 5 credits.
Posted by adriana at 04:15 PM | Comments (0) | TrackBack
Dodgeball
Key Points and Interesting Facts (taken from site)
Started in 2000 as the "Friendster For Your Mobile Phone," Dodgeball was relaunched as a Social Network Application in May 2004 and quickly picked up 1300 subscribers an by January 2005 there were about 15,000 subscriber (up from 8,000 in Sept 2004, and 5,000 in June 2005). Based in New York City, in October 2004 70% of users were those based in NYC. In just one year of existence Dodgeball had 16,000 users and is based in 22 U.S. cities. The target population are those who are anywhere between 21-35 years old, live in large cities, are social and mobile, have a network of friends that they want to stay close to. Dodgeball was recently acquired by Google in early May 2005.
Business Model-uses SMS, not charged by the software
The service is free and the founders hopes to bring in revenue from sponsorships and text-messaging services. Before being taken over by Google; Dodgeball's latest sponsor was ABSOLUT vodka. Absolut “sponsored” a nightlife channel. The deal involved Absolut getting a special spot in the Dodgeball network where people could associate with the brand as a “friend” in the same way they would with people they know. This type of advertising provided something of value to dodgeball users-– sending location-based messages containing information on parties, drink specials, etc… that relate to the brand.
Summary and Personal Commentary
Dodgeball uses 2 degrees of separation. The service can filter out certain friends from receiving text messages and allows users to find friends without them knowing you are searching for them. An interesting feature that most other MOSOSOs lack is the "crush" option. One can browse photos of dodgeball users online and choose up to 5 crushes, crushes are notified when they are within 10 blocks you and encouraged to stop over and say hello.
With Dodgeball there are problems in different cities due to varying geography. For instance, the New York dodgeball experience is different than Los Angeles dodgeball experience because the cities have different geographic layouts (ie: 10 blocks in NY versus 10 miles in LA). Currently, Dodgeball is not using LBS technology which is inadvertently creating problems. Users must specify their location when sending a message to the Dodgeball server. This is one extra step the user must do to be located. Receiving a list of all the possible locations a person can be (bars, clubs, parks, or landmarks) is relatively easy. The problem arises when someone says they’re at Joe’s Pub. Do they mean Joe’s Pub in New York? San Francisco? Los Angeles? This is the reason Dodgeball launches the service in each individual city. Dodgeball must associate each user with a “home city” so the network can make assumptions on where they are located, tracking the zip code of the cell towers eliminates the problem. However, if LBS technology were integrated with Dodgeball, users would automatically be located with x,y coodinates. LBS technology not only gives the precise location of the user, but creates efficiency in the location process--there is no need for the user to type in that they are indeed at Joe's Pub.
Eliminating the problem of geography and increasing efficiency is the idea behing LBS.
Posted by adriana at 12:34 PM | Comments (0) | TrackBack
Dodgeball
Key Points and Interesting Facts (taken from site)
Started in 2000 as the "Friendster For Your Mobile Phone," Dodgeball was relaunched as a Social Network Application in May 2004 and quickly picked up 1300 subscribers an by January 2005 there were about 15,000 subscriber (up from 8,000 in Sept 2004, and 5,000 in June 2005). Based in New York City, in October 2004 70% of users were those based in NYC. In just one year of existence Dodgeball had 16,000 users and is based in 22 U.S. cities. The target population are those who are anywhere between 21-35 years old, live in large cities, are social and mobile, have a network of friends that they want to stay close to. Dodgeball was recently acquired by Google in early May 2005.
Business Model-uses SMS, not charged by the software
The service is free and the founders hopes to bring in revenue from sponsorships and text-messaging services. Before being taken over by Google, Dodgeball's latest sponsor was ABSOLUT vodka. Absolut “sponsored” a nightlife channel. The deal involved Absolut getting a special spot in the Dodgeball network where people could associate with the brand as a “friend” in the same way they would with people they know. This type of advertising provided something of value to dodgeball users-– sending location-based messages containing information on parties, drink specials, etc… that relate to the brand.
Summary and Personal Commentary
Dodgeball uses 2 degrees of separation. The service can filter out certain friends from receiving text messages and allows users to find friends without them knowing you are searching for them. An interesting feature that most other MOSOSOs lack is the "crush" option. One can browse photos of dodgeball users online and choose up to 5 crushes, crushes are notified when they are within 10 blocks you and encouraged to stop over and say hello.
With Dodgeball problems exist in different cities due to varying geography. For instance, the New York dodgeball experience is different than Los Angeles dodgeball experience because the cities have different geographic layouts (ie: 10 blocks in NY versus 10 miles in LA). Currently, Dodgeball is not using LBS technology which is inadvertently creating problems. Users must specify their location when sending a message to the Dodgeball server. This is one extra step the user must do to be located. Receiving a list of all the possible locations a person can be (bars, clubs, parks, or landmarks) is relatively easy. The problem arises when someone says they’re at Joe’s Pub. Do they mean Joe’s Pub in New York? San Francisco? Los Angeles? This is the reason Dodgeball launches the service in each individual city. Dodgeball must associate each user with a “home city” so the network can make assumptions on where they are located, tracking the zip code of the cell towers eliminates the problem. However, if LBS technology were integrated with Dodgeball, users would automatically be located with x,y coodinates. LBS technology not only gives the precise location of the user, but creates efficiency in the location process--there is no need for the user to type in that they are indeed at Joe's Pub.
Eliminating the problem of geography and increasing efficiency is the idea behing LBS.
Posted by adriana at 12:34 PM | Comments (0) | TrackBack
LBS update (current figures on location-based services)
Location Based Services certainly seem to be the wave of the future. According to a new report from research firm Berg Insight, revenues from mobile location based services in the European market will grow 153 percent during 2005 to reach € 274 million. In 2004 revenues from location-based service in the European market were approximately € 108 million. The average annual growth rate for the coming five years is expected to be 83 percent, increasing revenues to € 2,183 million. Over the next five years, this figure is expected to account for 4.5 percent of total non-voice revenue. Johan Fagerberg, a senior analyst at Berg Insight gives his insight on the emerging LBS market: “This year we have begun to see the expected shift in revenues from voice to non-voice services in the mobile industry. Increasingly user friendly handsets paired with a more mature approach to content services create the right conditions for launching new offerings on the market.”
Posted by adriana at 11:55 AM | Comments (0) | TrackBack
July 27, 2005
Mobile Community
A network of interpersonal ties that provides sociability, support, information, a sense of belonging, social identity, and which always connects its members regardless of where they go.
It's important to note that location, time and resources are not necessary constraints on membership or participation in a mobile community. However, the community may choose to form based on intended restriction of those variables. For example, a member of a mobile community of green architects can connect with others at any time of the day, even if she's on top of a mountain in Peru, and share information and some material resources if desired. On the other hand a mobile community might form around graphic designers being available for a drink after 5pm in New York. The limitations are less due to restrictions of the physical world and more due to the desires of the members.
-Jeff Axup, mobile comunity design
Posted by adriana at 10:12 AM | Comments (0) | TrackBack
Location based Mobile Social Software Defined
LoMoSos = MOSOSO + LBS
A mobile social software that uses the technology of a location based service. Coupling Mososo and LBS provides efficiency and can identify people in your social network anywhere in the world, as opposed to identifying people solely within your vicinity. LoMoSos will make identifying users location easier and more efficient. For instance if you are walking down the street and want to meet your friends at JOE’s pub, send a message saying you will be waiting at Joe’s Pub. If you do not have LBS with your MOSOSO, you will have to specify which Joe’s Pub you are waiting at—the one on 4th street or on 42nd steet? Or the one in Los Angeles? the one in New York? However, with LBS the system locates you automatically letting you and others know exactly which Joe’s pub you will be waiting at.
Posted by adriana at 10:09 AM | Comments (0) | TrackBack
Location based Service (LBS) Defined
A service provided to the subscriber based on their current geographic location. This position can be known by user entry or a GPS receiver that he or she carries, but most often the term implies the use of a location through radio waves, also known as a radiolocation function, which is built into the cell network or handset. The radiolocation function uses triangulation between the known geographic coordinates of the base stations through which the communication takes place. One implication is that knowledge of the coordinates is owned and controlled by the network operator, and not by the end user herself. Examples of location based services might include finding the closest Italian restaurant. The ability of the restaurant to send an invitation to bypassers has also been mentioned, even though this might be regarded as unsolicited commercial email or spamming. Linked technology also allows someone to identify the location of a mobile phone user to within a few yards or metres. This is especially useful when dialing an emergency telephone number, such as enhanced 9-1-1 in North America, so that the operator can dispatch emergency police or firefighting services to the correct location. In the U.S. the FCC requires all new phones have this capability, and that the user be able to easily turn it off for all non-emergency uses (wikipedia).
Posted by adriana at 10:07 AM | Comments (0) | TrackBack
Mobile Social Software Defined
MOSOSO1: social software that can be accessed via your mobile phone. A geographically relevant social software. Mobile social software takes the social software and moves it offline into the real world via mobile phones (see more in wikipedia)
Posted by adriana at 10:01 AM | Comments (0) | TrackBack
July 26, 2005
Social Software Defined
SOSO: Social softwares are networks that allow people to come together online around shared interests or causes. Social software applications help to connect friends, business partners, or other individuals together using a variety of tools. In these communities, an initial set of founders sends out messages inviting members of their own personal networks to join the site. New members repeat the process, growing the total number of members and links in the network. Sites then offer features such as automatic address book updates, viewable profiles, the ability to form new links through "introduction services," and other forms of online social connections. An example of a social software is LinkedIn. The focus of this SOSO targets professionals seeking to network and find job opportunities, people to employ, and other business related endeavors. Participants of this particular SOSO have a profile and can submit a resume (CV). They contact others on the network he or she is affiliated or personally knows and can start networking online, asking friends to introduce them to potential employers, etc. Another example of a SOSO is Match.com, which specializes in helping members find romance in a safe environment via social networking. Members create a profile; completed with a picture, interests, and general information about themselves and can chat with members on the network in hopes of finding a compatible partner.
Posted by adriana at 05:48 PM | Comments (0) | TrackBack
Interesting Weblog Links Regarding SOSO/MOSOSO and LBS
http://www.socialnetworking-weblog.com
- This particular blog features categories such as enterprise SOSO, future of SOSO, and using SOSO (to name a few). There is a collection of archives dating back to December 2004 and links to merging technologies. All in all the entries are not very in-depth keep and the information being offered about social software is not as extensive as other blogging sites dedicated to social software.
http://www.weblogsinc.com
- Features over 100 independent, unfiltered bloggers producing over 1,000 blog posts a week across over 75 industry-leading blogs, as well as business to busines media. A nice fusion of articles from all different categories with insight into their specific fields of technology, wireless, media and entertainment, and business lifes sciences, and consumer. This weblog is a good place to start a search and offers many links related to the topic you are researching or to hope to learn more about.
http://www.corante.com/many/
- Hosts a myriad of blogs regarding the technology, science and business communities. Weblog columns features a variety of blogs focusing on different arenas. Those of interest to our project are the following and will be described below (many to many and online dating). This is a large site, in fact corante.com is the world’s first blog media company. Many writers who are well respected and definite experts in their fields wrtie for corante, therefore making it easy to take their opinions and information to heart.
-(many to many hosts blogs regarding new social software and has links to other articles. Authors give comments on up and coming softwares and technologies and provide insight into... Blogs do not focus on specific SOSO, but rather trends and new discoveries with social softwares in general.
-online dating features a list of top 10 dating sites, events and conferences, dating and discovery columns and a trendwatch. The authors are experienced in SOSOs and online dating and provides decent links to the topic at hand.
http://www.zephoria.org/thoughts/archives/social_software/index.html
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http://thevirtualhandshake.com/glossary.htm#blog
- The goal of this site is to create social software resources such as blogs, SOSO sites, virtual communities, relationship capabilities, and management software. The site is interesting and full of links that are useful. For instance, there is a social software directory http://thevirtualhandshake.com/directory which lists all the SOSOs and give detailed background information on each software with a summary, membership, length of existence, founder, corporate overview, description and notes.
Posted by adriana at 02:46 PM | Comments (0) | TrackBack
July 21, 2005
Location Based Mobile Social Softwares
In this Blog you will find important information and comments on the new comming wave of mobile social softwares. This blog focuses on Location based mobile software. Services that allow users to find and retrive information about their social network directly on their mobile phone.
Posted by akman - Alex Kummerman at 12:01 PM | Comments (0) | TrackBack