Tuesday, October 15, 2019

5G Might Truly be Different

There is one way 5G might be quite different than all prior generations of mobile, and not for reasons directly related to network performance. All prior generations of mobile service had business models based on humans using phones. But 5G is the first mobile network where most of the actual subscriptions might be used by computers and sensors.

Ericsson points out that consumer-related service revenues will have an annual growth rate of 0.75 percent through to 2030. Providers of apps and services in other parts of the information and communications technology, on the other hand, will see compound annual growth rates (CAGR) of close to 12 percent over the same time frame. 

Ericsson believes connectivity service providers could address as much as 18 percent of total information and communication technology revenues, representing about $700 billion. 

By definition, those information and communication technology opportunities will come from enterprise customers, not consumers. And that could be the biggest strategic change caused by 5G. 

Unlike all prior mobile generations--might feature incremental revenue sources and growth mostly coming from enterprise services, not consumer mobility that has driven growth since the 2G era (the first generation of mobile arguably having been adopted mostly by businesses). 

As Syniverse sees matters, for example, “5G is not dependent on consumer subscription of services like the wireless generations before it.”

“With decreasing average revenues from consumers in developed markets, U.S. mobile operators (60 percent of survey respondents) are shifting the focus to enterprise use cases to make money on the evolution to 5G,” says Syniverse

Nearly 60 percent of poll respondents say that 5G will swing their company’s focus to enterprise ecosystems, while 77 percent of respondents believe services such as network slicing supplied by 5G core networks. 

Mobile industry executives believe most of the new revenues from 5G will come from enterprise services including network slicing. Some service providers expect revenue lift from enterprise customers of perhaps five percent to 10 percent within just a few years. 

In fact, "In the 5G era, telcos will earn 70 percent of their 70 percent of their net revenue from enterprises” says Sanjay Kaul, Cisco head of Asia Pacific and Japan service provider business.

U.S. Streaming Video Providers Debt-to-Cash Flow Leverage

With the caveat that debt loads have been acquired for diverse reasons, firms operating in the streaming video subscription business have debt-to-cash flow leverage around the 3.3 times to 6.7 times  range (AT&T the former, Netflix the latter). 

At least some of that debt relates to investments in content. 



Churn Rates are Non-Linear

Nearly 45 percent of respondents of 2,500 people surveyed by EFTM about service provider switching behavior said they had not switched telcos in more than five years. That is not as unusual a figure as you might think. 

In the U.S. market, churn rates have been steadily dropping. For at least three of the four largest U.S. mobile service providers, churn typically is perhaps 1.5 percent monthly, sometimes less. 

Roughly speaking, a churn rate of 1.5 percent a month works out to be about 18 percent annual churn. The caveat is that churn is non-linear: high rates in the early months of an engagement, then lower churn over time. 


The key concept, when evaluating churn, is to recognize that most customer churn happens relatively soon in a supplier relationship. Note that churn rates are very high early in the relationship, but becoming relatively stable after about six months. That is the reason the Australian data collected by EFTM, which might lead you to assume a 20-percent rate effectively means all the customers acquired in a particular month are gone in five years, turns out to be incorrect. 

In each new customer cohort, churn rates drop dramatically after perhaps two months, so the average churn rate is not reflective of the lifecycle churn rate. 

After five years, at  20 percent annual churn, about 65 percent of the cohort have left, but 35 percent remain. More significantly, after 10 years, perhaps 10 percent of the original cohort remain  customers. 


So the results of the EFTM survey are not unusual. After five years, at 20 percent annual churn, or about 1.7 percent monthly, one would expect 35 percent of customers to remain, where the EFTM survey found 45 percent remaining. 

In my own case I have had a continuous relationship with one mobile service provider for more than 20 years. Generally speaking, higher average revenue accounts have less churn than lower ARPU accounts. Customers on contracts churn less than customers who can leave after any particular billing period. 

And the customer on-boarding process can be a key enabler of lower churn for new customers, who are not only learning how to use a service or a device offered by a particular provider, but might also be testing whether a particular plan, coverage or device  is right for them.

Monday, October 14, 2019

Mobile Product Life Cycle in India

Here’s one way of visualizing a product life cycle at work. Over a seven-year period in India, mobile data customers will nearly completely switch product choices from either 2G or 3G to 4G. 

Telcos Must Replace 1/2 of Legacy Revenue Every Decade

By definition, a mobile access platform has a definite product lifecycle, as the next-generation network is introduced about every decade, with a useful life of about 20 years. 

But that is true for virtually any product. The implications for connectivity services executives is quite clear: they must plan to replace every new product they introduce. My own rule of thumb is that service providers must plan on replacing about half of current legacy revenues every decade.

Illustrated on this chart, for example, are a number of products including:

Bring Your Own Device (BYOD) Resources for Networks & Communications Systems
Cable Television
Cellular Femtocell
Core Network
DAS (University Owned & Managed)
DAS (Vendor Owned & Managed)
GSM, CDMA, & LTE
In-Building WiFi Networks
In-Building Wired Networks
InfiniBand
IPTV
IPv4 and IPv6
Live Event Streaming
Local Server Rooms
Modular Data Center (Custom Data Centers)
Personal Cellular Use for University Business
Smartphones & Cellular on Campus
Software Definable Networks
Software Definable Radios
Streaming Media Players
Telepresence Robots
Traditional Telephone Systems
U-M Data Centers
Videoconferencing (BlueJeans)
VoIP Telephone Systems
VPN/Remote Access
White Spaces
WiFi Calling



Sunday, October 13, 2019

Can Telcos Become Platforms?

In many emerging industry segments, when executives are asked what role their firm might aspire to, they often have said they were aiming to become a platform. What has been less clear is whether established firms such as connectivity providers might likewise aspire to become platforms. 

Perhaps it matters how a “platform” is defined, and how it is different from marketplaces and retailers in general. 

Some define a platform as a business model that creates value by facilitating exchanges between two or more interdependent groups, usually consumers and producers. Using that definition, a shopping mall is a platform. 

Using that same definition, Amazon is a platform. So are Google, Facebook, and other apps of that sort. Irrespective of what the specific value is for end users, the platform brings together advertisers and merchants with potential customers. 


Using a different definition, Apple might also be a platform, as many considered Wintel to be in the 1980s and 1990s. 

Another way of looking at matters is that platforms feature “two-sided” business models. Such models involve an intermediary that enables exchanges between at least two distinct sets of actors. 

Examples include credit cards (cardholders and merchants); health maintenance organizations (patients and doctors); operating systems (end-users and developers); yellow pages (advertisers and consumers); video-game consoles (gamers and game developers); recruitment sites (job seekers and recruiters); search engines (advertisers and users); and the internet. 

But that definition involves a subtlety: all market transactions involve two actors, one buying, one selling; one producing, one consuming. The notion of platform impliciting involves the notion that some economic value is produced by the platform that enables such transactions at greater scale. An advertising network or social media app might provide a good example. 

Facebook enables advertisers to reach an audience, for example, at scale. But network effects, in and of themselves, are not what defines platforms. Telecom networks have network effects, but arguably are not historically platforms. 

True, traditional communication networks bring users together--as does Facebook--but not users with advertisers, or customers with retailers. That might be less true in the future. Telcos who sell video entertainment services might become platforms to the extent that they connect advertisers with audiences, while also providing services to subscribers. 

That is another twist on two-sided markets: sometimes revenue is earned from serving the interests of both actors. In the case of video entertainment, suppliers earn subscription revenues from subscribers, and also advertising revenues from retailers. In some other cases the same might happen when telcos also become support app providers trying to reach their subscribers. 

The point is that the shift from a traditional one-sided (revenue from subscribers) telco model and a platform or two-sided business model is a big change.

Saturday, October 12, 2019

Google Stadia Will Stress U.K. Usage Caps

If Google Stadia, the streaming gaming service, actually does consume as much as 15.75 GB per hour when used at the highest settings, then a significant number of home internet customers in the United Kingdom are going to blow through their data allowances, Broadband Now believes.

That estimate is based on statistics from the NPD Group suggesting that the 34 million gamers play 22 hours per week on average. “If these individuals switched to using Stadia as their primary gaming platform, they would eat through even the highest data caps (usually around 1 TB, or 1,000 GB), coming in at roughly 1,386 GB monthly,” says Broadband Now. 


“We estimate that approximately six million out of the 34 million daily gamers would eat through their  data caps if Google Stadia becomes their primary gaming destination,” Broadband Now says.

That, in general, illustrates the business problem internet service providers face: data consumption keeps going up, but ability to pay is relatively fixed. That is why performance goes up, but average monthly bills tend to stay flat. 

Prices per gigabyte are highest in lesser developed countries, as you might guess, adjusted for purchasing power parity, but really low in developed countries, looking at cost as a percentage of gross national income per person. But the clear trend over time is for internet access costs to fall. 



Directv-Dish Merger Fails

Directv’’s termination of its deal to merge with EchoStar, apparently because EchoStar bondholders did not approve, means EchoStar continue...