User Created Mobile Content
By John Geirland, Sat Aug 16 00:00:00 GMT 2003
Will user-generated content be as important for the mobile Internet as it is for the wired Internet?
User created content is the dominant content form
on the wired Internet, ranging from personal homepages to Weblogs to
virtual communities of every conceivable sort from Thomas Pynchon fans
to garlic farmers. User created content is also an integral part of
many commercial sites like Amazon.com (user reviews).
The
notion of users creating their own content and sharing it with dozens or
even thousands of other users is fitting for an empowering medium like
the wired Internet, one with infinite shelf space that professional
content creators could never fill and an interface (the desktop) that is
easy to browse.
Of course, it is heresy to draw parallels
between the mobile and wired Internet. That said, new devices and
services are making it a lot easier to create and share new forms of
mobile content with others. This raises the question: What role will
user created content play in the evolution of mobile services? Will
user created content – content made by one user and consumed by many
others – become as pervasive on the mobile Internet as it is on the
wired Internet?
Examples of user created mobile content
include:
Mobile Ratings
Users are beginning to use this rudimentary but
powerful form of user created content to “vote with their thumbs.”
Virgin Mobile’s Youth Phone includes a service called “Hit List” where
customers listen to a piece of music and vote on it. After voting,
customers can hear what percentage of other customers “loved it” or
“hated it.” If widely adopted, mobile ratings could drive and shape
future mobile services and content offerings. Wireless Gaming Review
publisher Matthew Bellows expects to see mobile game ratings appearing
on handsets in the next year, as well as user reviews and discussion
forum content.
Cartoons
Los
Angeles-based Dfilm has developed a mobile version of its web-based
Dfilm MovieMaker for two European carriers. (Announcement pending at
this writing.) The mobile version will enable users to create a cartoon
character that delivers mobile messages. “We’ve boiled it down to about
five steps anyone can do and feel they’ve done something creative,” says
Dfilm CEO Bart Cheever. While Dfilm’s Mobile Messenger is intended to
enhance one-to-one communication, user created cartoons could easily
circulate virally from one buddy list to another. “Mobile is the
ultimate viral marketing medium,” says Dann Wilkens, vice president for
brand marketing at San Diego-based PacketVideo, a mobile technology
company.
Mobile Game Level
Editors
Game level editors have long been a boon
to game developers, extending the life of many “first person shooter”
style computer games. Game producers at Los Angeles-based THQ Wireless
are exploring different ways of enabling mobile users to edit game
levels and content. One approach under discussion involves bypassing
handset interface problems by building a level editor on a Wired Web
gaming portal. A user could go to the site and create a new racetrack
for a speedway race and download it into their phone. “Technically it
could almost be done with today’s technology,” says Stuart Platt, a THQ
Wireless game producer.
“I fully expect to see mobile game
level editors in the next 18 months,” says the Wireless Gaming Review’s
Bellows. He believes that in time mobile gamers will create in-game
locations (houses, towns, cities, castles) just as they now do for
online massively multiplayer games like Everquest.
MMS
Using MMS as a
community-building tool is “becoming foreseeable,” says Nokia Phones
Communications Manager Pekka Isosomppi. Nokia conference participants
have experimented using the Nokia 7650 to create picture email albums
and post them to sites on the wired Web. Photo albums could also
travel virally by being “WAP pushed” - sending the members of a buddy
list an SMS with an embedded link that brings up the photo album.
Picture email is commonly used in singles profiles at SMS.ac, a San
Diego-based mobile community. Community members with MMS-capable phones
can check out a member’s photo before sending a flirtatious
SMS.
It is possible to imagine picture email, with text
annotations, finding its way into a whole range of mobile services. One
example might be a location-based service for finding restaurants in
London, where venturesome locale gourmands supply the restaurant
profiles, photos, and ratings. Such a service might support separate
communities of lovers of Indian food or
singles.
Self
Organization
When users come together and share
content they’ve created, the result has a “self-organizing” quality.
“Self-organizing systems” is an esoteric concept that has circulated
through academe and think tanks for years. Self-organizing systems,
Wall Street Journal writer Bernie Wysocki, Jr. writes, are built by
“unorganized assemblies of people” working “on the fly, from the bottom
up” to create something of lasting value like the Linux operating system
or eBay.
eBay is one of the most popular and profitable sites
on the wired Internet. Yet apart from some corporate window-dressing,
its buyers and sellers supply the often-entertaining content (one seller
auctioned his soul, opening bid $0.50). A self-organizing system
“doesn’t respect traditional hierarchies,” Wysocki writes. “It brings
in expertise from the edges of the network.” Could user created mobile
content overturn the entrenched hierarchies of mobile operators and
professional content developers?
Mobile Is Not The
Internet
This is where the mantra “mobile is not the
Internet” carries some weight. Mobile remains a medium of personal
one-to-one communication rather than a showcase for user created
content. Mobile data tend to be objective, critical and utilitarian
(stock quotes, train schedules, weather). It remains to be seen what
priority people will place on less timely content like
Weblogs.
Another challenge: It is no secret that a lot of user
created content is just plain awful. So long as users have to pay for
mobile data they will be “judicious about where to spend their allocated
bits,” says Forrester Research senior analyst Charles
Golvin.
And despite the wonders of Java, being able to create
mobile content once and share it with many is still an elusive goal.
“You don’t have standardization of screen sizes,” says Joe Coletta, vice
president of Solutions Management at Motorola, speaking of the new color
screens currently hitting the market. Content creators still “have to
do tweaking for display sizes.” Forrester Research’s Golvin adds: “Even
with the emergence of x-html browsers, content owners will still have to
adapt to the smaller displays and thinner pipes of the mobile world.”
User Created Content Can Be Compelling
Content
Despite the obstacles, there are compelling
reasons for encouraging mobile users to create content. User created
content can make professionally produced content a lot more compelling.
Many mobile games already incorporate SMS in the form of chat and
taunts, examples being a peer-to-peer game like BotFighter (Alive) or a
multi-player game like Contamination (Airborne Entertainment). SMS
Taunts and chats “can really change the tone of the game,” says THQ
Wireless’ Platt.
It is a maxim of the social sciences that
people are more committed to something to which they have invested their
efforts. Web designers have long understood that enabling users to post
content, vote or contribute to a Website increases the likelihood that
they will return. Why wouldn’t the same be true for mobile
services?
Finally, enabling users to create content and share it
with many others is just good business. Popsystems, a Finnish
group-messaging firm, conducted a study of one-to-many messaging with a
schoolgirl’s basketball team. The researchers found that group
messaging resulted in a 60% increase in traffic per user. Revenues
(voice included) shot up 20-30%. Interestingly, when individual users
create their own groups, the study found, they lure in new members – 2.5
new users per month on average.
Carriers, it will be remembered,
had little faith in SMS until teens seized upon the service, reinvented
it and made it an indispensable part of the mobile experience. When a
critical mass of users has the mobile devices and tools for creating
photos, animation and even video, there is no predicting what will
happen. Nokia’s Isosomppi: “It’s important for people who create
[mobile] services to have a bottom-up view of things.”
John Geirland is co-author of
"Digital Babylon," a book about the online entertainment
business, and writes about mobile wireless developments from Los
Angeles.