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Pipelines,
consumption, raw material, ARPU (Average Revenue Per User).
All this lingo indicates that somewhere the essence of story
telling, narrative, play pattern, the experience is being
lost. Two days spent at the inFor-Media India organised conference
on Value Added Services for Telecom Technologies and a fear
chills the spine. Is content getting commodified?
The
omnipresence of Mobile Devices (Currently primarily used as
phones) across the globe leaves no doubt that the device is
truly the third screen, but as Indian operators, content creators
and aggregators try and realise the promised potential, something
seems amiss.
The
big issues facing the players in the value chain of Indian
mobile applications, infotainment and entertainment are revenue
share ratios, pricing models, consumer research and appreciation
of each other's strengths.
The
Big Daddy (the operators/networks) perspective is that since
they (The operators) have already spent enormous amounts on
infrastructure, equipment, licenses, backend and CRM, the
content creators ought not to ask for more revenue share than
already being offered and instead focus on growing the market
and come up with more innovative 'Big Ideas' and 'Killer Aps'
The
CP/SP (Content Provider/Service Provider) perspective is that
since they are the folks that come up with the actual stuff
that is going to be experienced which in turn will create
consumer excitement, consumer loyalty and increase overall
consumer adoption by way of refferals, forwards etc, they
constitute a vital part in the value chain and therefore should
have better revenue share, more data sharing on consumer feedback
and more overall freedom and space in which to create.
To
quote Dhruva Interactive's Rajesh Rao,"It would be great
if all of us stakeholders in the value chain could work together
to figure out content preferences, likes and dislikes, be
more open with numbers, and share any bits of information
that could help content creators improve their offering and
hence expand the overall market"
"Holding
back such information at this nascent stage could prove to
be detrimental to the longterm objectives of achieving mass
market penetration"
Besides
the obvious lockjam there's more ground realities . Like the
hundreds of devices that a content creator has to port and
test content on before the product is ready and the marketing
that has to be invested in and thought of. In a world where
content is commodity, content creators are shying of creating
their own characters, storylines and original concepts.
However
not all is gloomy, even within the current scenario there
are content creators spread across the country who are working
on some great games, some great applications, comics, animation,
entertainment and so on.
Mobile
Content! sure the future's very bright, all that seems hazy
right now is the way that leads into light.
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