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		<title>Is timing finally right for NFC?</title>
		<link>http://nokleby.com/get-ready-for-nfc/</link>
		<comments>http://nokleby.com/get-ready-for-nfc/#comments</comments>
		<pubDate>Wed, 17 Nov 2010 20:44:15 +0000</pubDate>
		<dc:creator>nokleby</dc:creator>
				<category><![CDATA[NFC]]></category>
		<category><![CDATA[Contactless Payment]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Mobile Payment]]></category>

		<guid isPermaLink="false">http://nokleby.com/?p=20</guid>
		<description><![CDATA[...With all this NFC news being announced at the same time everything points in the direction that NFC is ready to enter the stage to become an important ingredient for enhanced mobile services making mobile devices able to interact with physical objects in a way never seen before.]]></description>
			<content:encoded><![CDATA[<p><a href="http://nokleby.com/wp-content/uploads/2010/11/NFC-payment.jpg"><img class="alignright size-full wp-image-22" title="NFC payment" src="http://nokleby.com/wp-content/uploads/2010/11/NFC-payment.jpg" alt="" width="258" height="198" /></a>Near Field Communication or NFC, is a short-range (high frequency) wireless communication technology which enables the exchange of data  between devices around 10 centimeters of distance.<sup> </sup>The technology is a simple extension of the proximity-card standard (RFID)  that combines the interface of a smartcard and a reader into a single  device. A NFC device can communicate with both existing  smartcards and readers, as well as with other NFC devices, and is  thereby compatible with existing contactless infrastructure already in use for public transportation and payment. NFC is primarily aimed for usage in mobile phones [<a title="Wikipedia - NFC" href="http://en.wikipedia.org/wiki/Near_Field_Communication" target="_blank">Wikipedia</a>].</p>
<p>Mobile operators, banks and others have been carrying out a lot of experiments and pilots with this technology the last years without any signs of significant market adaptation. It has basically been a classical chicken and egg dilemma. Device manufacturers haven&#8217;t been willing to take the cost of incorporating NFC technology into mobile devices because of the lack of services utilizing the technology and potential service providers haven&#8217;t been able to launch services because people don&#8217;t have devices supporting the technology.</p>
<p>The mobile NFC usage which has been given the most attention is that of contactless payment and ticketing. Anyhow, the way I see it nothing will really happen until the device manufacturers decide to make NFC a standard phone feature. Nokia, Sagem and Samsung have launched a few handsets but basically it has been pretty quiet around NFC for some time.</p>
<p>Then, yesterday, Google CEO Eric Schmidt announced that Gingerbread, the upcoming update to Android  that will roll out in the next few weeks, will <a title="Android support for NFC in Gingerbread" href="http://techcrunch.com/2010/11/15/android-gingerbread-to-support-near-field-communication-including-tap-and-pay/" target="_blank">include support for NFC</a>. Schmidt demonstrated the NFC features on what seemed to be a Nexus S, meaning that this is a phone made to Google&#8217;s own specifications to show off the full specter of what Android is capable of. Let&#8217;s just hope the OEMs get the idea and jump on the NFC bandwagon&#8230; This time it looks like Google beat Apple to it, but rumours  still state that the next iPhone will have NFC technology incorporated.</p>
<p>Today we could read that German operators T-Mobile, Vodafone and O2 are  planning to introduce a mobile payment service as an extension to the  current version of <a title="mpass" href="http://www.mpass.de/" target="_blank">Mpass</a> which is used for online payments only. The new service will allow customers to make payments in retail  stores, via devices equipped with NFC.</p>
<p>As well as information that US mobile operators AT&amp;T, T-Mobile USA  and Verizon Wireless have banded together to build a national mobile  commerce network called Isis, allowing users to make point of sale purchases using  mobile phones and NFC technology.</p>
<p>With all this NFC news being announced at the same time everything points in the direction that NFC is ready to enter the stage to become an important ingredient for enhanced mobile services making mobile devices able to interact with physical objects in a way never seen before. The battle of control will be between operators, handset vendors or platform providers as to who controls the secure element. I guess Google and Apple won&#8217;t let that slip to the operators who want the secure element in the SIM. [Read more about the <a title="SWP requirements" href="http://www.gsmworld.com/documents/reqs_swp_nfc_handsets_v2.pdf" target="_blank">Single Wire Protocol interface</a>]</p>
<p>Here are <a title="Dean Bubley's thoughts on NFC" href="http://disruptivewireless.blogspot.com/2010/11/apple-embedded-sims-nfc-and-mobile.html" target="_blank">some additional thoughts on the matter</a> from analyst <a title="Dean Bubley's Disruptive Wireless" href="http://disruptivewireless.blogspot.com/" target="_blank">Dean Bubley</a> (<a title="Dean Bubley on Twitter" href="http://twitter.com/disruptivedean" target="_blank">@disruptivedean</a>)</p>
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		<title>Adding social to mobile gaming</title>
		<link>http://nokleby.com/adding-social-to-mobile-gaming/</link>
		<comments>http://nokleby.com/adding-social-to-mobile-gaming/#comments</comments>
		<pubDate>Sat, 06 Nov 2010 14:49:30 +0000</pubDate>
		<dc:creator>nokleby</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Game Center]]></category>
		<category><![CDATA[Mobile Gaming]]></category>
		<category><![CDATA[OpenFeint]]></category>
		<category><![CDATA[Social Gaming]]></category>

		<guid isPermaLink="false">http://nokleby.com/?p=7</guid>
		<description><![CDATA[Recently Apple added a feature to their iOS devices called Game Center. The intention was to add a bit more competitiveness to your mobile gaming experience by making it easier to share stats and achievements with friends, take part in global leaderboards and engage in multiplayer games.

The features of Game Center are however not new and several other firms provide similar services; OpenFeint, Plus+, Crystal, Gameloft Live, Scoreloop and AGON Online. For game developers these social layers are optional and work as a layer on top of the actual game. Some, like OpenFeint, also serve as a platform to advertise other "OpenFeint enabled" games [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://nokleby.com/wp-content/uploads/2010/11/overview_achievements201009081.jpg"><img class="alignright size-medium wp-image-11" style="border: 0pt none;" title="Apple Game Center" src="http://nokleby.com/wp-content/uploads/2010/11/overview_achievements201009081-255x300.jpg" alt="" width="179" height="210" /></a>Recently Apple (who have no track record on succeeding with social aspects in their services) added a feature to their iOS devices called <a title="Apple Game Center" href="http://www.apple.com/game-center/" target="_blank">Game Center</a>. The intention was to add a bit more competitiveness to your mobile gaming experience by making it easier to share stats and achievements with friends, take part in global leaderboards and engage in multiplayer games. By getting people onboard Apple manages to create yet a bit of stickyness to lock customers into their controlled universe.</p>
<p>The features of Game Center are however not new and several other firms provide similar services; <a title="OpenFeint" href="http://www.openfeint.com/" target="_blank">OpenFeint</a>, <a title="Plus+" href="http://plusplus.com/" target="_blank">Plus+</a>, <a title="Crystal SDK by Chillingo" href="http://www.crystalsdk.com/" target="_blank">Crystal</a>, <a title="Gameloft Live" href="http://www.gameloftlive.com/" target="_blank">Gameloft Live</a>, <a title="Scoreloop" href="http://www.scoreloop.com/" target="_blank">Scoreloop</a> and <a title="AGON Online" href="http://www.agon-online.com/" target="_blank">AGON Online</a>. For game developers these social layers are optional and work as a layer on  top of the actual game. Some, like OpenFeint, also serve as  a platform to advertise other &#8220;OpenFeint enabled&#8221; games.</p>
<p><a href="http://nokleby.com/wp-content/uploads/2010/11/OpenFeintScreenShot.png"><img class="alignleft size-medium wp-image-15" title="OpenFeint Homescreen" src="http://nokleby.com/wp-content/uploads/2010/11/OpenFeintScreenShot-300x198.png" alt="" width="210" height="139" /></a>I myself see a much larger benefit of using a service that goes across different mobile platforms. After all, most of my friends don&#8217;t own an iPhone, and most of the big titles try to maximise their potential market reach by porting their games to several smartphone platforms.</p>
<p>Which of the emerging social gaming layers that will prevail is difficult to predict, but being incorporated into numerous future games definately creates a desirable (cross OS) position for collecting valuable stats and even in-game ad placement.</p>
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		<title>The art of smart content discovery</title>
		<link>http://nokleby.com/smart-content-discovery/</link>
		<comments>http://nokleby.com/smart-content-discovery/#comments</comments>
		<pubDate>Sat, 06 Nov 2010 11:59:02 +0000</pubDate>
		<dc:creator>nokleby</dc:creator>
				<category><![CDATA[Music]]></category>
		<category><![CDATA[Affiliate Marketing]]></category>
		<category><![CDATA[Apps]]></category>
		<category><![CDATA[Shazam]]></category>
		<category><![CDATA[SoundHound]]></category>

		<guid isPermaLink="false">http://nokleby.com/?p=5</guid>
		<description><![CDATA[The type of apps that always seem to bedazzle the first time user are music recognition apps like SonyEricsson TrackID, Shazam or SoundHound. All these services basically work in the same manner. They enable you to sample some seconds from a song you are listening to and within a few seconds compare the distinct acoustic pattern to a large music library and provide you with the details you are seeking... Seen from a marketing perspective this is a brillinat piece of technology [...]]]></description>
			<content:encoded><![CDATA[<p>What&#8217;s playing now?</p>
<p><a href="http://nokleby.com/wp-content/uploads/2010/11/shazam_ad1.jpg"><img class="size-medium wp-image-16 alignright" title="Shazam" src="http://nokleby.com/wp-content/uploads/2010/11/shazam_ad1-300x190.jpg" alt="" width="300" height="190" /></a>The type of apps that always seem to bedazzle the first time user are music recognition apps like <a title="SE TrackID" href="http://www.sonyericsson.com/product/trackid/" target="_blank">SonyEricsson TrackID</a>, <a title="Shazam" href="http://www.shazam.com/" target="_blank">Shazam</a> or <a title="SoundHound" href="http://www.soundhound.com/" target="_blank">SoundHound</a>. All these services basically work in the same manner. They enable you to sample some seconds from a song you are listening to and within a few seconds compare the distinct acoustic pattern to a large music library and provide you with the details you are seeking.</p>
<p>Seen from a marketing perspective this is a brillinat piece of technology. It helps people in an elegant way, when their attention and emotions towards a particular piece of music is at it&#8217;s highest, to provide information that helps the user identify the title or artist which they are interested in, and even by an additional click guide them straight into a digital store (e.g Apple iTunes, Amazon etc.) where they can purchase the newly identified tune .</p>
<p>So someone created a powerful music recognition tool, but is there any money in providing this kind of service? My guess is that they might be one of the very few capable of financially benefitting from for instance Apple&#8217;s iTunes affiliate program. Apple only provides a lousy 4 percent kickback to marketeers managing to redirect customers into iTunes and purchase content. This will benefit the marketeer with $ 0.05 for every purchased $ 1.29 song, and $ 0.56 for every purchased $ 13.99 album. The key obviously has to do with scale.</p>
<p>In mid May this year Shazam announced that they had 75 million users of their service with a growth of 25 million the past 6 months. CEO, Andrew Fisher, stated that he was confident they would manage to grow their user base to 100 million by the end of the year. The news came out as the company also revealed that it had identified more than  one billion songs in the ten years since it first launched. In January this year, Shazam said that its mobile apps were generating 260 000 track purchases a day,  through songs tagged by its users. Analysis from Billboard at the time  estimated that this meant Shazam was responsible for 6.3 percent of all global  single-track downloads.</p>
<p>Time will show what the future holds for Shazam and its likens but they are allready thinking of new ways for us to engage with their technology. Shazam stated in an interview with the <a title="Shazam moves into the TV room" href="http://bits.blogs.nytimes.com/2010/04/12/shazam-moves-into-the-tv-room/" target="_blank">New York Times</a> that their intention with their iPad app is to attract and capitalize on the television-viewing audience.</p>
<p>The battle of who becomes the preferred music recognition engine intensified this week when SoundHound and HTC announced a <a title="HTC and SoundHound announce global partnership" href="http://www.businesswire.com/news/home/20101103005709/en" target="_blank">global partnership</a> enabling SoundHound to be preinstalled on HTC devices, starting with the HTC        Desire HD and HTC Desire Z.</p>
<p>Anyhow, these music recognition services show that aiding end users in discovering content can pay off&#8230; if you manage to scale&#8230; even if you don&#8217;t own the shop itself. That should give everyone building an app store (especially Telcos) something to think about&#8230;</p>
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