INTRODUCTION
Digital distribution for electronic
commerce, sometimes described as
pure electronic commerce (Choi et al.
1997), has great potential for both
reduced cost and new creation of value
for consumers. Consumer content
such as news, books, music and enter-
tainment software no longer requires
physical packaging, shipping and retail
display. There are of course many
barriers that have prevented the mass
market from using the new distribution
channels (MacInnes et al. 2002) but
reduced cost and disintermediation
will make it compelling over the
long term. Mobile entertainment is
an example of a new pure e-commerce
service that can create substantial
value.
Content distribution through the
Internet has been a bountiful phenom-
enon for consumers. As Internet
Service Providers (ISPs) moved toward
at fees, consumers were increasingly
able to obtain high quality content
at an incremental price of zero. This
meant that content providers received
no revenue directly from Internet users
while bearing the cost of their access.
Newspapers, radio stations, television
networks and game services struggled
when attempting to charge users,
usually relying on meager advertising
revenue and cross-subsidy from
physical distribution to justify their
Internet operations. The primary
A u t h o r s
Ian MacInnes (imacinne@syr.edu) is
Assistant Professor of Information
Studies at Syracuse University in
Syracuse, NY. He has a PhD in
Economics / Public Policy from the
University of Southern California. His
research emphasizes digital distribution
of consumer content as well as
information industry strategy and policy.
Janusz Moneta is a senior consultant
with Booz Allen Hamilton. He leads the
telecom team in BAH’s Warsaw ofce.
He has advised mobile operators
on product, sales and marketing
strategies. He has graduate degrees
from Maastricht School of Management
and Syracuse University. His research
focuses on mobile commerce.
Julio Caraballo
(juliocaraballo@yahoo.com) is a
graduate student in telecommunications
management at Syracuse University.
Before that he worked in IT at Citigroup
in the Dominican Republic. His research
interests include wireless technologies
and mobile industry analysis, telecom-
munications policy and e-commerce
strategies.
Dominic Sarni (sarni34@yahoo.com)
is a graduate student in information
management at Syracuse University.
Before that he worked in IT at General
Electric and Carrier Corporation. His
research interests include mobile
commerce, online auctions, knowledge
management, strategic planning and
data mining.
A b s t r a c t
It has been difficult to develop a profitable
business model for Internet content. The
emerging medium of mobile communica-
tions promises a new opportunity for this
type of business because the gatekeeper for
the medium, the wireless network provider
(WNP), has greater control over what
customers can feasibly do with their
mobile devices. Higher barriers to entry and
usage costs for mobiles should lead to the
development of content business models
that are more likely to generate profits.
Within the mobile value chain, the WNP has
the greatest bargaining power and can thus
negotiate the largest share of profits. This
paper examines the transformation of an
industry as it moves toward a mobile, as
opposed to Internet, focus. Mobile games
are expected to generate substantial
revenue but service providers will have to
examine where they fit within the new
value chain. The most appropriate strategy
for WNPs is to leverage their control
over wireless infrastructure and customer
relationships. The management complexity
of such a strategy is high but it is likely to
generate the greatest profits.
SPECIAL SECTION: ELECTRONIC COMMERCE IN ENTERTAINMENT AND MEDIA
Business Models for Mobile Content:
The Case of M-Games
IAN MACINNES, JANUSZ MONETA, JULIO CARABALLO AND DOMINIC SARNI
Copyright
©
2002 Electronic Markets
Volume 12 (4): 218–227. www.electronicmarkets.org
Keywords:
mobile games, digital distribution, content, entertainment
Downloaded By: [Schmelich, Volker] At: 14:41 16 March 2010