Mobile Content - End User Opinion
market briefing
 
Report

Mobile Content - End User Opinion (market briefing)Based on online customer intelligence, the report provides a detailed analysis of what real world consumers say they like and dislike about mobile content, how they use it and what they would like to see improved.

From
$1898
 

Mobile Content: End-User Opinion,
explores consumer attitudes to mobile content. Based on online customer intelligence, the report provides a detailed analysis of what real world consumers say they like and dislike about mobile content, how they use it and what they would like to see improved.

Mobile Content: End-User Opinion presents findings of consumer attitudes towards mobile content in general as well as discussing in detail the opinions of consumers on specific mobile content sectors:

  • Mobile music
  • Mobile games
  • Mobile video
  • Mobile operator portals

Key questions answered in this report:

1. What do customers actually think of mobile content?

2. What do customers think of specific types of mobile content?

3. Which areas of mobile content do they like most?

4. Do consumers believe they are getting value for money?

5. Is the subscription model aggravating customers?

6. Is usability still a concern for customers?

7. Is quality good enough?

Benefit from customers' own unprompted, unbiased and candid opinions

  • Measures the amount of consumer discussion (referred to as buzz) surrounding topics using 'impressions' (a page view of a relevant consumer opinion). The data reflects what consumers are interested in and discuss naturally.
  • Captures consumer discussion largely from the UK and USA during a one month period immediately preceding the publication date, where 3.8 million impressions in total were registered.
  • This unique dataset gives access to attitudes and opinions of the whole mobile content industry and uncovers what customers care most about. The detailed data explores the likes and dislikes in specific areas of interest.

  • Will allow you to gain a complete insight into how much consumers care about quality, choice, value, usability and overall customer satisfaction.

Major industry issues discussed in the report include:

  • Mobile content:
discover how the overall content score compares with individual content topics, and assess customers' strongest likes and dislikes
  • Mobile music:
examine the relative performance of ringtones, ring-back tones and full-track downloads
  • Mobile games:
analyse the factors that contributed to the superior performance of the mobile games topic
  • Mobile video:
assess the level of customer interest in this topic and the main causes of customer frustration in this area
  • Operator portals:
evaluate the future viability of portals based on customers' real opinions of this sector

Invaluable first-hand data contained in this report includes:

  • Detailed breakdown of what mobile content customers discuss online, including details by type of content (music, games, video and operator portals) as well as topic of discussion (choice, quality, value for money, usability and purchasing satisfaction)
  • Customer sentiment data, including scores for each type of content (music, games, video and operator portals) as well as for each topic of discussion (choice, quality, value for money, usability and purchasing satisfaction)
  • For music, detailed data for each of full-track download, iTunes, ringtones, and ring-back tones
  • For games, detailed data for each of Brew, Java and N-Gage
  • For video, detailed data for both download / streaming video and mobile TV


Each section analyses consumer feedback in great detail covering the following topic areas:

  • Quality:
Discover the importance consumers place on the quality of mobile content, the merits of individual pieces of content and the problems and errors consumers are experiencing
  • Value for money:
Explore consumer attitudes regarding value for money - what are the concerns associated with subscription models employed by content providers?
  • Choice:
Find out if consumers feel they have enough choice of mobile content - is choice more important in some areas than others?
  • Usability:
Establish where usability is a problem and where improvements should be made
  • Purchasing satisfaction:
Evaluate overall customer satisfaction across mobile content



Who should buy this report?

  • Mobile operators
? understand mobile content as a whole and discover consumer attitudes towards mobile portals
  • Music industry players
- as mobile music becomes an increasingly key market, find out what consumers most like and dislike
  • Games publishers
- explore consumer opinions towards mobile games and revise your games strategy accordingly
  • Broadcasters and independent TV production
- ascertain consumer attitudes towards mobile video
  • Handset manufacturers
- understand how consumers use mobile content to prioritize what they need handsets to do and adapt future handset designs

Report Details:
Publisher:
Informa Telecoms and Media - Studies
Type:
Management Report - November 2005
First Publication Date:
28/11/2005
 
 
 
Copyright © Chiltern Magazine Services Ltd | Email: admin@cmsinfo.com | Tel: +(1) 508 861 0401