By
Chris Fox on July 2nd, 2008
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[VIA: ME DAILY]
The mobile software market could reach $67.3 billion in 2013, says Frost & Sullivan. The research says the expansion of memory, increase in processor speed, and availability of better networks will drive the growth. It says the market earned $17.9 billion in 2007.
Frost & Sullivan argues that mobile software will increasingly be built-for-purposes rather than ported from the PC. It adds that the use of the mobile for playing MP3s, games and taking digital camera photos will place the device at the forefront of consumer habits.
“Over the next decade, the cycle of software development, where many mobile software products and applications were developed originally for other types of devices, will reverse,” said Frost & Sullivan analyst Daniel Longfield.
“This reversal is likely because the number of mobile devices manufactured is expected to continue to outpace all other types of personal electronics and also due to smart phones possessing more processing speed and memory.”
[VIA: ME DAILY]
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Trendiculous on August 1st, 2006
Posted in Other Interesting Articles, Market Trends, Mobile Content | Comments Off
The World Cup offered some of the first real numbers on mobile TV adoption.
By John Gauntt - Senior Analyst
31 July 2006
The recently concluded World Cup proved to be a catalyst for the mobile TV efforts of 3 Italia, the Italian mobile media company that is part of Hutchison Whampoa’s global collection of 3G carriers. According to 3 Italia’s CEO, the company signed up over 111,000 subscribers in six weeks after the June 5th launch, which was timed to coincide with the start of the tournament. In contrast, it took South Korea’s TU Media nearly one year to sign up 100,000 subscribers to its Digital Multimedia Broadcast (DMB) television system for mobile phones.
3 Italia’s experience is worth watching given that Italy is the first European country to launch nationwide mobile TV services. The current mobile TV offer covers nearly all of Italy’s largest cities and towns with nine TV channels that can be accessed via a 3 Italia mobile handset. The company aims to sign up some 500,000 users by the end of 2006 and predicts that Italian penetration of mobile TV services by all the operators should reach about 20% or 10 million people by 2010.
In the US, the mobile TV market should reach around 24 million users by 2010 according to IDC. The research firm estimates that video/TV services for mobile handsets would settle at around 10% penetration. This is compared to around 7 million US mobile data users who are pulling video content into their phones.
The huge spread in subscriber numbers between mobile video, mobile TV and other services (depending on how you define it) suggests that mobile video services remain an area that is still trying to find its footing in terms of consumer packagaing. Certainly, the Italians are plowing new ground through their deployment of an actual broadcast layer, Digital Video Broadcast-Handheld or DVB-H, the first large-scale deployment in Europe.
However, it’s already the case in many markets, including the US, that customers can access video content for their higher-speed 2.5G and 3G phones. This suggests that even as the Italian mobile TV launch confirms significant interest in mobile TV (one wonders how the launch would have fared had the national football team exited early instead of winning it all), it also confirms that the heavy lifting to market mobile TV services effectively in the larger context of mobile video, remains an elusive “goal”.
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Administrator on July 12th, 2006
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Forbes facts and stats article on the ringtone business also has a fun chapter on “what your ringtone says about you?”. Always a huge favorite.
Research indicates that people do judge mobile users based on their ringtone. Earlier this year, U.K.-based carrier Tesco Mobile surveyed 1,000 customers and discovered that 21% of them thought having a standard ringtone was “uncool.”
– The survey also concluded that people who use their own recorded voice as a ringtone are self-obsessed, and that users who constantly change their rings might be flighty and unreliable.
– If your phone plays a classic rock tune, you’re showing your age, but you get points for figuring out how to change the ringer, Gramps.
– If your phone is still playing “Jingle Bell Rock” in July, you’re not going to impress people with your productivity.
– If your ringtone is a current hip-hop or R&B hit, you’re young at heart, but you’re not particularly original. Hip-hop ringtones accounted for more than half of the $300 million U.S. market in 2004.
– If your phone plays the sound of an old mechanical phone bell, you’re not as funny as you think you are.
– If your phone plays the theme song to a television show, you’re not going to impress anyone with your intellectual acumen. Perhaps a Mozart or Beethoven ringer would do some damage control.
– If your phone never leaves vibrate or silent mode, you may be the kind of important person who can’t afford to waste time answering a phone call right now. Or maybe you just think you’re that important. However, you may also be considerate and respectful, the kind of person we’d like sitting behind us in a movie theater.
– Unfortunately, we tend to get saddled with seatmates whose phones play the popular “Crazy Frog,” the clucking chicken, or any number of other annoying animal noises. If you’re one of these folks, you may be a sociopath.
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Administrator on July 11th, 2006
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There’s a common misconception that you can tell somebody’s personality by his/her ringtone. Well, if it’s a Moantone?, then probably this person has an immature sense of humor and an urgent need to shock someone, but what can you say about a person who puts 50 Cent as a ringtone? Or Metallica?
Trying to analyze a person by a ringtone is like trying to do it by a shape of his skull or by his height. It gives you a lot of theories, but no “one-fits-all” answer.
Here’s what others think:
Psychologist Graham Wilson believes that your choice of ringtones can reveal more about yourself that you might think. For example, young people choose popular music to show they fit in. An aggresive young professional may choose an action movie or tv show theme because they have no real action or drama in their lives. And people who don’t choose ringtones at all view their phones a purely functional items and are too busy to download or choose a custom ringtone. This very scientific research is just another reason should set their phone to vibrate most of the time.
© The Herald
You can tell only one thing for sure: if you hear a farttone or a groantone on a business meeting, its owner is either a manager (CEO?) or just stupid excited about the new technology.
Some people believe that putting classical music on their phones helps them to look serious and respectable. Most others don’t agree with this notion.
Who Buys Ringtones?
According to Telephia, 69% of all ringtones purchased in Q3 2005 were purchased by women. No surprise, young people aged 14–27 buy the most mobile content.
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Trendiculous on July 3rd, 2006
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By Brad Howarth
B&T, www.brandt.com
22 June 2006
The mobile phone’s capacity for channelling highly-targeted and personalised marketing strategies has been discussed for years, but are networks and advertisers any closer to realising its potential?
Mobile marketing presents a unique opportunity for reaching audiences. There are at least 18 million handsets now in the Australian market, and as the most personal of communication devices, the mobile telephone offers vast potential for tailored marketing campaigns.
But in a world where consumers are growing more aware—and in many cases more wary—of when they are being targeted by making best use of the mobile communication channel requires some skilful deployment.
The majority of mobile marketing activity in Australia continues to revolve around the direct-marketing capabilities of SMS text-messaging, particularly for voting and as a contest-entry mechanism. Mobile content is still dominated by downloads of items such as ringtones and wallpaper.
Figures from the research company Frost & Sullivan show that the mobile-content market, including items such as ringtones, games, email and information services, was valued at $130m in Australia in 2004. Preliminary findings indicate that will increase to between $250m and $300m for 2005. Growth will slow slightly for 2006, due to the exclusion of certain content types from some capped and pre-paid plans, but should still reach above $500m.
Adoption of mobile content in Australia lags behind that of some other countries, particularly in Asia. However, research director at Frost & Sullivan, Foad Fadaghi, says he is not convinced that Australia will mimic the Asian experience, where he says mobile content has become a fix to boredom and is influenced by factors that are less prevalent in Australia.
“If you’re on a big metropolitan rail system like they have in Asia, there is more time to kill,” Fadaghi says. “If you look at it from a global perspective, the strong growth in Asia is going to be followed by countries in Europe, and then the US and then Australia.”
Fadaghi says evolutionary leaps in services and technology, such as the combination of search technology with mapping tools, will drive further content usage.
“Then we move into the realm of powerful consumer tools that you won’t be able to live without,” Fadaghi says. “Things like product comparisons, or mobile auctions. Once we start to go into that territory and see what’s really starting to blossom online within mobile devices, that’s when we’ll start to see the true power of the Holy Grail of convergence.”
Content is king
Further growth in mobile content adoption will depend on the mobile marketer’s abilities to create new and compelling marketing models, possibly subsidising the cost of content with advertising.
The group mobile director at content portal ninemsn, Chris Noone, likens this to the same model as television, radio and print. His company is considering adding marketing to the mobile version of its free email service, Hotmail.
“At the moment we charge a subscription for Hotmail on the mobile phone,” Noone says. “When we look at an advertising model it might be a reduced subscription or a free service. But there has to be a payoff for the customer in seeing that advertising. We have to be extremely careful that we don’t take over too much advertising on that screen, and we have to make sure that the advertising is extremely relevant and extremely targeted to that consumer.”
Much of the efforts of monetising mobile content are focused on third-generation networks—these networks, such as that operated by the mobile carrier 3, are now used by more than one million Australians. Third-generation networks also overcome issues such as ensuring that handsets are able to receive multimedia content and browse mobile websites through wireless application protocol (WAP) technology, which is less likely for phones designed for older networks.
According to the managing director for the mobile content developer MobileActive, Neil Wiles, WAP offers a much richer experience for consumers than can be achieved with a 160-character text message.
“It’s the same as the internet,” Wiles says. “You can have product display, you can have fields that they fill in, and all they have to do is click ‘submit’ and that information is immediately transmitted. But that’s what you’ll see start to grow.”
But advertisers beware: Ideal Interfaces’ usability specialist, Oliver Weidlich, says advertising needs to be both subtle and highly beneficial to be accepted by consumers.
“We are going to have a lot of brands trying to have direct contact with the customer,” Weidlich says. “Then it will become significantly hard to manage.”
Weidlich describes the mobile phone as a highly personal device, but also an interruptive one. People who are attuned to getting messages to their friends and family may not react so favourably to high volumes of commercial messages, even if they have opted to receive them.
“Because the communication aspect is so strong, people attend to it. Their reaction is positive when they get an SMS, and then it almost lets them down, because they are expecting a one-to-one communication from a family member, and then it is this thing that is sent out to everybody. And they almost feel taken advantage of, that people would use this personal communication channel for this type of information,” Weidlich says.
Peer-to-peer content
Still at the early stages of development are more advanced concepts, such as creating and then monetising user-generated content and social networks. Online communities such as MySpace and Flickr have shown how user-generated content can create a compelling destination for large numbers of viewers – and advertisers.
Legion Interactive’s Mediacast service, which currently enables consumers to SMS, MMS or email video footage, pictures and text messages to Ten Network’s news service, is an early attempt at integrating user-generated content with mobile channels.
Creating online communities and monetising user-generated content and peer-to-peer networks is a strong topic of discussion among mobile marketing and content companies, although few are yet willing to discuss their plans in detail.
Wiles says MobileActive is weeks away from unveiling its own mobile social networking service.
The company already boasts an opt-in user community of 100,000 members, and Wiles believes that communities are becoming an incredibly important component of mobile marketing. The MobileActive community initiatives will focus strongly on user-generated content, with tools for blogging and other activities.
As great as its potential might be, mobile marketing remains only one component of an integrated marketing strategy.
According to the managing director of mobile marketing company Communicator Interactive, Jason Jercinovic, consumers will move to a model where their primary concern is having access to the content that they want, regardless of the delivery mechanism.
“As technology marketers we have to make it a seamless experience across all channels. We need to be able to see and track conversations across mediums. So I see mobile as core, but also as one of the components,” he says.
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Trendiculous on May 27th, 2006
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Telephia reports that mobile game sales continue to show strong performance during the first quarter of 2006, with wireless consumers buying more than 8.2 million games on their phones in March, up 53% from since January 2006. The number of unique mobile game buyers also jumped significantly, surging 44% from nearly 3.5 million in January to 5 million in March, despite other recent reports that show idle growth.
Nearly 12% of all game downloads were free during the first quarter of the year. Audience and revenue measurements for this study were collected directly from the bills of an opt-in panel of nearly 35,000 mobile consumers. “Purchase behavior from consumer bills (vs. respondent recall) is essential for accurate measurement”.
The top 5 mobile game titles In terms of revenue share:
Tetris (5.2%)
Tetris Deluxe (3.6%)
Bejeweled (2.6%)
JAMDAT Mahjong (2.2%)
Ms. Pac-Man (2.0%)
Mobile Statistics
1.5 bln mobile subscriptions in Asia-Pacific by 2010
10.8 mln mobile subscribers in Bangladesh
11 mln mobile subscribers in Bangladesh
11 mln mobile subscribers in Pakistan
125.8 mln mobile subscribers in Russia
13% of US wireless customers consider their service excellent
15% of US mobile users use mobile Web
2.5 bln mobile subscribers by the end of 2006
2.7% of Americans downloaded a mobile game
2.75% of mobile subscribers use virtual operators
20% of Australian phone users ready to cut the cord
207.9 mln wireless users in the US in 2005, 69% penetration
226.7 mln cell phones sold in Q1 2006 globally
24% of cell phone users feel they have to answer a call no matter what
27% of Europeans buy a new cell phone every year
27% of Japanese mobile consumer use bar code readers
3.8 mln of British mobile users had some SMS-related injury
33.32% of US mobile users sent or received text messages
34.8 mln mobile phones sold in the US in Q1 2006
36% of US wireless customers have been shocked by their wireless bills
37% of mobile households have checked e-mail on their phones
41% of Americans fill in their free time with calling someone on their wireless phone
41% of mobile phone owners are interested in videos
420 mln mobile users in China
44 mln cell phones sold in Japan in 2005
50% of US mobile subscribers own a cameraphone
54.1 mln Americans use Cingular, 51.3 mln - Verizon
58% of teens have cell phones
6% of US households rely exclusively on cell phones
610 mln mobile subscribers in China by 2009
7.8% of US households use cell phones instead of land lines
825.5 mln mobile phones sold in 2005, 16.7% growth
86.2 mln Brazilians have mobile phones
9.32 mln mobile subscribers in Hungary
90 mln mobile subscribers in India
930 mln mobile phones to sell in 2006
Average cell phone conversation lasts 3 minutes 15 seconds
Cell phone exam cheating in England up 27%
Cell phone penetration in Mexico reached 46% in 2005
Central and Eastern European mobile subscription revenues up 13.5% in 2005
Ireland is at 100% mobile penetration
Japanese cell phone market up 11.4% in January 2006
Japanese kids generated $275 mln for wireless industry in 2005
Men more likely than women to drive and talk on cell phones
Mobile phone market share for Q1 2006: Nokia - 33.1%, Motorola - 20.3%, Samsung - 12.8%, LG Electronics - 6.9%, Sony Ericsson - 5.9%
PIM freaks spend 13% more on wireless bills than average cellular users
Revenues per mobile user down by 11% in Finland in 2005
Top mobile vendors in Western Europe in Q1 2006: Nokia, RIM, HP, Palm
UK mobile services industry to generate $100 mln by 2008
US is at 70% wireless penetration
US SMBs to spend $18 bln on wireless bills in 2006
US wireless penetration reaches 70%, 200 mln subscribers
Verizon and Cingular both added 1.7 mln customers in Q1 2006
Wireless revenue from US businesses will grow to $52 bln in 2010
Past IQ Reports
Top social networking sites
Prevent Identity Theft
Word of Mouth Communications
European Mobile Users Replace
BPO Market in Asia/Pacific in 2010
Adults in the Dark About Latest Tech Buzzwords
Cable Subscribers Wanting More Choices
What’s Driving Ad Growth
Worldwide Mobile Phone Penetration
Catalogs Making The Shift to Digital
Women Online
Newspapers Gaining New Market Share Online
The Fast Growing Blogosphere
Awareness of Voice over Internet Protocol (VoIP)
Global Broadband Penetration Leaders
Best WiFi Hotels for 2006
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technicool on May 18th, 2006
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Telephia reveals increase in US mobile game downloads
by Paul Loughrey 16/05/2006 15:56
8.2 million mobile games bought in March

Mobile industry performance analyst Telephia has revealed a surge in the purchase of mobile games from US consumers, which reached 8.2 million in March and has climbed by 53 per cent since the start of the year.
The Telephia survey monitored almost 35,000 mobile phone bills from US consumers, further extending its analysis to measure the performance and market share of key mobile publishers and the popularity of specific game titles.
According to the survey, EA Mobile leads the way with 30 per cent of overall market revenue, followed by I-play with 8.2 per cent, Paris-based Gameloft with 8 per cent and Namco with 7.7 per cent.
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The bottom rung of the top five publishers was taken up by Hands-On Mobile and Glu Mobile, generating 6.2 and 5.3 per cent of market revenue respectively. The remainder of the top ten publishers - accounting for 75 per cent of market revenue for mobile games for the quarter - includes THQ Wireless, Oasys Mobile, Sony Pictures Mobile, and Mobliss.
Telephia has also detailed the top five most popular games for the quarter in terms of revenue share - EA’s Tetris leads with 5.2 percent, followed by Tetris Deluxe (3.6 per cent), Bejeweled (2.6 per cent), Jamdat Mahjong (2.2 per cent) and Ms Pac-Man (2 per cent).
Kanishka Agarwal, VP of new products at Telephia, commented: “The true measure of performance for a publisher or a game title is the revenue it drives from purchases. Measuring the industry’s performance based on downloads alone is irresponsible and misleading, especially given the extent of free trials in this rapidly growing industry.”
Agarwal noted that almost 12 per cent of game downloads were free, with tremendous variability between different publishers. Telephia maintains that, due to limitations of survey respondents’ recall abilities, analysis of actual telephone bill activity it essential in order to provide accurate measurements of performance and market share.
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Administrator on April 27th, 2006
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The worldwide mobile phone market showed continued strength in Q1 2006 with total shipments of 226.7 mln units, representing 26% growth over Q1 2005, according to IDC. Although the market experienced a sequential decline of 7.3% when compared to the record Q4 2005, much of this was due to expected seasonality. Much of the worldwide growth has been attributed to developing markets, which have not only seen an influx of entry-level devices for first-time users, but an increasing interest in mid-range and higher end devices.
* Nokia. The Finnish giant started 2006 much in the same way it closed out 2006 – as the undisputed leader of the worldwide mobile phone market. Growing 39.6% year over year, Nokia marked yet another quarter having wrapped up more than thirty percent of the worldwide market. Thanks to the success of its higher-priced models, average selling prices increased, stemming the trend of steady decline for the past several quarters.
* Motorola. The U.S.-based company continued its string of quarters of year-over-year growth, this time posting a 60.6% gain to begin 2006. Motorola continues to leverage its tremendously popular RAZR model with different colors and form factors in the PEBL and SLVR, and its sustained shipments into developing markets helped propel sales and shipments even further.
* Samsung. With shipments increasing 18.4% year over year, Samsung remained firmly in place as the number three worldwide vendor. With shipment improvement to Latin America and Asia/Pacific, the company pushed even closer to the thirty million unit mark. At the same time, while Samsung increased its shipments from a year ago, sales had a slight decrease.
* LG Electronics. Standing pat in the number four position is LG Electronics, whose first quarter shipments resulted in a 40.5% increase from a year ago. This was the first post-holiday quarter during which LG Electronics’ shipments stayed solidly above the ten million unit mark. The combination of a decrease in shipments, higher marketing expenses, and product mix deterioration led to a decrease in sales this quarter for the company, which ultimately resulted in an operating loss.
* Sony Ericsson. The 50/50 venture began the year with an impressive 41.5% year-over-year improvement, and also marked the first time that Sony Ericsson’s post-holiday shipments remained firmly above the ten million unit mark. At the same time, after trailing LG Electronics by just a hundred thousand units last quarter, Sony Ericsson saw the difference increase to 2.3 million units. Three new flagship models were announced for music, imaging, and enterprise-focused consumers, and spanned the full spectrum of price points.
Mobile Statistics
10.8 mln mobile subscribers in Bangladesh
11 mln mobile subscribers in Pakistan
125.8 mln mobile subscribers in Russia
13% of US wireless customers consider their service excellent
15% of US mobile users use mobile Web
2.5 bln mobile subscribers by the end of 2006
2.75% of mobile subscribers use virtual operators
20% of Australian phone users ready to cut the cord
207.9 mln wireless users in the US in 2005, 69% penetration
226.7 mln cell phones sold in Q1 2006 globally
24% of cell phone users feel they have to answer a call no matter what
27% of Japanese mobile consumer use bar code readers
3.8 mln of British mobile users had some SMS-related injury
33.32% of US mobile users sent or received text messages
36% of US wireless customers have been shocked by their wireless bills
37% of mobile households have checked e-mail on their phones
41% of Americans fill in their free time with calling someone on their wireless phone
41% of mobile phone owners are interested in videos
420 mln mobile users in China
44 mln cell phones sold in Japan in 2005
54.1 mln Americans use Cingular, 51.3 mln - Verizon
6% of US households rely exclusively on cell phones
610 mln mobile subscribers in China by 2009
825.5 mln mobile phones sold in 2005, 16.7% growth
86.2 mln Brazilians have mobile phones
9.32 mln mobile subscribers in Hungary
90 mln mobile subscribers in India
930 mln mobile phones to sell in 2006
Average cell phone conversation lasts 3 minutes 15 seconds
Cell phone exam cheating in England up 27%
Cell phone penetration in Mexico reached 46% in 2005
Central and Eastern European mobile subscription revenues up 13.5% in 2005
Ireland is at 100% mobile penetration
Japanese cell phone market up 11.4% in January 2006
Japanese kids generated $275 mln for wireless industry in 2005
Men more likely than women to drive and talk on cell phones
Mobile phone market share for Q1 2006: Nokia - 33.1%, Motorola - 20.3%, Samsung - 12.8%, LG Electronics - 6.9%, Sony Ericsson - 5.9%
PIM freaks spend 13% more on wireless bills than average cellular users
Revenues per mobile user down by 11% in Finland in 2005
UK mobile services industry to generate $100 mln by 2008
US is at 70% wireless penetration
US wireless penetration reaches 70%, 200 mln subscribers
Wireless revenue from US businesses will grow to $52 bln in 2010
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Administrator on April 27th, 2006
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Mobile Monday - Breaking News: 2006 will be the year of one billion shipped mobile phones
Nokia and Motorola took 53% of the market
2006 will be the year of one billion shipped mobile phones
Timo Poropudas
20 Apr 2006 at 15:06
Motorola Rokr
Motorola Rokr Mobile phone shipments will reach one billion milepost this year, predicts Strategy Analytics. The research company upped it growth after impressive 229 million mobile phones were shipped worldwide in Q1 2006.
The annual growth rate for January-March was 31 percent. This was the first time sales have exceeded the 200 million barrier during quarter one.
Motorola was the star performer, reaching 20 percent global market share for the first time since 1998. Nokia also surged, as the top two megavendors tightened their grip on the competition. Sony Ericsson sold more than 2 million Walkman music phones and outgrew the overall market. Meanwhile, Samsung continued its recent slower growth trend.
Following a strong flow of upbeat forecasts from tier-1 mobile players, Strategy Analytics predicts 1.00 billion units for the full-year 2006, up 22 percent from 817 million sold in 2005.
Nokia and Motorola, who account for a record 53 percent combined, are starting to run away with the global handset market, at the expense of most other players below them.
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Administrator on February 1st, 2006
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Mobile Monday - Breaking News: Nokia’s 2005 revenue reaches EUR 34.2 billion
Q4 records over EUR 10 billion revenue
Nokia’s 2005 revenue reaches EUR 34.2 billion
Timo Poropudas
29 Jan 2006 at 20:19
Nokia is the price leader in China with its 1100 model.
Nokia is the price leader in China with its 1100 model. Nokia annouced its numbers for Q4 and the year 2005 on Thursday. October-December was first quarter that Nokia’s revenue surpassed ten billion euros.
For 2005, Nokia’s net sales increased 16 percent to EUR 34.2 billion, compared to EUR 29.4 billion in 2004. At constant currency, group net sales would have grown 20 percent in 2005.
Nokia’s gross margin in 2005 was 35.0 percent, compared to 38.1 percent in 2004. This reflected the higher proportion of entry level devices in the product mix in 2005 due to strong volume growth in emerging markets, which have the industry’s lowest average sales price.
“Our gross margin in 2005 was affected by intense price competition in both the device and infrastructure markets, as well as by the lower margin services business and emerging markets representing an increased share of Networks sales,? said Jorma Ollila, the chairman of the board.
In 2005, Nokia’s sales and marketing expenses were EUR 3.0 billion, up 15 percent from EUR 2.6 billion in 2004. Sales and marketing expenses were equal to 8.7 percent of net sales in both 2005 and 2004.
Research and development expenses were EUR 3.8 billion in both 2005 and 2004. Research and development costs represented 11.2 percent of net sales in 2005, down from 12.9 percent in 2004. Administrative and general expenses were EUR 0.6 billion in both 2005 and 2004.
Nokia’s operating profit for 2005 increased 7 percent to EUR 4.6 billion (including net positive special items of EUR 80 million), compared to EUR 4.3 billion in 2004 (including net positive special items of EUR 33 million). A substantial increase in Multimedia’s operating profit in 2005 more than offset operating profit declines in the other business groups. Nokia’s operating margin was 13.6 percent in 2005, compared to 14.7 percent in 2004.
Mobile Phones, Multimedia and Enterprise Solutions business groups, combined mobile device volumes were up 28 percent in 2005, compared to 2004, reaching 265 million units - a new annual volume record for Nokia.
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