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sms wrks:
Marketing and Promotions
While new business will certainly be created in wireless
space, under the present arrangements, the most obvious
area in which SMS may be useful to a wide range of companies
is in marketing and promotion.
A recent study
by wireless services company, Quios, discovered a very ready
acceptance of advertising and promotion making use of the
mobile. Reviewing the findings following their Euro 2000
Soccer messaging service, the company found that although
advertising in this medium was expected to have the same
effect as direct mail, it already has a much higher response
rate at a much lower cost per head. This high success rate
is due to a combination of attractive qualities that text
messaging posseses for its audiences.
» Immersive: SMS messaging
has an interactive quality that younger users find particularly
attractive. Personalized SMS messages, particularly those
that are delivered in response to a SMS request, involve
users in an interactive experience familiar to and desired
by those with a knowledge of the online world.
» Freedom from clutter:
For the moment, clutter has not particularly afflicted this
area. Advertising messages tend to be less common than in
other media and importantly tend to remain highly pertinent
to the mobile experience, alerting users to such things
as new rates or other offers of particular and immediate
relevance.
» High recognition: High
ad recall (79 percent of participants had 60 percent of
recall of wireless advertising-a study by Quios).
» WOW factor: As a spin-off
from the lack of clutter in this area, messages maintain
a degree of surprise. Not yet inured to being communicated
with in this manner, users have a higher degree of acceptance.
» Viral marketing: Due
to a combination of the two factors above, the proliferation
of messages through viral means is an appreciable contributor
to the effectiveness of campaigns. As mobiles are habitually
used for social communication, the possibility of enhancing
the effectiveness of messages via communities of interest
remains strong. Users often interact with their mobiles
while with groups of friends 'showing off' any attractive
new content. (70 percent of those surveyed for the Quios
report said that they had recommended the soccer messaging
service to a friend.)
» Communication at point
of purchase (with GPS): The fact that advertising is received
on mobile personal devices means that the audience can,
in theory, be located right next to sales points.
All of these factors play particularly well for the 15-24
year old group, where the mobility and social interaction
around technology are highly desirable.
The Golden Rules of SMSa
But, to ensure attitudes to text advertising and promotions
remain positive, IndusMobile suggests that those marketing
in the wireless space must ensure that:
» Messages include value-added
elements: Among an age group that has become used to interactivity,
successful messages will be those that invite participation
and response.
» Information received
is highly accurately targeted: The high level of acceptance
of text advertising and promotion relates intimately to
the relevance of products and services promoted.
» Facilitate easy opt-out:
Maintaining control of the flow of messages to a mobile
device is perceived as highly important by users.
An Eye on the Future?
The year 2001 promises to bring higher bandwidth connectivity,
so what does the future for vanilla SMS promise? Such services
as General Packet Radio System (GPRS) will not include SMS
facility, though they will include more sophisticated messaging
services. But that does not mean that SMS will be disappearing
in the short-term. As far as 2005, SMS services are likely
to remain popular, if they continues to grow at the present
rate.
But even given the obvious end-point for SMS as we know
it, it is still essential for businesses to enter the fray,
since those who have come to understand the possibilities
of mobile, non-voice communication will be the best place
to lead developments in forthcoming GPRS, Enhanced Data
GSM Environment (EDGE) and other imminent mobile technologies.
While there has in recent months been a highly mediacized
"WAP-backlash" it is beginning to seem likely
that adverse reactions (often due to these alistic promises)
are nowhere near as severe as earlier imagined. In the UK,
for example, Genie, the BT owned mobile Internet company,
recorded 88 million WAP page impressions in the UK in the
month of January 2001, as compared to 62.5 million at the
end of December 2001, an increase of more than 40 percent.
Reports of the death of WAP, it seems, have been highly
exaggerated.
Perhaps, the most important aspect of the rise of SMS technology
to recall is the way in which the developers of the technology
were not necessarily best placed to say exactly how it will
be used. As we move more and more towards providing tools
for creating entertainment rather than creating content,
it seems increasingly necessary to follow the consumers
demand very carefully. And the best way to do this, right
now, is from within the SMS space.
On the other hand, mobile games have huge advantages associated
with being portable. Given the restrictions, mobile games
must create what one game firm (4) has dubbed 'immersion
by imagination'. In some territories, branded gaming has
emerged, its novelty proving more than enough compensation
for the low-bandwidth styles.
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