Sunday, July 26, 2009
MOBILE PHONE INDUSTRY by EDWIN SEBASTIEN
MOBILE PHONE INDUSTRY
SUBMITTED TO JAYAMOHAN
ICM POOJAPPURA
SUBMITTED BY EDWIN SEBASTIAN
MBA FIRST YEAR
ICM ,POOJAPPURA
MOBILE PHONE INDUSTRY
Mobile phone
A mobile phone or mobile (also called cellphone and handphone, as well as cell phone, wireless phone, cellular phone, cell, cellular telephone, mobile telephone or cell telephone) is a long-range, electronic device used for mobile voice or data communication over a network of specialized base stations known as cell sites. In addition to the standard voice function of a mobile phone, telephone, current mobile phones may support many additional services, and accessories, such as SMS for text messaging, email, packet switching for access to the Internet, gaming, Bluetooth, nfraredi, camera with video recorder and MMS for sending and receiving photos and video, MP3 player, radio and GPS. Most current mobile phones connect to a cellular network consisting of switching points and base stations (cell sites) owned by a mobile network operator (the exception is satellite phones, which are mobile but not cellular).
A mobile phone, as opposed to a radio telephone, offers full duplex-communication, automatised calling to and paging from a public switched telephone network (PSTN), handoff (am. English) or handover (European term) during a phone call when the user moves from one cell (base station coverage area) to another. A mobile phone offers wide area service, and should not be confused with a cordless telephone, which also is a wireless phone, but only offer telephony service within a limited range, e.g. within a home or an office, through a fixed line and a base station owned by the subscriber.
The International Telecommunication Union estimated that mobile cellular subscriptions worldwide would reach approximately 4.1 billion by the end of 2008. Mobile phones have gained increased importance in the sector of Information and communication technologies for development in the 2000s and have effectively started to reach the bottom of the economic pyramid.
History
History of mobile phones
Analog Motorola DynaTAC 8000X Advanced Mobile Phone System mobile phone as of 1983
In 1908, U.S. Patent 887,357 for a wireless telephone was issued in to Nathan B. Stubblefield of Murray, Kentucky. He applied this patent to "cave radio" telephones and not directly to cellular telephony as the term is currently understood. Cells for mobile phone base stations were invented in 1947 by Bell Labs engineers at AT&T and further developed by Bell Labs during the 1960s. Radiophones have a long and varied history going back to Reginald Fessenden's invention and shore-to-ship demonstration of radio telephony, through the Second World War with military use of radio telephony links and civil services in the 1950s, while hand-held cellular radio devices have been available since 1973. A patent for the first wireless phone as we know today was issued in US Patent Number 3,449,750 to George Sweigert of Euclid, Ohio on June 10, 1969.
In 1945, the zero generation (0G) of mobile telephones was introduced. Like other technologies of the time, it involved a single, powerful base station covering a wide area, and each telephone would effectively monopolize a channel over that whole area while in use. The concepts of frequency reuse and handoff, as well as a number of other concepts that formed the basis of modern cell phone technology, were described in the 1970's; see for example Fluhr and Nussbaum, Hachenburg et. al., and U.S. Patent 4,152,647, issued May 1, 1979 to Charles A. Gladden and Martin H. Parelman, both of Las Vegas, Nevada and assigned by them to the United States Government.
Martin Cooper, a Motorola researcher and executive is widely considered to be the inventor of the first practical mobile phone for hand-held use in a non-vehicle setting. Cooper is the first inventor named on "Radio telephone system" filed on October 17, 1973 with the US Patent Office and later issued as US Patent 3,906,166 other named contributors on the patent included Cooper's boss, John F. Mitchell, Motorola's chief of portable communication products, who successfully pushed Motorola to develop wireless communication products that would be small enough to use outside the home, office or automobile and participated in the design of the cellular phone. Using a modern, if somewhat heavy portable handset, Cooper made the first call on a hand-held mobile phone on April 3, 1973 to a rival, Dr. Joel S. Engel of Bell Labs.
The first commercial citywide cellular network was launched in Japan by NTT in 1979. Fully automatic cellular networks were first introduced in the early to mid 1980s (the 1G generation). The Nordic Mobile Telephone (NMT) system went online in Denmark, Finland, Norway and Sweden in 1981
Personal Handy-phone System mobiles and modems used in Japan around 1997–2003
In 1983, Motorola DynaTAC was the first approved mobile phone by FCC in the United States. In 1984, Bell Labs developed modern commercial cellular technology (based, to a large extent, on the Gladden, Parelman Patent), which employed multiple, centrally controlled base stations (cell sites), each providing service to a small area (a cell). The cell sites would be set up such that cells partially overlapped. In a cellular system, a signal between a base station (cell site) and a terminal (phone) only need be strong enough to reach between the two, so the same channel can be used simultaneously for separate conversations in different cells.
Cellular systems required several leaps of technology, including handover, which allowed a conversation to continue as a mobile phone traveled from cell to cell. This system included variable transmission power in both the base stations and the telephones (controlled by the base stations), which allowed range and cell size to vary. As the system expanded and neared capacity, the ability to reduce transmission power allowed new cells to be added, resulting in more, smaller cells and thus more capacity. The evidence of this growth can still be seen in the many older, tall cell site towers with no antennae on the upper parts of their towers. These sites originally created large cells, and so had their antennae mounted atop high towers; the towers were designed so that as the system expanded—and cell sizes shrank—the antennae could be lowered on their original masts to reduce range.
A 1991 GSM mobile phone
The first "modern" network technology on digital 2G (second generation) cellular technology was launched by Radiolinja (now part of Elisa Group) in 1991 in Finland on the GSM standard which also marked the introduction of competition in mobile telecoms when Radiolinja challenged incumbent Telecom Finland (now part of TeliaSonera) who ran a 1G NMT network.
The first data services appeared on mobile phones starting with person-to-person SMS text messaging in Finland in 1993. First trial payments using a mobile phone to pay for a Coca Cola vending machine were set in Finland in 1998. The first commercial payments were mobile parking trialled in Sweden but first commercially launched in Norway in 1999. The first commercial payment system to mimic banks and credit cards was launched in the Philippines in 1999 simultaneously by mobile operators Globe and Smart. The first content sold to mobile phones was the ringing tone, first launched in 1998 in Finland. The first full internet service on mobile phones was i-Mode introduced by NTT DoCoMo in Japan in 1999.
In 2001 the first commercial launch of 3G (Third Generation) was again in Japan by NTT DoCoMo on the WCDMA standard.
Until the early 1990s, following introduction of the Motorola MicroTAC, most mobile phones were too large to be carried in a jacket pocket, so they were typically installed in vehicles as car phones. With the miniaturization of digital components and the development of more sophisticated batteries, mobile phones have become smaller and lighter.
Handsets
There are several categories of mobile phones, from basic phones to feature phones such as musicphones and cameraphones, to smartphones. The first smartphone was the Nokia 9000 Communicator in 1996 which incorporated PDA functionality to the basic mobile phone at the time. As miniaturisation and increased processing power of microchips has enabled ever more features to be added to phones, the concept of the smartphone has evolved, and what was a high-end smartphone five years ago, is a standard phone today. Several phone series have been introduced to address a given market segment, such as the RIM BlackBerry focusing on enterprise/corporate customer email needs; the SonyEricsson Walkman series of musicphones and Cybershot series of cameraphones; the Nokia N-Series of multimedia phones; and the Apple iPhone which provides full-featured web access and multimedia capabilities.
Features
Mobile phone features, Smartphone, and iPhone
Mobile phones often have features beyond sending text messages and making voice calls, including call registers, GPS navigation, music (MP3) and video (MP4) playback, RDS radio receiver, alarms, memo and document recording, personal organiser and personal digital assistant functions, ability to watch streaming video or download video for later viewing, video calling, built-in cameras (3.2+ Mpx) and camcorders (video recording), with autofocus and flash, ringtones, games, PTT, memory card reader (SD), USB (2.0), infrared, Bluetooth (2.0) and WiFi connectivity, instant messaging, Internet e-mail and browsing and serving as a wireless modem for a PC, and soon will also serve as a console of sorts to online games and other high quality games.
Some phones include a touchscreen.
The largest categories of mobile services are music, picture downloads, videogaming, adult entertainment, gambling, video/TV.
Nokia and the University of Cambridge are showing off a bendable cell phone called the Morph.[13]
Applications
A phone with touchscreen feature. Mobile phone subscribers per 100 inhabitants 1997–2007
The most commonly used data application on mobile phones is SMS text messaging, with 74% of all mobile phone users as active users (over 2.4 billion out of 3.3 billion total subscribers at the end of 2007). SMS text messaging was worth over 100 billion dollars in annual revenues in 2007 and the worldwide average of messaging use is 2.6 SMS sent per day per person across the whole mobile phone subscriber base (source Informa 2007). The first SMS text message was sent from a computer to a mobile phone in 1992 in the UK, while the first person-to-person SMS from phone to phone was sent in Finland in 1993.
The other non-SMS data services used by mobile phones were worth 31 Billion dollars in 2007, and were led by mobile music, downloadable logos and pictures, gaming, gambling, adult entertainment and advertising (source: Informa 2007). The first downloadable mobile content was sold to a mobile phone in Finland in 1998, when Radiolinja (now Elisa) introduced the downloadable ringing tone service. In 1999 Japanese mobile operator NTT DoCoMo introduced its mobile internet service, i-Mode, which today is the world's largest mobile internet service and roughly the same size as Google in annual revenues.
The first mobile news service, delivered via SMS, was launched in Finland in 2000. Mobile news services are expanding with many organisations providing "on-demand" news services by SMS. Some also provide "instant" news pushed out by SMS. Mobile telephony also facilitates activism and public journalism being explored by Reuters and Yahoo![14] and small independent news companies such as Jasmine News in Sri Lanka.
Companies like Monster.com are starting to offer mobile services such as job search and career advice. Consumer applications are on the rise and include everything from information guides on local activities and events to mobile coupons and discount offers one can use to save money on purchases. Even tools for creating websites for mobile phones are increasingly becoming available.
Mobile payments were first trialled in Finland in 1998 when two Coca-Cola vending machines in Espoo were enabled to work with SMS payments. Eventually the idea spread and in 1999 the Philippines launched the first commercial mobile payments systems, on the mobile operators Globe and Smart. Today mobile payments ranging from mobile banking to mobile credit cards to mobile commerce are very widely used in Asia and Africa, and in selected European markets. For example in the Philippines it is not unusual to have one's entire paycheck paid to the mobile account. In Kenya the limit of money transfers from one mobile banking account to another is one million US dollars. In India paying utility bills with mobile gains a 5% discount. In Estonia the government found criminals collecting cash parking fees, so the government declared that only mobile payments via SMS were valid for parking and today all parking fees in Estonia are handled via mobile and the crime involved in the activity has vanished.
Mobile Applications are developed using the Six M's (previously Five M's) service-development theory created by the author Tomi Ahonen with Joe Barrett of Nokia and Paul Golding of Motorola. The Six M's are Movement (location), Moment (time), Me (personalization), Multi-user (community), Money (payments) and Machines (automation). The Six M's / Five M's theory is widely referenced in the telecoms applications literature and used by most major industry players. The first book to discuss the theory was Services for UMTS by Ahonen & Barrett in 2002.
Power supply
Mobile phones generally obtain power from batteries, which can be recharged from a USB port, from portable batteries, from mains power or a cigarette lighter socket in a car using an adapter (often called battery charger or wall wart) or from a solar panel or a dynamo (that can also use a USB port to plug the phone).
On 17 February 2009, the GSM Association announced that they had agreed on a standard charger for mobile phones. The standard connector to be adopted by 17 manufacturers including Nokia, Motorola and Samsung is to be the micro-USB connector (several media reports erroneously reported this as the mini-USB). The new chargers will be much more efficient than existing chargers. Having a standard charger for all phones, means that manufacturers will no longer have to supply a charger with every new phone.
Formerly, the most common form of mobile phone batteries were nickel metal-hydride, as they have a low size and weight. Lithium-Ion batteries are sometimes used, as they are lighter and do not have the voltage depression that nickel metal-hydride batteries do. Many mobile phone manufacturers have now switched to using lithium-Polymer batteries as opposed to the older Lithium-Ion, the main advantages of this being even lower weight and the possibility to make the battery a shape other than strict cuboid. Mobile phone manufacturers have been experimenting with alternative power sources, including solar cells.
SIM card
Subscriber Identity Module
Typical mobile phone SIM card
In addition to the battery, GSM mobile phones require a small microchip, called a Subscriber Identity Module or SIM Card, to function. Approximately the size of a small postage stamp, the SIM Card is usually placed underneath the battery in the rear of the unit, and (when properly activated) stores the phone's configuration data, and information about the phone itself, such as which calling plan the subscriber is using. When the subscriber removes the SIM Card, it can be re-inserted into another phone and used as normal.
Each SIM Card is activated by use of a unique numerical identifier; once activated, the identifier is locked down and the card is permanently locked in to the activating network. For this reason, most retailers refuse to accept the return of an activated SIM Card.
Those cell phones that do not use a SIM Card have the data programmed in to their memory. This data is accessed by using a special digit sequence to access the "NAM" as in "Name" or number programming menu. From here, one can add information such as a new number for your phone, new Service Provider numbers, new emergency numbers, change their Authentication Key or A-Key code, and update their Preferred Roaming List or PRL. However, to prevent someone from accidentally disabling their phone or removing it from the network, the Service Provider puts a lock on this data called a Master Subsidiary Lock or MSL.
The MSL also ensures that the Service Provider gets payment for the phone that was purchased or "leased". For example, the Motorola RAZR V9C costs upwards of CAD $500. You can get one for approximately $200, depending on the carrier. The difference is paid by the customer in the form of a monthly bill. If the carrier did not use a MSL, then they may lose the $300–$400 difference that is paid in the monthly bill, since some customers would cancel their service and take the phone to another carrier.
The MSL applies to the SIM only so once the contract has been completed the MSL still applies to the SIM. The phone however, is also initially locked by the manufacturer into the Service Providers MSL. This lock may be disabled so that the phone can use other Service Providers SIM cards. Most phones purchased outside the US are unlocked phones because there are numerous Service Providers in close proximity to one another or have overlapping coverage. The cost to unlock a phone varies but is usually very cheap and is sometimes provided by independent phone vendors.
Having an unlocked phone is extremely useful for travelers due to the high cost of using the MSL Service Providers access when outside the normal coverage areas. It can cost sometimes up to 10 times as much to use a locked phone overseas as in the normal service area, even with discounted rates. T-Mobile will provide a SIM unlock code to account holders in good standing after 90 days according to their FAQ.
For example, in Jamaica, an AT&T subscriber might pay in excess of US$1.65 per minute for discounted international service while a B-Mobile (Jamaican) customer would pay US$0.20 per minute for the same international service. Some Service Providers focus sales on international sales while others focus on regional sales. For example, the same B-Mobile customer might pay more for local calls but less for international calls than a subscriber to the Jamaican national phone C&W (Cable & Wireless) company. These rate differences are mainly due to currency variations because SIM purchases are made in the local currency. In the US, this type of service competition does not exist because some of the major Service Providers do not offer Pay-As-You-Go services. [Needs Pay-As-You-Go references, rumored T-Mobile, Verizon provide one, AT&T does not as of 12/2008]
Media
The mobile phone became a mass media channel in 1998 when the first ringing tones were sold to mobile phones by Radiolinja in Finland. Soon other media content appeared such as news, videogames, jokes, horoscopes, TV content and advertising. In 2006 the total value of mobile phone paid media content exceeded internet paid media content and was worth 31 Billion dollars (source Informa 2007). The value of music on phones was worth 9.3 Billion dollars in 2007 and gaming was worth over 5 billion dollars in 2007 (source Netsize Guide 2008).
The mobile phone is often called the Fourth Screen (if counting cinema, TV and PC screens as the first three) or Third Screen (counting only TV and PC screens). It is also called the Seventh of the Mass Media (with Print, Recordings, Cinema, Radio, TV and Internet the first six). Most early content for mobile tended to be copies of legacy media, such as the banner advertisement or the TV news highlight video clip. Recently unique content for mobile has been emerging, from the ringing tones and ringback tones in music to "mobisodes," video content that has been produced exclusively for mobile phones.
The advent of media on the mobile phone has also produced the opportunity to identify and track Alpha Users or Hubs, the most influential members of any social community. AMF Ventures measured in 2007 the relative accuracy of three mass media, and found that audience measures on mobile were nine times more accurate than on the internet and 90 times more accurate than on TV.
SUB-FIELDS OF MOBILE PHONE INDUSTRY
MOBILE BANKING
Mobile banking (also known as M-Banking, mbanking, SMS Banking etc.) is a term used for performing balance checks, account transactions, payments etc. via a mobile device such as a mobile phone. Mobile banking today (2007) is most often performed via SMS or the Mobile Internet but can also use special programs called clients downloaded to the mobile device
MOBILE TELEPHONY
Most current mobile phones connect to a cellular network of base stations (cell sites), which is in turn interconnected to the public switched telephone network (PSTN) (the exception is satellite phones).
Mobile news delivery
Today, mobile news delivery can be done via SMS, by specialized applications, or using mobile versions of media websites. According to a recent market study across six countries (France, Germany, Italy, Spain, UK, and US), 16.9% of consumers access news and information via mobile devices, either via browser, downloaded application, or SMS alerts.[1]
The demand for mobile news delivery is growing quickly, with 107 percent growth in daily access to mobile news in the last year alone. For example, the New York Times mobile site registered 19 million views in May 2008, compared to 500,000 in January 2007.
Mobile news creation
Mobile news also has the potential to place the power of breaking news reporting in the hands of small communities and facilitate a much better exchange of information among users due to the ease of usage of mobile phones compared with conventional media such as radio, TV or newspapers[
Mobile telephony and full featured mobile devices also facilitate activism and citizen journalism. In addition to individual efforts, major media outlets like CNN, Reuters, Yahoo, and small independent news companies such as Jasmine News in Sri Lanka are attempting to harness the power of citizen journalists.
MOBILE GAME INDUSTRY
Total global revenues from mobile games were estimated at $2,600 million in 2005 by Informa Telecoms and Media
A mobile game is a video game played on a mobile phone, smartphone, PDA, handheld computer or portable media player. This does not include games played on handheld video game systems such as PlayStation Portable or Nintendo DS.
The first game that was pre-installed onto a mobile phone was Snake on selected Nokia models in 1997. Snake and its variants have since become the most-played videogame on the planet, with over a billion people having played the game.
Mobile games are played using the technologies present on the device itself. For networked games, there are various technologies in common use. Examples include text message (SMS), multimedia message (MMS) or GPRS location identification.
However, there are non networked applications, that simply use the device platform to run the game software. The games may be installed over the air, they may be side loaded onto the handset with a cable, or they may be embedded on the handheld devices by the OEM or by the mobile operator.
Mobile games are usually downloaded via the mobile operator's radio network, but in some cases are also loaded into the mobile handsets when purchased, or via infrared connection, Bluetooth or memory card.
Mobile games can be distributed in one of four ways:
• Over the Air (OTA) - a game binary file (typically BREW or JAVA) is delivered to the mobile device via wireless carrier networks.
• Sideloaded - a game binary file is loaded onto the phone while connected to a PC, either via USB cable or Bluetooth.
• Pre-installed - a game binary file is preloaded onto the device by the Original Equipment Manufacturer (OEM).
• Mobile browser download - a game file (typically Adobe Flash Lite) is downloaded directly from a mobile website.
In the US, the majority of mobile games are sold by the US wireless carriers, such as ATT, Verizon, Altel, Sprint and T-Mobile. In Europe, games are distributed equally between carriers, such as Orange and Vodafone, and off-deck, third party stores such as Jamba, Jamster, Kalador and Gameloft. Third party, off-deck game stores have not yet taken off (as of 2007) in the US, as the US based carriers use a 'walled garden' approach to their business models.
The popularity of mobile games has increased in the 2000s, as over $3 billion USD worth of games were sold in 2007 internationally, and projected annual growth of over 40%.
Mobile Phone Operators Offering Games
• Verizon Wireless
• Sprint Nextel
• AT&T Wireless
• T-Mobile
• Virgin Mobile
• Telus
• Boost Mobile
• Alltel
• Metro PCS
SOME OTHER INDUSTRIES RELATED WITH MOBILE PHONE INDUSTRY
Car phone
A type of telephone permanently mounted in a vehicle, these often have more powerful transmitters, an external antenna and loudspeaker for handsfree use. They usually connect to the same networks as regular mobile phones.
Cordless telephone (portable phone)
Cordless phones are telephones which use one or more radio handsets in place of a wired handset. The handsets connect wirelessly to a base station, which in turn connects to a conventional land line for calling. Unlike mobile phones, cordless phones use private base stations (belonging to the land-line subscriber), and which are not shared.
Professional Mobile Radio
Advanced professional mobile radio systems can be very similar to mobile phone systems. Notably, the IDEN standard has been used as both a private trunked radio system as well as the technology for several large public providers. Similar attempts have even been made to use TETRA, the European digital PMR standard, to implement public mobile networks.
Radio phone
This is a term which covers radios which could connect into the telephone network. These phones may not be mobile; for example, they may require a mains power supply, they may require the assistance of a human operator to set up a PSTN phone call.
Satellite phone
This type of phone communicates directly with an artificial satellite, which in turn relays calls to a base station or another satellite phone. A single satellite can provide coverage to a much greater area than terrestrial base stations. Since satellite phones are costly, their use is typically limited to people in remote areas where no mobile phone coverage exists, such as mountain climbers, mariners in the open sea, and news reporters at disaster sites.
WiFi Phones
A relatively new type of mobile phone. These phones deliver calls over wireless internet networks as opposed to traditional CDMA and GSM network. Witel developed a WiFi phone in June 2009 that it retails for $59.99 making global calling affordable.
PROBLEMS WITH MOBILE PHONE USES
Privacy
Cell phones have numerous privacy issues associated with them, and are regularly used by governments to perform surveillance.
Law enforcement and intelligence services in the U.K. and the United States possess technology to remotely activate the microphones in cell phones in order to listen to conversations that take place nearby the person who holds the phone.
Mobile phones are also commonly used to collect location data. The geographical location of a mobile phone can be determined easily (whether it is being used or not), using a technique known multilateration to calculate the differences in time for a signal to travel from the cell phone to each of several cell towers near the owner of the phone.
Health risks
Main article: Mobile phone radiation and health
Because mobile phones emit electromagnetic radiation, concerns have been raised about cancer risks that may pose when used for long periods of time.[23] This radiation is non-ionizing, but localized heating can occur. The current consensus view of the scientific and medical communities is that health effects are very unlikely to be caused by cellular phones or their base stations.
Cellular phones became widely available only relatively recently, while tumors can take decades to develop. For this reason, some health authorities have urged that the precautionary principle be observed, recommending that use and proximity to the head be minimized, especially by children.
Banning
Many places limit or restrict the use of mobile phones. Many schools has set restrictions on the use of mobile phones because of the use of cell phones for cheating on tests, harassing other people, causing threats to the schools security, and facilitating gossip and other social activity in school. Many mobile phones are banned in school locker room facilities and in public restrooms. New camera phones are required to have a shutter effect when a photo is taken.]
Cell phone use is banned while driving in some states, either for adolescent drivers or everyone. Text messaging and wireless internet is banned while driving in most areas because of safety precautions.
PRESENT CONDITION OF MOBILE PHONE INDUSTRY
In the late 1990s, Nokia overtook then leader Motorola to emerge as a behemoth in the global mobile phone industry. Nokia's dominance continued into the first few years of the 2000s, but it suddenly came under threat in 2003-2004, when smaller Asian vendors started making their presence felt with better products at lower prices.
The company's problems also had internal causes and analysts said one of the reasons could be that it had become too complacent with its success and lost its agility in reading and responding to market signals.
This case study discusses the various problems Nokia faced in 2003-2004, including the company's tardiness in introducing the clamshell phones that had become very popular and its resistance to manufacturing operator specific handsets. It also discusses the efforts Nokia made to recover its market once it realized that its performance was slipping. The case concludes with an analysis of the challenges the company faced in the future and the various options ahead of it.
Market
In Q3/2008, Nokia was the world's largest manufacturer of mobile phones, with a global device market share of 39.4%, followed by Samsung (17.3%), Sony Ericsson (8.6%), Motorola (8.5%) and LG Electronics (7.7%). These manufacturers accounted for over 80% of all mobile phones sold at that time.[
Other manufacturers include Apple Inc., Audiovox (now UTStarcom), Benefon, BenQ-Siemens, CECT, High Tech Computer Corporation (HTC), Fujitsu, Kyocera, Mitsubishi Electric, NEC, Neonode, Panasonic, Palm, Matsushita, Pantech Wireless Inc., Philips, Qualcomm Inc., Research in Motion Ltd. (RIM), Sagem, Sanyo, Sharp, Siemens, Sendo, Sierra Wireless, SK Teletech, T&A Alcatel, Huawei, Trium and Toshiba.[citation needed] There are also specialist communication systems related to (but distinct from) mobile phones.
Nokia
Nokia is engaged in the manufacturing of mobile devices and in converging Internet and communications industries, with 128,445 employees in 120 countries, sales in more than 150 countries and global annual revenue of EUR 50.7 billion and operating profit of 5.0 billion as of 2008. It is the world's largest manufacturer of mobile telephones: its global device market share was about 38% in Q2 2009, down from 40% in Q2 2008 and up from 37% in Q1 2009 Nokia produces mobile devices for every major market segment and protocol, including GSM, CDMA, and W-CDMA (UMTS). Nokia offers Internet services that enable people to experience music, maps, media, messaging and gamesNokia is engaged in the manufacturing of mobile devices and in converging Internet and communications industries, with 128,445 employees in 120 countries, sales in more than 150 countries and global annual revenue of EUR 50.7 billion and operating profit of 5.0 billion as of 2008. It is the world's largest manufacturer of mobile telephones: its global device market share was about 38% in Q2 2009, down from 40% in Q2 2008 and up from 37% in Q1 2009. Nokia produces mobile devices for every major market segment and protocol, including GSM, CDMA, and W-CDMA . Nokia offers Internet services that enable people to experience music, maps, media, messaging and games
The Markets division, the successor organization to Nokia's Customer and Market Operations division, is responsible for the management of the supply chains, sales channels, brand and marketing functions of the company, headed by Anssi Vanjoki
Sony Ericsson
Sony Ericsson posted its first profit in the second half of 2003. Since then, the sales figures from phones have been:
• 2004: 42 million units
• 2005: 50 million units
• 2006: 74.8 million units
• 2007: 103.4 million units
• 2008: 96.6 million units
Motorola
Motorola's handset division recorded a loss of $1.2 billion in the fourth quarter of 2007, while the company as a whole earned $100 million during that quarter.[ It lost several key executives to rivalsand the web site TrustedReviews has called the company's products repetitive and uninnovative. Motorola laid off 3,500 workers in January 2008. followed by a further 4,000 job cuts in June and another 20% cut of its research division a few days later In July 2008, a large number of executives left Motorola to work on Apple Inc.'s iPhone. The company's handset division was also put on offer for sale. In July 2008, analyst Mark McKechnie from American Technology Research said that Motorola "would be lucky to fetch $500 million" for selling its handset business and analyst Richard Windsor said that Motorola might have to pay someone to take the division off the company and that the company may even exit the handset market altogether. Its global market share has been on the decline; from 18.4% of the market in 2007, it had a share of just 6.0% by Q1 2009.
LG Electronics
LG Electronics is the world's third-biggest maker of mobile phones
TATA Indicom $ Reliance mobile
These two are Indias top level CDMA mobile phone providers in India.
Mobile Marketing Association
The Mobile Marketing Association (MMA) is an international non-profit industry trade group that represents over 600 agencies, advertisers, hand held device manufacturers, wireless operators, aggregators, technology enablers, market research firms and other companies focused on marketing via the mobile channel.]
The association’s headquarters are located in the United States, with branches located in Europe, the Middle East and Africa (EMEA), Asia Pacific (APAC) and Latin America (LATAM).
The MMA's aim is to work in a collaborative manner to educate the marketplace and establish industry-wide, national and international best practices and guidelines for mobile marketing
Job Hunting in the Mobile Industry
The mobile industry is growing, not just in the U.S., but in territories where it’s more mature and established. One of the people who’s tracking that quite closely is Andrew Nicholls, the guy behind DigiMobJobs. He got his start working for a start-up recruitment company where he rose through the ranks from junior researcher to setting up and heading up divisions such as interim search. In 2004, he set up a search & selection company in the U.K. , he said, and since have recruited “hundreds of people in the U.K., Spain, France, U.S., Japan, Germany, and Switzerland.”
“I have worked with companies ranging from start-up aggregators, content management and distribution companies through to owners such as Sony BMG, Warner Bros, BBC, Disney, News Corp, Skype, AOL and so on,” he says. “I have a network in the mobile space reaching out to over 15,000 people. I have always been passionate about technology and mobile most certainly brings out my ‘geeky’ side.”
DigiMobJobs got its start, says Nicholls, because he “always believed there was a need for what I would describe as a Monster for mobile, a recognized central portal for employers and job seekers to meet.” “The main reasons I decided to set the site up now was because ARN Consulting, my U.K. search business has been receiving huge numbers of resume’s recently, mainly due to current economic conditions,” he says. “We are unable to service every single person, however I felt it my duty to see how I could help these people out looking for new jobs. Additionally, out of the three main emerging industries–digital, bio-science and environmental–there are highly skilled individuals from other sectors looking to move into these growth areas. But where do they look for the jobs and where do employers look for them?”
Because companies currently want to keep costs down, a low-cost job site also seemed like an obvious need. Start-ups can’t afford headhunting fees, which explains why they either use their limited network and/or put the jobs on their own sites. “But the majority of job seekers, both active and passive haven’t heard of these companies,” notes Nicholls. “And therefore they are unlikely to be able to find their sites or their jobs. A branded portal would help them market their business as well as their jobs.”
Nicholls also points out that there aren’t many jobs-only sites serving the mobile industry. “It’s simply a job site, nothing more, nothing less, no bells or whistles,” he says. “You are able to upload your resume as a job seeker and allow employers to find you and review your background online. Within the next month, you will also be able to add video of yourself allowing your softer skills to be shown and promoted. We will also be adding online video conferencing allowing clients to actually interview via a webcam and, ultimately, via a 3G handset.”
DigiMobJobs is actually focused mainly on the U.S. market. “We are looking at launching and growing it stateside and in the U.K.,” says Nicholls. “However, since its launch five weeks ago, we have received hits and applications from 59 countries. This to me, just goes to prove the need for such a site, not only in the U.K. and U.S., but globally.”
What kinds of jobs are most common on the site? “The types of jobs we are seeing posted and a general overview through my traditional headhunting company, ARN Consulting in the U.K., is a need for back-end technical staff with cross platform experience,” he says. “Notably many of the roles coming through are for iPhone/Android developers. In addition, companies are looking for strong business development/sales backgrounds. Not necessarily name droppers, but proven revenue generators. There are many roles out there in this uncertain market within this industry.”
Many clients are looking for ‘cross platform’ skills. “Mobile just being one string to the bow,” says Nicholls. “Developers and commercial candidates with strong relationships with distributors/operators and a strong knowledge of the ecosystem will be of benefit.”
Though the economy is general has been fairly dismal for many in Hollywood as well as the mobile and Internet industries, Nicholls is bullish about future prospects.
“The future for people seeking careers in the mobile industry are vast,” says Nicholls. “Mobile is getting bigger. Having been involved in the industry for five years, we have seen many developments, successes and failures. With the help of the iPhone, the application of mobile to the mass consumer market is now at tipping point. Personally I see this as the beginning of its growth. The infrastructures, business models and basic products and services are in place. It is now marketing which will feed the growth through to the consumer. If predictions are right and 60 percent of Internet usage will soon be via a mobile device, then it doesn’t take a rocket scientist to put the potential figures in place.”
List of countries by number of mobile phones in use
This is a list of countries by the number of mobile phones in use, mostly based on The World Factbook.
Rank
Country/Region
Number of mobile phones
Population
% of Population
Date of
Information
— World
4,100,000,000 6,768,179,187 60.6 Dec 2008
1 China
679,000,000 1,323,758,000 51.1 April 2009
— European Union
466,000,000 497,198,740 93.7 2005
2 India
415,250,000 1,163,600,000 35.68 May 2009
3 United States
271,000,000 306,694,000 88.04 Dec. 2008
4 Russia
190,000,000 141,812,991 134 Feb. 2009
5 Brazil
157,500,000 191,279,416 82.07 May. 2009
6 Indonesia
140,200,000 231,627,000 60.53 Dec. 2008
7 Japan
107,490,000 127,790,000 84.11 Mar. 2009
8 Germany
107,000,000 82,210,000 130.15 2009
9 Pakistan
94,342,030 166,613,500 58.20 June 2009
10 Italy
88,580,000 60,090,400 147.41 Dec.2008
11 Mexico
79,400,000 109,610,000 72.44 Mar.2009
12 United Kingdom
75,750,000 61,612,300 122.95 Dec. 2008
13 Vietnam
70,000,000 87,375,000 80.11 2009
14 Philippines
67,900,000 92,226,600 73.62 Dec. 2008
15 Turkey
66,000,000 71,517,100 92.29 2009
16 Nigeria
64,000,000 154,729,000 41.36 Dec. 2009
17 France
58,730,000 65,073,842 90.25 Dec. 2008
18 Ukraine
55,170,908 46,143,700 119.56 April. 2009
19 Thailand
51,377,000 65,000,000 79.0 2008
20 Spain
50,890,000 45,828,172 111.05 Dec. 2008
21 Bangladesh
46,500,000 162,221,000 28.66 Apr. 2009
22 South Korea
47,000,000 48,333,000 97.24 2009
23 Argentina
40,402,000 40,482,000 99.8 2007
24 South Africa
42,300,000 47,850,700 82.9 2007
25 Iran
39,400,000 71,208,000 54.2 2008
26 Poland
36,746,000 38,115,967 96.4 2006
ATTRACTIVENESS OF MOBILE PHONE INDUSTRY
Bluetooth
Bluetooth is an open wireless protocol for exchanging data over short distances from fixed and mobile devices, creating personal area networks (PANs). It was originally conceived as a wireless alternative to RS232 data cables. It can connect several devices, overcoming problems of synchronization.
Uses
Bluetooth is a standard and a communications protocol primarily designed for low power consumption, with a short range (power-class-dependent: 1 meter, 10 meters, 100 meters) based on low-cost transceiver microchips in each device. Bluetooth makes it possible for these devices to communicate with each other when they are in range. Because the devices use a radio (broadcast) communications system, they do not have to be in line of sight of each other.
Class Maximum Permitted Power
mW (dBm)
Range
(approximate)
Class 1 100 mW (20 dBm) ~100 meters
Class 2 2.5 mW (4 dBm) ~10 meters
Class 3 1 mW (0 dBm) ~1 meter
Camera phone
A Sony Ericsson K800i camera phone
A camera phone is a mobile phone which is able to capture either still photographs or nes.[citation needed motion video. Today more than half of all mobile phones in use are camera pho]
Digital audio player
A digital audio player, sometimes referred to as an MP3 player, is a consumer electronic device that has the primary function of storing, organizing and playing audio files. Some DAPs are also referred to as portable media players as they have image-viewing and/or video-playing support.
Internet
The Internet is a global system of interconnected computer networks that use the standardized Internet Protocol Suite (TCP.Multimedia mobile phones have internet facilities.
Touchscreen
A touchscreen is a display that can detect the presence and location of a touch within the display area. The term generally refers to touch or contact to the display of the device by a finger or hand. Touchscreens can also sense other passive objects, such as a stylus. However, if the object sensed is active, as with a light pen, the term touchscreen is generally not applicable. The ability to interact directly with a display typically indicates the presence of a touchscreen.
The touchscreen has two main attributes. First, it enables one to interact with what is displayed directly on the screen, where it is displayed, rather than indirectly with a mouse or touchpad. Secondly, it lets one do so without requiring any intermediate device, again, such as a stylus that needs to be held in the hand. Such displays can be attached to computers or, as terminals, to networks. They also play a prominent role in the design of digital appliances such as the personal digital assistant (PDA), satellite navigation devices, mobile phones, and video games.
Games
We can play games in mobile phones.
Dual sim phones
Now dual sim mobile phones are available in market.
Solar charging mobile phones
Samsung introduce a new mobile phone, we can charge it in the presence of sun light.
Future of Mobile Industry in India
The mobile subscriber base is expected to zoom to 893 million by 2012. This is a 150 million increase of what was projected earlier, as per a report by Cellular Operators Association of India (COAI). The COAI’s earlier estimates had shown that mobile user base will reach 743 million by 2012. The major reason stated for the increase is the huge adoption of the mobile services in the rural areas, reported The Business Line.
India is now the second largest mobile market in the world after China, which has over 650 million subscribers, with India having 400 million mobile users. According to COAI’s projection, there will be 1.24 billion mobile users in 2015 - which means one phone for every Indian.
“We have revised the projections because the rate at which infrastructure is growing is faster than what we had expected. Operators are moving into the hinterland and uncovered areas. Secondly, we are getting almost 50 per cent of our new additions from the rural areas. The third factor is that the level of competition has increased with new players in the sector which again leads to faster deployment of networks,” says T. V. Ramachandran, Director-General, COAI.
“Indian growth story is here to stay. I will push back against any view that says to the contrary. There is still a huge untapped market in both rural and urban areas,” says Atul Bindal, President, Mobility, Bharti Airtel. According to him, three out of five new subscribers are now coming from non-urban areas and expect to get the company’s next 100 million users in another two-three years.
Subscribe to:
Post Comments (Atom)
Nice ..article about the MobilePhone Industry..I am also Mobile user..I am using the Unlocked Nokia N95 8GB Mobile..I Unlocked it from the T-Mobile US..I used the site mobileunlocksolutionsfor the Unlocking process..
ReplyDelete