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Nada Usina

Nada Usina

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Austin Mobility Roundtable 2004

The Status of Online Gaming

March 17, 2004
Expect Increasing Convergence of Mobile Devices, Says Usina
By Erica Grieder: a Q & A with Nokia's mobile convergence guru, held during the Austin Mobility Roundtable 2004.

Not that long ago, Tetris was a cutting-edge video game and a cell phone—any at all, no matter how big—was a status symbol. Since then, video games and mobile telecommunication have made great strides. Games boast dazzling visual and special effects, and can be played online, in real time, against opponents on the other side of the world. Mobile telecommunication devices have lightened up, trimmed down, and added a host of new functions to their repertoire.

According to many analysts, critics and executives, the logical next step in the evolution of these industries will be the convergence of telecommunication and entertainment devices. One of the first companies to essay in this direction is Nokia, which debuted the N-Gage mobile game deck in Oct. 2003. The N-Gage is a handheld video game console equipped with wireless capabilities via Bluetooth, so it supports multiplayer online gaming. It also functions as a cell phone, MP3 player and FM radio, and is able to send and receive email including audio clips and images.

Nada Usina, the general manager of entertainment and media in North and South America for Nokia, is responsible for leading the N-Gage initiative. On March 11, after her keynote address on the future of mobile entertainment at the Austin Mobility Roundtable, she fielded questions about the fate of traditional devices, the risks of brand dilution, and what to anticipate in the years to come.

With the N-Gage, Nokia is combining two concepts that are very big right now--mobility and online gaming. What’s driving those two trends?

There’s a couple of things. Certainly, the lifestyles and experiences that people have involve squeezed time schedules. While there’s twenty-four hours in a day, there’s the demand to do so much more. And we see life going mobile with that. Gaming, entertainment, music, media, access to news, sports, video, all of that, quite frankly, can happen in a mobile environment, if the experience is optimized for that environment and comparable to what one sees in a traditional fixed setting.

And secondly, I think that the traditional video games side is setting some precedent with interactivity and with the competition that exists. The competitive nature of gaming is a major driver. And, overall, I think more and more people want to connect with others. The community experience is, without a doubt, a major push behind what’s driving this online gaming experience. Just how robust can that community be?

We’re reaching saturation with cell phones, in particular, to the extent that a lot of people don’t even have land lines anymore. Do you think that kind of stationary device is becoming obsolete?

I wish we were totally at saturation. In some of the more underdeveloped markets, in Latin America, for example, the penetration rate among youth in this market is still somewhere, depending on what study you believe, between 50 and 60 percent. Whereas if you walk around in Scandinavia, you see eight-year-olds with a mobile phone. There’s a lot of opportunity for growth here, just within the handsets themselves.

But beyond that, do they become obsolete? It’s really a function of whether those handsets can give you an experience that negates a traditional or connected entertainment experience, or whether they complement it. And I think you’re probably always going to find both. No one medium has ever really wiped out the other per se. Print existed, radio came and dug into the print footprint. TV came; everyone thought radio would be dead, but it continued, so did print. Online came, everyone thought TV would be dead, it continued, so did print, so did radio.

And now that mobile’s coming, will it be the death of internet and TV and radio and print? No, but it will complement those. It certainly will drive new experiences that hopefully are shaping the direction lives are headed, community by community.

You’re trying to bring together two markets—for cell phones and handheld gaming consoles. Is there a lot of natural overlap between those two markets?

The dynamics of the video game traditional space and the business models associated with it are actually quite different than the traditional mobile phone space. So we’re determining where those possible overlaps are or where the opportunities are.

I think there is overlap in the consumers, who are expanding how they live day-to-day and looking for experiences in new environments. It’s kind of a recurring theme, but at the end of the day, the consumer’s going to decide whether or not products fly or concepts fly. Is it something that’s needed, is it something that’s wanted, and does it give you something unique or complementary? And we’re finding, actually, both. So there is a little bit of overlap, but on the business model side, not so much yet…and that’s where we’re trying to bridge some of the gaps.

How will you expand the pool of potential gamers?

There’s always been the stigma attached with video gamers of, you know, the male sitting in a basement playing games for a bazillion hours. This whole community and social aspect has certainly broadened that. We find people who are actually meeting one another, and if you think of the experience of N-Gage over Bluetooth, you’re playing within a short range, thirty feet, which is a very social type of experience.

So we’re trying to broaden the spectrum of titles and experiences. We’re bringing different types of games and some of the titles we’re bringing out now, like The Sims, are appealing to different audiences, whether it be youth or female. We are also tapping into different gaming experiences: If you’re a casual gamer, maybe you have Java games or embedded games; if you’re an active gamer, you have some of these truly rich console-quality type games in a mobile environment. Or if you’re a very immersive gamer, you can get these deep, even potentially mobile massively multiplayer online role-playing games, which haven’t existed before.

As far as cell phones go, just a couple of years ago, the focus in growing a cell phone company was, “Our phones are smaller, lighter, prettier.” And now it’s become, “Our phones take pictures, they have this functionality.” Do you think there’s room to grow cell phones based on what they do just as cell phones or is the future going to be about what they can do in addition?

I think that’s a great question. It’s gonna vary market by market. If you look at certain developing countries, voice or location-based service may be that critical factor. If you look at more developed markets where corporate day-to-day life is that big driver, they are looking for converged devices. As youth is more and more on the go, they’re looking for converged entertainment devices. So we actually see that there are opportunities for both.

What about branding N-Gage and branding mobile devices in general? With mobile devices right now, it sometimes seems there’s so much bundling that goes on—you get this phone with this provider’s service—that you don’t really think about the brand of the device you’re getting.

Nokia is the number five global brand [of all products]. We’re five or six over the past two or three years as far as brand awareness and recognition and preference and all of these types of things. Which very significantly plays from market to market.

There is fragmentation in this market, and it is quite interesting how to differentiate a product when you’ve got so much confusion among plans. I think we’re starting to see some consolidation in the carrier industry which will potentially allow for more value-based selling as opposed to pure acquisition of new consumers. It’s just not as mature a market yet.

Particularly for our brand, though, to stand out, you know the iPod hip factor—we are looking at N-Gage specifically like that. It’s the first sub-brand we’ve ever launched. In fact, when you have a #5 global brand, to start a new brand within that is quite a risk. But we needed to identify with this segment in a different way than you would in the very mass-happy world of mobile phones connecting people. Now we have N-Gage anyone, anywhere.

So we’re certainly exploring growing brands and we’re probably going to start to try to capitalize on the content. On the mobile phone side, it’s been very much, “Here’s the technology, here’s the wireless plan, here’s the technology, here’s the wireless plan.” Well, what if it has, Tiger Woods 2004 in a mobile multiplayer mode. Do you really care about some of the other stuff? Maybe not. I think you’re going to start to see that type of brand-building around the content side. Many people will argue that content is king, and I don’t know that the mobile phone space has experienced that yet. But it will start to. Imaging is a great example, whether it’s content that’s been pushed to people through multimedia messaging or the content that you’re creating and sharing with your parents. You can say, “Here’s my dorm room, mom,” or “Here’s little Joey, he just took his first steps,” and send a video. The content will be the reason people start to want certain devices, want certain plans. That’s really where it’s going.

Are you developing games you can only get for the N-Gage?

Absolutely. We’ve got many 3rd-party published titles from the best publishers, the EAs, the Segas, the Activisions of the world. But in addition to that, we are creating Nokia first-party published titles. We’ve got three launching this summer. One is Ashen. That’ll be our first title; it’s a first-person shooter, kind of a horror-based environment. We’ve got Operation Shadow and Pathway to Glory. Pathway to Glory will probably be a really compelling experience that starts to showcase in a major way some of the features and capabilities of a platform like N-Gage. So you’ve got to have certain showcase titles, which we believe could come from third-party publishers and developers or directly first-party, and we will explore those directions.

For people who aren’t gamers, is this technology of interest? Will there be implications for non-gaming usage?

Absolutely, for community. The idea of entertainment communities can expand well beyond that of games. There are companies out there that are starting to build communities out of celebrity sightings and people that are chatting about their favorite sports teams and whatnot. The same idea of connecting with people exists in a mobile environment, and that could be around music, for example. We launched a 3300 music phone, and then we did an iteration with Jay-Z. It was the 3300 Jay-Z black phone. So his album was actually embedded in the device. So, it had limited distribution but a community that builds around it when Jay every week is sending a message to you saying, “Here’s where I’m going to be this week, here’s what I did last night, or here’s the club I went to; I’ve got a tour coming to your city, you can actually get bumped to the front of the line.”

There are many, many applications, and everyone’s just got to figure out for themselves how and why they’re going to use it. The imaging space is an interesting one, where you’ve got the sharers and the keepers, the moms that will put pictures in shoeboxes, the traditional way: what is their environment with the mobile camera phone? They’re getting a lot of snapshots; where are they putting that? How are they sharing that in the mobile community? Do they send it phone to phone? Is it phone to web? Is it phone to kiosk and so they can print it and put it in an album? We’re going to see, I think, a lot of different types of things. All sorts of communities built around it, as you can imagine.

Among early adopters of the N-Gage, how’s the response been, once consumers have been able to have their hands on it?

Actually, we’re extremely excited. The actual feedback from users who own the device has been as high if not higher than any other device we’ve ever put out. It’s a passionate group; they give tremendous amounts of feedback that we’re listening to and learning from as we continue to evolve the platform. And I think one of the most interesting things has been how they’ve discovered, “Oh, this device also is my calendar? And it syncs to my PC suite? It’s a FM radio? And—oh my gosh—I can also do video streaming on this device?” And they start to really get in-depth on the device, and understand how loaded it is.

Part of that education process is you cannot overload consumers on the front end; otherwise, their brains, will go into overdrive and, who knows, explode or something. But the consumers have been so stoked to find out there’s all this other stuff packed in. And I think that’s starting to be consistent around mobile devices. As people start to explore, and particularly with such a new product, you get some of these early adopters who are explorers—they are trying to create features and understand and hack around, and many of them are even developers, and they’ll come up with new applications and ideas.

There’s all sorts of really cool stuff coming out. There are applications like, world travel mate where you have weathers that are preloaded, currencies are preloaded and it’s constantly updated. Really just killer things. Maybe I’m a 30-something guy who’s been playing video games my whole life, but I totally am excited about the opportunity to have a device like this, but I’ve also got to be a grown-up and have my calendar, and understand where I’m traveling, and what is the pound worth these days. These are the types of devices that allow for all of that.

And multiple-device ownership is one we haven’t even touched yet, but you may start to see that now, where you have a weekend phone that you put in your pocketbook when you’re going out to a club or whatever, you may have your power business device, you may have your playing device. So we’re seeing people go different routes, and it will be quite interesting to watch how that works over the next couple of years.

And let me ask you a sort of devil’s advocate question. Obviously this N-gage is much smaller than a laptop. But laptops are getting smaller and lighter all the time. In the longterm, as these are getting smaller, is there still going to be a role for a device that’s much more functional than a cell phone, but not as functional as a computer?

We have a line of products on our enterprise line of products called the Communicator. It’s an extremely popular product in Europe, and if you think of it as a mobile phone, you’d say wow, it’s a really big mobile phone. If you think of it as the world’s smallest PC, you know, you’d be really surprised. I think you’re definitely going to start to see size happen from both ends, and functionality is going to be the true driver for people. And that’s the true [mark]—there was a lot of buzz around convergence a few years ago, but the market wasn’t ready, the applications weren’t ready, and the devices weren’t ready. Now, it’s definitely ready. Five years from now we’ll look back and think we were primitive, but it’s a lot further along. 

 


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