Showing posts sorted by relevance for query media type data consumption. Sort by date Show all posts
Showing posts sorted by relevance for query media type data consumption. Sort by date Show all posts

Saturday, September 17, 2022

Is Connectivity Business Ultimately Doomed?

Among the obvious changes in connectivity provider business models over the past 30 years is the diminished role of variable revenue, compared to fixed components. The companion change is a switch from usage-based charging to flat-rate pricing, independent of usage. 


Both those changes have huge consequences. The big change is that variable usage no longer can be matched to comparable revenue upside. In other words, higher usage of network resources does not automatically result in higher revenue, as once was the case. 


And that is why provisioned data capacity of networks keeps growing, even if revenue per account remains relatively flat. That also is why network capital investment has begun to creep up. 


So consider what happens when markets saturate: when every household and person already buys internet access, mobility service and mobile broadband. When every consumer who wants landline voice and linear video already buys it, where will growth come from?


The strategic answer has to be “new services and products.” Tactically, it might not matter whether revenue from such services is based on variable (consumption based) or fixed value (flat rate charge to use). Eventually, it will matter whether usage can be matched to variable charges for usage. 


Consider that most cloud computing services (infrastructure, services or platform) feature variable charges based on usage, even if some features are flat rated. For the most part, data center revenue models are driven by usage and variable revenue models. 


Connectivity providers have no such luxury. 


Though there always has been a mix: fixed charges for “lines and features” but variable charges for long distance usage in the voice era, in the internet era the balance has shifted.


Consider what has happened with long distance voice, which is mostly variable, mobile service, which is partly variable, partly fixed, or internet access or video. 


Globally, mobile subscriptions, largely a “fixed” revenue stream--with flat rate recurring charges-- are a key driver of retail revenue growth. And though mobile internet access is mostly a flat rate service (X gigabytes for a flat fee), uptake is variable in markets where most consumers do not routinely use it.


source: Ericsson 


And make no mistake, mobile subscriptions, followed by uptake of mobile broadband, drive retail revenue in the global communications market. Fixed network broadband, the key service now provided by any fixed network, lags far behind. 


As early as 2007, in the U.S. market, long distance voice, which once drove half of total revenue and most of the profit, had begun its decline, with mobility subscriptions rising to replace that revenue source. 

source: FCC  


At a high level, that is mostly a replacement of variable revenue, based on usage, with fixed revenue, insensitive to usage.


As a practical matter, internet access providers cannot price usage of applications consumed as they once charged for international voice minutes of use. For starters, “distance” no longer matters, and distance was the rationale for differentiated pricing. 


Network neutrality rules in many markets prohibit differential pricing based on quality of service, so quality of connections or sessions is not possible, either. Those same rules likely also make any sort of sponsored access illegal, such as when an app provider might subsidize the cost of internet access used to access its own services. 


Off-peak pricing is conceivable, but the charging mechanisms are probably not available. 


It likely also is the case that the cost of metering is higher than the incremental revenue lift that might be possible, even if consumers would tolerate it. 


The competitive situation likely precludes any single ISP from moving to any such differential charging mechanisms, as well.


In other words, the cost of supporting third party or owned services, while quite differentiated in terms of network capacity required, cannot actually be matched by revenue mechanisms that could vary based on anything other the total amount of data consumption. 


Equally important, most ISPs do not own any of the actual apps used by their access customers, so there is no ability to participate in recurring revenues for app subscriptions, advertising or commerce revenues. 


All of that is part of the drive to raise revenues by having governments allow taxation of a few hyperscale app providers that drive the majority of data consumption, with the proceeds being given to ISPs to fund infrastructure upgrades.   


Ignore for the moment the different revenue per bit profiles of messaging, voice, web browsing, social media, streaming music or video subscriptions. Text messaging has in the past had the highest revenue per bit, followed by voice services


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 there are dramatic differences in revenue per bit to support both owned and third party apps and services. 

source: TechTarget 


In fact, the disparity between text messaging and voice and 4K video is so vast it is hard to get them all on the same scale. 


Sample Service and Application Bandwidth Comparisons

Segment

Application or Service Name

Mbps

Consumer mobile

SMS

0.13

Consumer mobile

MMS with video

100

Business

IP telephony (1-hour call)

28,800

Residential

Social networking (1 hour)

90,000

Residential

Online music streaming (1 hour)

72,000

Consumer mobile

Video and TV (1 hour)

120,000

Residential

Online video streaming (1 hour)

247,500

Business

Web conferencing with webcam (1 hour)

310,500

Residential

HD TV programming (1 hour, MPEG 4)

2,475,000

Business

Room-based videoconferencing (1 hour, multi codec telepresence)

5,850,000

source: Cisco


At a high level, as always is the case, one would prefer to operate a business with the ability to price according to usage. Retail access providers face the worst of all possible worlds: ever-growing usage and essentially fixed charges for that usage. 


Unless variable usage charges return, to some extent, major market changes will keep happening. New products and services can help. But it will be hard for incrementally small new revenue streams to make a dent if one assumes that connectivity service providers continue to lose about half their legacy revenues every decade, as has been the pattern since deregulation began. 


Consolidation of service providers is already happening. A shift of ownership of digital infrastructure assets is already happening. Stresses on the business model already are happening. 


Will we eventually see a return to some form of regulated communications models? And even if that is desired, how is the model adjusted to account for ever-higher capex? Subsidies have always been important. Will that role grow? 


And how might business models adjust to accommodate more regulation or different subsidies? A delinking of “usage” from “ability to charge for usage” makes answers for those questions inevitable, at some point. 


How many businesses or industries could survive 40-percent annual increases in demand and two-percent annual increases in revenue?


Tuesday, July 24, 2012

U.K. Customers of Three Increase Data Consumption 100% in 12 Months

In about a year's time, smart phone customers of U.K. mobile service provider Three have doubled their "average" data consumption to 1.1 Gbytes a month, Three says. 


That rate of increase is faster than for the U.K. audience as a whole, as Ofcom reports the overall volume of mobile data consumed in the United Kingdom has doubled in the 18 months to January 2012. 


By way of comparison, according to Nielsen’s June 2012 analysis of U.S. mobile phone bills for 65,000 lines, smart phone owners, especially those with iPhones and Android devices, were consuming about 435 Mbytes a month in 2011, roughly the same as in the United Kingdom.  


T-Mobile USA, meanwhile, reports that its users consumer about 760 Mbytes a month

Ofcom estimates that the average U.K. consumer now spends ninety minutes per week using a mobile to access the Internet, largely replacing their use of PCs and laptops for watching video clips and sending messages. 


Those of you with an engineering bent will realize what that means. Nothing stresses an access network like video.


Since mobile networks are more "bandwidth challenged" than the fixed networks, when users switch video viewing preferences to mobile access modes, mobile networks experience the "worst of all worlds" (the media type with the greatest bandwidth requirement is consumed on the networks with the least available bandwidth). 

And one might well expect consumption to keep climbing, as more users adopt smart phones, come to rely on mobile access to the Internet and as fourth generation networks are built, since faster access drives higher data consumption. 


A year ago, average consumption was about 450 megabytes. As you would expect, the growth has happened because of smart phone user behavior. About 95 percent of Three smart phone customers use data on a daily basis.



About 42 percent of respondents surveyed by Ofcom agree with the statement “my phone is more  important to me for accessing the Internet than any other device."


Levels of  agreement with this statement are highest among those aged 16 to 24 (51 percent) and 25 to 44  (48 percent). Levels of agreement have also increased over time, with 42 percent net agreement in 2012,  compared to 33 percent net agreement in 2011.


Ofcom reports that mobile broadband (data dongles or cards) now are used by about 13 percent of U.K. mobile users, while smart phone adoption grew from 27 percent in 2011 to 39 percent of U.K. adults,  representing 43% of mobile phone users.


Some 66 percent of U.K. users 16 to 24 and 60 percent of those aged 25 to 34 have a 
smart phone,



Wednesday, February 10, 2016

Video Turns Business Models Upside Down

If policymakers want new networks to develop as functional substitutes for existing networks, some structural realities will have to be addressed. 

Mobile services already have become functional substitutes for fixed network voice, much Internet access and some portion of entertainment video viewing.

But the future is entertainment video, especially over the top, on demand video. And that sort of entertainment video poses huge problems for any number of wireless and mobile networks.

For starters, video is a media type that places unusual stress on networks, especially wireless networks that have clear bandwidth limitations, compared to modern fixed networks.

Entertainment video also is a media type with very-low revenue per bit characteristics.

In other words, video is expensive to deliver, and yet generates very low--if any--direct revenue for an ISP.

By about 2014, data services generated about 35 percent of mobile service provider revenues while consuming 54 percent of the network resources, according to Nokia (Alcatel-Lucent).

That is based on an analysis of capital investment for incremental Internet access megabytes that in 2009 already had climbed to a range of 6.6 to 35 cents per annual incremental megabyte, or about $6.60 per gigabyte up to as much as $35 per gigabyte. That’s the access provider incremental capex cost.

Subscribers watching a movie on their mobile device at standard definition might consume a gigabyte per hour. For a two-hour movie, that could be as much as 2 GB, for data consumption alone.

High-definition content consumes perhaps 3 GB per hour. In that case, viewing a two-hour movie consumes 6 GB.

Assume a retail mobile data plan cost of about $10 per gigabyte. You see the problem. Viewing a single standard-definition movie “costs” $20 in data usage, in addition to the actual content cost. Watching eight hours a month could cost $80 a month, per device.

Watching eight hours of high-definition TV could cost $240 in mobile data plan charges.

In 2016, U.S. mobile subscribers will spend about 30 minutes a day watching video, or perhaps 15 hours a month.

That implies use of at least 15 GB a month, if all that consumption happened using the mobile network. Obviously that is not the case, as users are shifting most of that viewing to Wi-Fi. In fact, by 2015 about half of all mobile device data was consumed using Wi-Fi.

Still, mobile video in 2015 already represented 55 percent of all viewing, according to Cisco. By 2020, 75 percent of all mobile network traffic will consist of video.

If policymakers want to encourage both innovation and mobile or Wi-Fi platforms as functional substitutes for existing networks, ability to support entertainment video will be necessary.

How that can happen unless zero rating, or very low cost rating happens, is not clear.




Tuesday, November 19, 2019

Why Revenue per Bit Falls Toward Zero

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.


Friday, January 5, 2024

Unicast Video Accounts for Most of the Internet Bandwidth Increases We See

Constant and significant increases in bandwidth consumption are among the fateful implications of switching from linear TV broadcasting to multicast video streaming. Consider that video now constitutes 52 percent to 88 percent of all internet traffic. 


Not all that increase is the direct result of video streaming services. Video now is an important part of social media interactions and advertising on web sites supporting consumer applications, though some studies suggest social media sites overall represent only seven percent to about 15 percent of video traffic consumed by end users. 


Also, there is some amount of internet video traffic between data centers, not intended directly for end users, possibly representing five percent of global internet traffic. 


Study

Date

Video Traffic Share (%)

Cisco Annual Internet Report (2023)

Dec 2022

88%

Sandvine Global Internet Phenomena Report (Q3 2023)

Sep 2023

83%

Limelight Networks State of the Real-Time Web Report (Q3 2023)

Oct 2023

76%

Ericsson Mobility Report (Nov 2023)

Nov 2023

72%

ITU Global Video Traffic Forecasts

Feb 2023

70% (2022)

Ookla Global Video Report (Q2 2023)

Aug 2023

65%

Akamai State of the Internet / Security Report (Q3 2023)

Oct 2023

60%

Statista: Global Internet Traffic Distribution by Content Type (2023)

Oct 2023

58%

GlobalWebIndex Social Video Trends Report (Q3 2023)

Sep 2023

55%

Juniper Networks Visual Networking Index (2023)

Feb 2023

52% (2022)


Ignoring for the moment the impact of video resolution on bandwidth consumption (higher resolution requires more bandwidth), the key change is that broadcasting essentially uses a “one-to-many” architecture, while streaming uses a unicast architecture. 


The best example is that a scheduled broadcast TV show, for example, can essentially send one copy of the content to every viewer (multicast or broadcast delivery). The same number of views, using internet delivery, essentially requires sending the same copy to each viewer separately (unicast delivery). 


In other words, 10 homes watching one multicast or broadcast program, on one channel, at one time consumes X amount of network bandwidth. If 10 homes watch a program of the same file size as the broadcast content, whether simultaneously or not, then bandwidth consumption is 10X. 


There are some nuances for real-world data consumption, such as the fact that consumption of linear video is declining or the fact that broadcasting uses a constant amount of bandwidth, no matter how many viewers in an area might be watching or not watching. 


Study

Comparison

Bandwidth Ratio (Streaming/Broadcasting)

"A Comparative Analysis of Video Streaming and Broadcasting for Live Sports Events" (2023)

Live sports streaming vs. multicast

10x - 15x

"Bandwidth Efficiency of IPTV vs. Traditional Broadcasting" (2022)

IPTV unicasting vs. terrestrial broadcasting

2x - 4x

"The Impact of Unicast Video Delivery on Network Traffic" (2021)

Unicasting video vs. multicast video

1.5x - 3x

"Comparing the Bandwidth Consumption of Live Streaming and P2P Delivery" (2020)

Live streaming vs. P2P for live events

3x - 6x

"The Bandwidth Efficiency of Video Streaming Protocols" (2019)

HTTP streaming vs. RTMP streaming

1.2x - 2x

"A Study of User-Generated Video Delivery on Social Media Platforms" (2018)

User-generated video streaming vs. traditional video streaming

2x - 4x

"The Bandwidth Implications of 4K and 8K Video Streaming" (2017)

Higher resolution streaming vs. standard definition

4x - 8x

"The Impact of Mobile Video Streaming on Network Congestion" (2016)

Mobile video streaming vs. fixed-line streaming

1.5x - 3x

"The Future of Video Delivery: A Cost Comparison of Streaming and Broadcasting" (2015)

Streaming vs. broadcasting for future content delivery

2x - 4x

"The Bandwidth Efficiency of Video-on-Demand Services" (2014)

Video-on-demand streaming vs. linear broadcasting

1.5x - 2.5x


There are other nuances as well. Since a broadcast video stream often is viewed on a television set, it is possible that multiple viewers “share” viewing of the same content. If one TV is receiving a program, and five people are watching, the “single delivery” supports five views. 


On a “per viewer” basis, X amount of delivery bandwidth is X/5 for each viewer of the same program. 


If five people watch a program of equivalent file size at the same time, data consumption is 5X. 


Study

Year

Methodology

Streaming Bandwidth (Mbps)

Linear Broadcasting Bandwidth (Mbps)

Nielsen

2022

Network traffic analysis

3.1-4.7 (average)

0.1-0.2 (average)

OpenVault

2023

ISP data analysis

1.8-2.5 (average)

0.05-0.15 (average)

Pew Research Center

2021

Survey and network analysis

2.3-3.8 (average)

0.1-0.2 (average)

University of Zurich

2019

Network monitoring and simulation

2.0-3.5 (average)

0.08-0.18 (average)

Akamai

2020

Global traffic analysis

1.6-2.8 (average)

0.04-0.12 (average)

Sandvine

2022

Network traffic analysis report

3.5-5.0 (peak)

0.15-0.25 (peak)

Netflix

2021

Open Connect content delivery platform report

0.5-1.5 (average)

N/A

BBC Research & Development

2018

HbbTV hybrid broadcasting analysis

1.0-2.0 (combined)

0.03-0.08 (combined)

Bitmovin

2023

Video encoding and delivery technology report

0.8-1.8 (efficient encoding)

N/A

Ericsson

2022

Mobile network video traffic report

0.5-2.0 (mobile average)

N/A


The point is that the shift from broadcasting (multicasting) to unicast entertainment video was destined to dramatically increase internet data consumption.


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