The fateful decision to build all global telecom networks on internet protocol, creating multipurpose networks, essentially means every network now has to be dimensioned (in terms of capacity) to carry the most-bandwidth intensive, low revenue-per-bit service, namely entertainment video, almost always a service that the access provider does not own, and therefore derives no direct revenue from supplying. And such video now dominates data volume on global networks.
That is but one reason why capacity prices tend, over time, to fall towards zero. Essentially, consumer service business models require low prices. The salient example are internet access services, where the internet service provider does not own the actual video services being watched.
In the U.S. market, for example, consumers might use 300 Gbytes a month, with monthly revenue being perhaps $50, implying gigabyte revenue of 16 cents, and less if consumption is higher.
Even if the access provider owns a subscription video service, it has the absolute lowest revenue per bit of any other owned service, and therefore potential profit per bit, of any traffic type.
Some might argue that an owned subscription video service has revenue per bit two orders of magnitude (100 times) less than voice, for example, in part because voice and text messaging use such little bandwidth, compared to video.
Text messaging has in the past had the highest revenue per bit, followed by voice services. More recently, as text messaging prices have collapsed, voice probably has the highest revenue per bit.
Subscription video always has had low revenue per bit, in large part because, as a media type, it requires so much bandwidth, while revenue is capped by consumer willingness to pay. Assume the average TV viewer has the screen turned on for five hours a day.
That works out to 150 hours a month. Assume an hour of standard definition video streaming (or broadcasting, in the analog world) consumes about one gigabyte per hour. That represents, for one person, consumption of perhaps 150 Gbytes. Assume overall household consumption of 200 Gbytes, and a monthly data cost of $50 per month.
Bump quality levels up to high definition and one easily can double the bandwidth consumption, up to perhaps 300 GB.
That suggests a “cost”--to watch 150 hours of video--of about 33 cents per gigabyte, with retail price in the dollars per gigabyte range.
Voice is something else. Assume a mobile or fixed line account represents about 350 minutes a month of usage. Assume the monthly recurring cost of having voice features on a mobile phone is about $20.
Assume data consumption for 350 minutes (5.8 hours a month) is about 21 MB per hour, or roughly 122 MB per month. That implies revenue of about $164 per consumed gigabyte.
The point is that implied revenue per bit varies tremendously, even if networks now are sized to handle video, not the other media types.
Voice and messaging arguably have the highest revenue per bit profiles (perhaps as high as hundreds of dollars per gigabyte). Both are applications sold by the mobile access provider and both consumer very little bandwidth.
Entertainment video subscriptions sold by access providers do generate app revenue for providers, but relatively little, on a revenue per bit basis, compared to the narrowband voice and messaging services. Lots of bandwidth is required, but revenue is flat rate, so the actual revenue per bit hinges on usage.
Then there are the “bandwidth” products supporting internet access, where the access provider generally earns zero money from app use, and rings the register only on gigabytes purchased.
Entertainment video arguably generates cents per gigabyte in subscription revenue. That is a business model problem, as retail prices are in the dollars per gigabyte range.
Mobile bandwidth generally costs $5 to $8 per per gigabyte (retail prices), lower than the $9 to $10 it cost in 2016 or so, for popular plans, and less than that for plans containing higher amounts of usage. Higher usage plans might feature costs per gigabyte closer to $3.
The big point is that there is a reason why bandwidth prices tend to fall towards zero: consumer willingness and ability to pay for services and apps using bandwidth is relatively low, and does not change much over time.