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mobileYouth 2003

Published by: Wireless World Forum

Published: Mar. 11, 2003 - 212 Pages


Table of Contents


Executive Summary



1. Introduction



2. The Youth Market
2.1 Definition of the Youth market
2.2 Size of market
Figure 2.2.1. Total Youth Population in Key 20 Markets
Figure 2.2.2 Comparison of Youth Population by Country in 2003
Figure 2.2.3 Youth Population as a % of Total Population by Country 2003
Figure 2.2.4 Number of Youth as a % of Total Population 2003-2006
2.3 Increasing wealth
2.4 Leisure spend



3. Excess Society
3.1 Excess of choice
3.2 Active decision making
3.3 Discriminating consumers
3.4 Filtering products
3.5 The consumer bottleneck
Figure 3.5.1 The consumer bottleneck



4. Five Key Drivers
4.1 The Drivers
4.2 The Drivers are constant
4.3 The 5 key Drivers
4.3.1 Status
4.3.2 Emancipation
4.3.3 Communication
4.3.4 Peer Group Reinforcement
4.3.5 Defining Self Identity
4.4 Drivers are building blocks
4.5 Functionality of Drivers
Figure 4.5.1 Fun v Functionality



5. Age Groups
5.1 Age has a significant impact on Drivers
5.2 Age affects buying decisions both quantitatively and qualitatively
5.3 Youth is not homogenous
5.4 Distinct psychological changes
5.5 The five stages of Youth
5.5.1 The Child
5.5.2 The Tweenie
5.5.3 The Early Teen
5.5.4 The Late Teen
5.5.5 The Young Adult
5.6 Drivers as a function of age group
Figure 5.6.1 Drivers as a function of age group
5.7 The importance of segmenting the Youth market



6. Buying Groups
6.1 Drivers as a function of Buying Groups
6.2 Five Buying Groups
Figure 6.2.1 Distribution of Youth Buying Groups
6.3 Buying Groups and their attitude to buying products
6.3.1 Explorers
6.3.2 Opportunists
6.3.3 Realists
6.3.4 Conformists
6.3.5 Plodders
6.4 The Buying Groups in Marketing



7. Product Availability
7.1 Product Value as a function of Availability
7.2 The Exclusivity Effect
Figure 7.2.1 Status
7.3 Communication and Metcalfe’s Law
Figure 7.3.1 Communication
7.4 Peer Group Reinforcement and the Assimilation Effect
Figure 7.4.1 Peer Group Reinforcement
7.5 Product maturation and Defining Self Identity
Figure 7.5.1 Defining Self Identity
7.6 The “Trickle-down” effect and Emancipation
Figure 7.6.1 Emancipation
7.7 Product consideration



8. Methodology
8.1 Determining market size and value
8.1.1 Why will Youth buy my product?
8.1.2 How does my product compare with other Youth-focused products?
8.1.3 Who will buy my product?
Figure 8.1.3.1 Pie and Slice
8.1.4 How large is “The Pie”?
8.1.5 How big is “My Slice”?
8.2 Interaction of Drivers and Product Value at market level



9. Snowboarding
9.1 A case study
9.2 History
Figure 9.2.1 Snowboarding Adoption Curve
9.2.1 Early adopters experimenting
9.2.2 Opportunists seek to exploit the snowboard
9.2.3 Mass market acceptance
9.3 Extrapolating historical evidence



10. The Adoption Curve
10.1 The Product Adoption Curve
10.1.1 Using the Curve to analyse mobile markets
10.2 There are four stages in the Adoption Curve
Figure 10.2.1 The Adoption Curve
10.2.1 Stage One: Experimentation
10.2.2 Stage Two: Exploitation
10.2.3 Stage Three: Accommodation
10.2.4 Stage Four: Assimilation
10.3 The Adoption Curve in forecasting
Figure 10.3.1 The Adoption Curve



11. Text Messaging
11.1 Reasons for inclusion
11.2 Technical Overview
11.3 Market Overview
11.3.1 Text Messaging was never designed as a youth product
11.3.2 New applications for text platforms
11.4 Four significant landmarks enabling adoption
11.5 Text Messaging statistics
Figure 11.5.1 Total Youth Spend on Text Messaging by Region 2003-2006
Figure 11.5.2 % Youth Leisure Spend on Text Messaging by Region 2003-2006
Figure 11.5.3 Comparative Regional Spend on Text Messaging in 2003
Figure 11.5.4 Comparative Regional Spend on Text Messaging in 2006
11.6 Product Value of Text Messaging
11.6.1 Communication
11.6.2 Peer Group Reinforcement
11.6.3 Emancipation
11.7 Who do these Product Values appeal to?
11.8 How does Text Messaging compare with the competition?
11.8.1 Ease of use
11.8.2 In control
11.8.3 Naturally mobile
11.8.4 Economics
11.9 Text Messaging Adoption
11.9.1 Experimentation
11.9.2 Exploitation
11.9.3 Accommodation
11.9.4 Assimilation
11.10 Issues
11.10.1 Competition from email
11.10.2 Limited functionality
11.10.3 Interoperability in North America
11.10.4 Free Text Messaging



12. Multimedia Messaging
12.1 Reasons for inclusion
12.2 Technical Overview
12.3 Market Overview
12.3.1 Multimedia Messaging as an evolution of Text Messaging
12.3.2 Industry commitment to Multimedia Messaging
12.4 Four significant landmarks enabling adoption
12.5 Multimedia Messaging statistics
Figure 12.5.1 Total Youth Spend on Multimedia Messaging by Region 2003-2006
Figure 12.5.2 % Youth Leisure Spend on Multimedia Messaging by Region 2003-2006
Figure 12.5.3 Comparative Regional Spend on Multimedia Messaging in 2003
Figure 12.5.4 Comparative Regional Spend on Multimedia Messaging in 2006
12.6 Product Value of Multimedia Messaging
12.6.1 Status
12.6.2 Communication
12.6.3 Peer Group Reinforcement
12.7 Who do these Product Values appeal to?
12.8 How does Multimedia Messaging compare with the competition?
12.8.1 Convenience
12.8.2 Expressive
12.8.3 Naturally mobile
12.8.4 Economics
12.9 Multimedia Messaging Adoption
12.9.1 Experimentation
12.9.2 Exploitation
12.9.3 Accommodation
12.9.4 Assimilation
12.10 Issues
12.10.1 Competition from email and Text Messaging
12.10.2 Competition from traditional media
12.10.3 Camera phone usage does not equal Multimedia Messaging use
12.10.4 WAP
12.10.5 Interoperability



13. Mobile Java Gaming
13.1 Reasons for inclusion
13.2 Technical Overview
13.3 Market Overview
13.3.1 Immature market
13.3.2 Widely promoted
13.3.3 Extensive back catalogue
13.4 Three significant landmarks enabling adoption
13.5 Mobile Java Games statistics
Figure 13.5.1 Total Youth Spend on Mobile Java Games by Region 2003-2006
Figure 13.5.2 % Youth Leisure Spend on Mobile Java Games by Region 2003-2006
Figure 13.5.3 Comparative Regional Spend on Mobile Java Games in 2003
Figure 13.5.4 Comparative Regional Spend on Mobile Java Games in 2006
13.6 Product Value of Mobile Java Games
13.6.1 Defining Self Identity
13.6.2 Status
13.6.3 Peer Group Reinforcement, Communication
13.7 Who do these Product Values appeal to?
13.8 How does Mobile Java Games compare with the competition?
13.8.1 Mobile
13.8.2 Whole Product
13.8.3 Existing back catalogue of content
13.8.4 Economics of interactivity
13.9 Mobile Java Games Adoption
13.9.1 Experimentation
13.9.2 Exploitation
13.9.3 Accommodation
13.9.4 Assimilation
13.10 Issues
13.10.1 The Nostalgia Premium
13.10.2 Competition from consoles
13.10.3 Competing technologies
13.10.4 Microsoft SmartphoneTM
13.10.5 Handset Compatibility
13.10.6 Limited device functionality
13.10.7 Payment and download



14. Ringtones
14.1 Reasons for inclusion
14.2 Technical Overview
14.3 Market Overview
14.3.1 A mature industry
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Abstract

mobileYouth 2003: the handbook for effectively communicating with Youth using mobile technologies. This report identifies the necessary building blocks required for the following strategic processes:

  • effectively understanding Youth and the reasons why they buy products
  • implementing processes to develop products more in-tune with the needs of specific segments of Youth
  • generating long term projections of mobile products aimed at Youth
  • determining the economic feasibility of marketing products to Youth
The report comprises 22 sections. To enable a brief overview a brief synopsis of each section is provided:

Chapter 2. The Youth Market
The first section identifies the consumer - analysing who the Youth market are and provides details of how their numbers have changed and will change over time. mobileYouth 2003 identifies the importance of this demographic both economically and strategically for companies utilising mobile technologies.

Chapter 3. Excess Society
This section looks at how consumption behaviour of Youth has changed as a result of exponential growth in the number of products marketed at them. Youth have become more discriminating in product choice. The next section examines what they base these choices on.

Chapter 4. Key Drivers
The key drivers identify why Youth buy products. This section examines the fundamental Drivers that shape buying decisions.

In the next 3 sections, mobileYouth 2003 identifies the three key fundamentals affecting Youth behaviour as consumers: Age Groups, Buying Groups and Product Availability

Chapter 5. Age Groups
Examines how age is a key factor in affecting the Drivers. mobileYouth provides clear segmentation of age segments based on similarity of needs

Chapter 6. Buying Groups
In examining each Youth age group the report finds that buying behaviour is different. This section explains the role of the personalities in determining consumption patterns of Youth and their impact on shaping the market

Chapter 7. Product Availability
The value of the product is affected by its Availability both in terms of its supply and its interoperability. This affects how the Youth perceive and value the product.

Chapter 8. Methodology
mobileYouth 2003 outlines potential valuations of a product in the Youth market by applying the knowledge of the 3 key fundamentals affecting Youth buying behaviour in a linear process. Section 22 of the Report provides the fundamental data required to base any analysis of mobile products for the Youth market in each of the Key 20 markets.

Chapter 9. Snowboarding
Snowboarding exemplifies the 3 key fundamentals affecting Youth buying behaviour over time. The qualitative and quantitative changes in the market reflected in the product moving successfully from niche to mass market are explained in terms of Youth drivers.
Chapter 10. The Adoption Curve
The interaction of time, price and the 3 key fundamentals affecting Youth buying behaviour is a complex process. Historical data emphasises the existence of generic market transition patterns that apply to successful products. The "Adoption Curve" provides a top-down view of how products will be adopted by the Youth market over time and can be used to predict the issues facing the marketing and development of products to this segment

Chapter 11-14. Market Forecasts
Applying our theories on the factors governing buying behaviour and Product Adoption we analyse a range of mobile products. The results provide an interesting insight into the dynamics of the market. Extrapolating current and historical data enables the user to predetermine the course of the market on the basis of who is using the product and for what reasons. mobileYouth 2003 provides potential market valuations for:

Chapter 11. Text Messaging
Chapter 12. Multimedia Messaging
Chapter 13. Mobile Java Games
Chapter 14. Ringtones

Chapter 15-21. Conclusions
mobileYouth 2003 is essentially a handbook to enable the reader to successfully understand the Youth market and how their product is potentially relevant to them. This will enable users to segment the market, target the consumer and develop the product more effectively based on the individual's deep rooted drivers. The conclusions provide guidance on:

  • long term strategic planning
  • working more effectively within the mobile Industry
  • understanding the strengths and weaknesses of the mobile Industry when focusing on the Youth market
  • the effective structuring of Youth research
  • Youth product competitive analysis
  • building partnerships with Youth
  • product development initiatives
  • marketing appropriately to Youth using mobile devices
  • building brand strength in the Youth market using mobile devices
Chapter 22. Statistics
The statistical data forms the basis for any analysis of the Youth market. Covering 20 key global markets, mobileYouth 2003 provides in-depth data on each market from 2000 to 2006. Areas covered in the statistics:
  • Market sizes for each of the featured technologies (text messaging, multimedia messaging, mobile java gaming, ringtones) by region
  • Numbers comprising the Youth market, by Age Group
  • The Youth market as a % of the total population
  • Mobile ownership in the Youth market, by Age Group
  • Disposable Income of mobile owning Youth, by Age Group


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