For wireless technology evangelists, 2001 is the big year.
That's when the United States wraps up its mobile license auction and joins
Europe and Asia in rolling out next-generation (3G) networks that will give
cellular phone users worldwide roaming and rich, streaming video.
Well, maybe.
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If a San Diego researcher's predictions come true, streaming video over
wireless devices will be a red herring in the next couple of years.
Why?
The rollout of broadband services has been "embarrassingly slow" and the
penetration of handheld devices in such major markets as the United States is
low, researchers at the Larta technology
firm say in a report titled "Hollywood Unstrung."
As for rich, streaming content, there's nothing to watch. Venture capitalists
aren't pumping money into content-producing companies that could make streaming
video a hit, Larta reports.
"Despite the large amount of media buzz directed at the impending revolution
in new-media content and new communications technologies, penetration rates for
broadband Internet access in homes remain quite low," Larta CEO Rohit Shukla
said. "Studies of consumers ... show some reluctance to adopt new technologies.
"While Palm devices are the buzz, less than 4 percent of the U.S. population
actually owns one today," he said.
Members of the industry were quick to shoot down Larta's findings. They say
cellular companies have perhaps been too busy targeting professionals, and
haven't shown consumers how these devices could be used for entertainment
purposes like watching video clips or playing games. As a result, penetration
rates among the general public remain low.
"My feeling is you need to see mobile multimedia to believe it," said Robert
Tercek, president of wireless technology firm PacketVideo. "Of course this is
going to happen."
Tercek first learned of Larta's study at a conference. He said Larta made it
sound as if no one could stream video today, although PacketVideo has built its business around
it.
The company makes money by licensing its technology to network operators so
they can offer streaming video to their customers. PacketVideo isn't banking on
creating content, but Tercek says he can see how carriers can make money off it
-- either through advertising or charging customers for an "added feature."
"The business model for streaming video is better than the business model for
wired line (communication)," Tercek said. "As we all know, where voice goes,
data follows and where data goes, multimedia follows.
"It's a question of when."
Larta Chief Operating Officer Victor Hwang, one of the authors of the report,
is, ironically, asking that very question.
He echoed Shukla's concerns that limited bandwidth and
content, low penetration rate of devices and a conflict of technical
content-delivery standards are inhibiting the growth of wireless entertainment.
And he didn't see a better prognosis in the foreseeable future, either.
Entertainment over the desktop Internet -– the No. 1 way U.S. Americans access
Web content -– has been a flop, he says.
"We are about seven years into the Web and there is not one profitable
company that produces rich-media content," Hwang said. "The amount of money the
carriers and wireless developers will invest is going to be so large that it
will take years before they show a dime of profit."
However, Hwang acknowledged that business applications like instant short
messages, stock quotes and sports scores have proven popular among cell phone
and personal digital assistant users.
He also didn't rule out that streaming video will make it, initially in the
form of a few minutes' worth of video, such as a movie trailer, advertisement,
game or cartoon vignette like those featured on Icebox.com.
Games have successfully brought in users in the past. Gunnar Tyrsing, CEO of
an Ericsson-funded wireless entertainment company called Red Jade, noted that the sticky application
for Japan's popular i-mode service was games.
"As i-mode grew, more gaming applications were entered into the service,"
Tyrsing said. "People just loved them. So users wanted the phones.
"I think it's the same in the whole wireless industry.... (Industry leaders)
often forget to ask the 15-to-25-year-olds what they want, or how they perceive
wireless technology," he said.
Red Jade is building wireless entertainment devices that will include a slew
of applications for the 15-to-25-year-old market, which could include chat
capabilities, instant messaging and video games.
The company doesn't have a date for the release of its first products. But
they're not alone in struggling to move with the times.
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