ABC Mobile Gaming Solutions Business Plan July 2005 Best Quality Ever Seen ABC Business Plan TABLE OF CONTENTS 1 EXECUTIVE SUMMARY.......................................................................................... 4 1.1 Overview .................................................................................................................................................4 1.2 The company...........................................................................................................................................4 1.3 The Problem ...........................................................................................................................................4 1.4 The Solution ............................................................................................................................................5 1.5 The Intellectual Property.......................................................................................................................5 1.6 The Market .............................................................................................................................................5 1.7 Business Strategy ....................................................................................................................................6 1.8 Financial Highlights ...............................................................................................................................6 1.9 The Investment Opportunity .................................................................................................................7 2 ABOUT ABC ............................................................................................................... 8 3 ABC’S VISION ............................................................................................................ 9 4 THE NEED ................................................................................................................ 10 5 THE SOLUTION ...................................................................................................... 13 5.1 Overview of the solution ...................................................................................................................... 13 5.2 How does it work? ................................................................................................................................ 15 5.3 The ABC Architecture ......................................................................................................................... 15 5.4 The Benefits of the Solution ................................................................................................................. 16 5.5 Product Development ........................................................................................................................... 17 5.6 Customer Service and Support ........................................................................................................... 18 5.7 Intellectual Property ............................................................................................................................ 18 6 MARKET ANALYSIS .............................................................................................. 19 6.1 Overview of the Market ....................................................................................................................... 19 6.2 The Market Opportunity ..................................................................................................................... 20 6.3 Target Market ...................................................................................................................................... 21 6.4 The Value Chain and Business Model ................................................................................................ 24 6.5 Competitive Environment ................................................................................................................... 28 6.6 SWOT Analysis: .................................................................................................................................. 31 6.7 Barriers to Entry .................................................................................................................................. 31 7 BUSINESS STRATEGY ........................................................................................... 33 January 105 Page 2 of 49 Proprietary Information of ABC ABC Business Plan 7.1 Market Entry Strategy......................................................................................................................... 33 7.2 Sales Model ........................................................................................................................................... 34 7.3 Pricing ................................................................................................................................................... 35 7.4 Risk Factors .......................................................................................................................................... 35 8 FINANCIAL HIGHLIGHTS .................................................................................... 38 9 FUNDING SOUGHT AND USE OF FUNDS........................................................... 39 9.1 Funds Sought and Use of Funds .......................................................................................................... 39 9.2 Exit Scenarios ....................................................................................................................................... 39 10 THE INVESTMENT OPPORTUNITY ................................................................ 41 11 APPENDIX 1 – FINANCIAL ANALYSIS ........................................................... 42 11.1 Operating Expenses ($US) ................................................................................................................... 42 11.2 Projected Sales ...................................................................................................................................... 46 11.3 Cost of Goods ........................................................................................................................................ 47 11.4 Sensitivity Analysis............................................................................................................................... 48 12 APPENDIX 2 - BIBLIOGRAPHY ........................................................................ 49 January 105 Page 3 of 49 Proprietary Information of ABC ABC Business Plan 1 Executive Summary 1.1 Overview Mobile operators have invested billions of dollars in new 3G network infrastructure, but expected revenue streams have been disappointing. One of the major revenue generating value added services, mobile games, has only reached a fraction of the expected penetration. According to analysts, this is mainly due to poor user experience of mobile phones games compared to home consoles or PC-based games and high costs of devices and downloads. The size of this mostly untapped mobile games market is estimated to reach around $ 11B by 2010 (Informa Telecom & Media, August 20051) ABC has come up with a unique and patented solution to solve this need. The ABC solution will enable any mobile subscriber to play mobile games on any 3G phone, without the need to purchase costly devices or to download expensive games, while providing unparalleled quality and user experience. To capitalize on this huge opportunity, ABC is embarking on a stage-A fund-raising. With this investment, ABC is poised to become a leading provider of mobile games solutions, and provide an extraordinary return on investment. 1.2 The company ABC is privately held and privately funded software company that began operations in 2004 and is looking for first round funding. ABC received pre-seed funding from the Israeli Chief Scientist, which was used to develop an initial product prototype of the mobile games service platform and patent it. ABC is composed of a strong team combined of seasoned innovators, R&D managers, operations and marketing experts. ABC’s vision is to become the leading provider of mobile and wireless games platforms. 1.3 The Problem Mobile Operators have made huge investments in 3G network infrastructure, and are eagerly looking for services that can generate significant revenues to recoup their investments. According to Yankee Group (May 20052), mobile games which was expected to bring in significant revenues, has only reached a disappointing penetration of 1%, compared to the January 105 Page 4 of 49 Proprietary Information of ABC ABC Business Plan expected penetration of 15%. This is mainly due to unsatisfying gaming experience, as a result of the limitations of mobile devices and the high prices of portable game devices. While game consoles and PC games are constantly getting better, downloadable mobile were not able to close the gap. What is more, mobile operators are unable to offer their subscribers the popular MMO (Massive Multiplayer Online) games, a high growth segment of it own right. ABC has come up with a new concept that will bridge this gap and allow game enthusiasts to play their favorite games using a mobile phone while maintaining PC-grade user experience. This will enable the mobile operators to reach their potential penetration and revenue plans. 1.4 The Solution Based on its patented cutting-edge technologies, ABC intends to provide mobile operators with a server-based game platform that will enable them to offer mobile games value added services. The ABC solution is unique in that it hosts all the game delivery technology at the service provider back-end servers, thus allowing mobile games enthusiasts to achieve a "gameconsole" like user experience using widely available 3G handsets. The mobile phone is used only as an input and display device, while the ABC platform processes the user-generated commands and renders the video display on its servers. To be able to play, the subscriber will need to download ABC’s software, a small client to its phone (in a similar fashion to downloading a ring-tone). The games will be provided by games creators and publishers, who will collaborate with ABC and will need to integrate their games into the ABC platform. The ABC platform supports unlimited number of simultaneous players as well as multiplayer MMO games and can run different games simultaneously. 1.5 The Intellectual Property ABC’s technology and concepts are protected with patents covering usage concepts, hardware and software components. A PCT application was filed on March 23rd, 2005 through the patent office of Dr. Mark Friedman, Ramat-Gan, Israel. 1.6 The Market January 105 Page 5 of 49 Proprietary Information of ABC ABC Business Plan The research firm "Informa Telecoms & Media" (August 20051) estimates that the global mobile games revenues were approximately $2.6B in 2005, and were forecasted to grow to $11.2B by 2010. According to In-Stat/MDR (September 2004) about 6.5 percent of wireless subscribers in the United States are "extremely" or "very interested" in purchasing portable game services. In-Stat/MDR found that mobile gamers spend an average of 5.1 hours every week playing games on devices such as PCs, game consoles and handhelds. According to Strategy Analytics (August, 20043), the mobile gaming market is expecting a 6fold growth from 2005-2010 for downloadable games, generating 82% of an $8B market. The number of active users of downloadable games will grow from 32 million in 2004 to reach 220 million in 2009. ABC's solution, which enables real time multi-player online games using mobile phones, can capture a sizable market share and contribute to the increase in the game market volume. 1.7 Business Strategy ABC intends to generate revenues using the following models: • Direct one-off sale of systems to mobile service providers including annual service fee. • OEM the platform or license the technology to major mobile equipment manufacturers (e.g. Comverse, Siemens, etc.) who will in turn sell the game platform to mobile operators. The operators will generate revenues by offering subscription-based games to their subscribers. These revenues can be shared with the game/content providers. The pricing scheme of the ABC platform is based on a return of investment (ROI) model of 6 months, which results in a target price of $400 per concurrent user (channel). For example, an active subscriber base of 60,000 online mobile gamers within one operator will require about 10,000 concurrent game service ports, which will result in a $4M price for such a system. 1.8 Financial Highlights With the contemplated financing, ABC expects to reach yearly net income of $13M at the end of year four after the specified investment growing to $84M at the end of the 5th year. January 105 Page 6 of 49 Proprietary Information of ABC ABC Business Plan The detailed financial analysis can be found in the body of the business plan and in Appendix-1. 1.9 The Investment Opportunity ABC seeks to raise a total of $12M based on the following: $7.5M from direct investment $4.5M from the Chief Israeli Scientist fund The ABC solution can revolutionize the mobile games market and at last enable network operators to leverage their 3G networks to generate the billions of dollars they hoped to. While most other players focus on trying to improve game performance of mobile devices to provide better user experience, ABC is taking a completely different approach, changing the paradigm to a server-based hosted games solution. By offering an innovative and cost effective mobile gaming solution ABC can turn any lowcost 3G mobile phone into an exciting game console, thus enabling all subscribers (not only high-end segments) the freedom to play mobile games with anyone, anywhere and anytime. ABC is seeking a first stage funding to execute this great opportunity. With a relatively small investment, ABC can become the standard gaming solution and the market leader, a position that will assure a large return on investment. January 105 Page 7 of 49 ABC Business Plan 2 About ABC ABC is a privately held and privately funded software company that began operations in 2004. ABC received pre-seed funding from the Israeli Chief Scientist, which was used to develop an initial product prototype of the mobile games service platform and patent it. ABC is composed of a strong team combined of seasoned innovators, R&D managers, operations and marketing experts including: A – has accumulated extensive experience in R&D and QA at AAA. Previously, A served as Chief Operations Officer (COO) at BBB and Vice President of R&D at CCC. A has created several products ideas that were developed and commercialized. Yossi has a BSc in mechanical engineering from Tel Aviv University. B – B held senior R&D managerial positions at AAA, the leading Israeli mobile infrastructure provider and at BBB, a leading telecom systems provider. Currently B serves as a deputy General Manager of CCC, a division of DDD. B has a BSc in Electronic Engineering from the Technion, a master in Electronic Engineering from Tel Aviv University and an MBA from Ben Gurion University. C – has extensive R&D experience at AAA, BBB and CCC. Currently C is chief engineer and manages system-engineering teams at DDD. C has a BSc in physics and mathematics from the Hebrew University in Jerusalem, D – has an extensive marketing, business development and customers' project management experience at AAA and BBB. Currently D manage a new business line at CCC. January 105 Page 8 of 49 Proprietary Information of ABC ABC Business Plan 3 ABC’s Vision ABC’s vision is to become a leading provider of mobile and wireless games platforms. Reaching this vision will enable: Mobile subscribers – to enjoy the exciting and spectacular quality gaming experience (individual or multi-player), anywhere and anytime, while using widely available 3G/WiFi handsets. Network operators – to achieve the long-waited revenue streams of 3G networks, by offering a new generation of outstanding-quality mobile games, and making it their number one revenue generator. January 105 Page 9 of 49 Proprietary Information of ABC ABC Business Plan 4 The Need Mobile operators have made huge investments in 3G network infrastructure, and are eagerly looking for services that can generate significant revenues to recoup their investments. However, so far, the services that were high on the operators’ list for 3G revenue-generating services, namely, video games, video content and other interactive services, did not meet expectations. According to Yankee Group (May 2005), mobile games which were expected to bring in significant revenues, has only reached a disappointing penetration of 1%, compared to expected penetration of 15%. Mobile operators would also like to tap into the high-growth markets of Massive Multiplayer Online Games and (MMO) / Massive Multiplayer Online Role Playing Game (MMORPG). These are online games with hundreds or even thousands of players playing at the same time! The genre of a MMO can range from shooting, racing, sports, and more, while the MMORPG is specifically for role-playing games. Role playing games are games which the player makes a character and decides what he/she becomes. Usually, RPGs involve series of battles with numbers as a deciding factor for whether it is a victory or loss for the player. It also includes some kind of story along with the game. In MMORPG, only the virtual world is created by the game creators, the players themselves create the adventures with thousands of other people around the globe. These games are often been played for weeks or even months. This market is growing rapidly as can be seen in the chart from mmogcchart.com. January 105 Page 10 of 49 Proprietary Information of ABC ABC Business Plan The MMO games are still played only by PC users. Mobile operators have not succeeded to leverage this trend to establish a similar market in the mobile world. However, even regular single player games have not really caught on by the mobile subscribers. The slow take up of video games by mobile subscribers is attributed to the following reasons: • Unsatisfying gaming experience, as a result of the limitations of most mobile handsets • High price of portable game devices that were designed for games • High cost of on-line subscription or for a one-time purchase (download) of games • Inability to support MMO (Massive Multi-Player Online Games) over mobile network While mobile handsets are constantly being improved in performance and multi-media quality and capabilities, so are the PCs. The company expects that there will always be this gap in capabilities and user experience as well as user’s expectations between the home game consoles and PCs versus the mobile handsets. January 105 Page 11 of 49 ABC Business Plan So how can mobile operators lure the PC and home console gamers to enjoy the gaming scene while on the go using their mobile phones? This is one of the main challenges facing mobile operators today. When they do, a multi-billion dollar market will be available to them. ABC has come up with a new concept that will bridge this gap and allow game enthusiasts to play their favorite games using a mobile phone while maintaining PC-grade user experience. This will enable the mobile operators to achieve significant mobile game revenues and to begin leveraging their unused 3G networks. January 105 Page 12 of 49 Proprietary Information of ABC ABC Business Plan 5 The Solution 5.1 Overview of the solution Based on its patented cutting-edge technologies, ABC intends to provide mobile operators with a server-based game platform that will enable them to offer mobile games value added services, with the best quality possible. The ABC video games service platform will enable mobile subscribers to play games with superb user experience, while using any standard 3G mobile phone, anywhere and anytime. The ABC platform will achieve better quality and improved user experience than that of the portable gaming consoles (e.g. Sony PSP or Nintendo DS). The solution is based on serverbased architecture, where all the heavy-duty processing is executed. At the handset, a small thin client will need to be downloaded and installed to support the user interface. The thin application will accept commands from the user, in real time, and transfer them to the backoffice servers. It will also receive the streamed video presentation in real time from the servers and display the video to the user. The ABC platform will enable single player games as well as MMMO (Mobile MMO) games of thousands of simultaneous players. All this is achieved without the need for users to purchase any special devices and without the need for operators to change anything in their existing 3G networks. The ABC platform is composed of proprietary hardware and software components, and is installed at the service provider’s premises (mobile operator, hot spot provider, ISP, etc.) as a central system or as a distributed one, with access to the mobile data and telephony networks. The ABC platform represents a quantum leap over any existing solutions. Today’s mobile games are software applications that are downloaded and installed in the mobile device. The mobile device then runs the application, accepts commands from the user and processes the responses to the user’s actions and renders the resulting video locally using the handset resources. This means the mobile phone has to be a very powerful computing and video processing device with a lot of memory (large RAM and ROM memory, high speed CPU, and high performance graphical card and a long-lasting battery), which results in a very expensive and cumbersome mobile phone. Otherwise, the quality of the user experience decreases significantly. January 105 Page 13 of 49 Proprietary Information of ABC ABC Business Plan ABC is taking the opposite approach of all existing solutions. Trying to improve the capabilities of the mobile phone (CPU, graphical card, memory) and trying to achieve comparable performance to the PC or game console, a “no-win” situation in ABC’s view. Instead, ABC is introducing a new paradigm; all processing is moved to the server side where there is no shortage of performance and resources, while the mobile phone can simply become a low cost display and keyboard device, which supports 3G connectivity. The end user initiates commands to the thin client in the phone, which delivers them to the back-end servers. There, the commands are processes and a new video is rendered, encoded and streamed in real time back to the mobile device, over the 3G network, where it is decoded by the phone client and presented to the user over the phone’s display. Furthermore, the ABC's platform was designed to support central and distributed architectures to achieve optimum performance while avoiding network backbone load. In a nutshell, the ABC solution is actually a “hosted” gaming service. The following diagram depicts the concept behind the ABC solution. Today, users can only enjoy high quality games on their PC or game console at home. Portable gaming devices are expensive and do not support the multi-player MMO. Few players, only if they have the same type of portable game device, can play each other in a local network environment. Downloadable mobile games exist but have very poor user experience compared to the home games. January 105 Page 14 of 49 ABC Business Plan With ABC, in the near future, every person will be able to play the highest quality games available, using any regular 3G mobile phone, anywhere anytime and with as many players as they wish (MMMO). MMO gamers will be able to play on their PC at home and when they leave the home, continue playing using their mobile phones or any other portable device that supports the a mobile network connection. 5.2 How does it work? Following is a description of a typical use scenario. User (Player): At the Service Provider: 5.3 The ABC Architecture The ABC platform is composed of the following modules: On the mobile handset side: On the server side: January 105 Page 15 of 49 ABC Business Plan 5.4 The Benefits of the Solution 5.4.1 The benefits to the Service Providers (network operators) • Increase adoption of revenue generating games services by enabling all subscribers to afford to play the most advanced and exciting games using any 3G mobile phone • Increase ARPU by charging per use of games - the better the experience, the longer the gaming sessions, and the higher the revenue • Leverage the unutilized 3G networks to offer online games, one of the most popular and exciting services • Enhance subscribers' stickiness and reduce churn by offering a subscription-based advanced high-quality games • Allow operators to differentiate themselves from the competition by providing high quality gaming experience and more advanced, MMO games 5.4.2 Benefits to the Subscriber • Due to the modest performance requirements for supporting the application at the handset, subscribers can use any common and low cost 3G mobile phone. • Being a hosted service, an additional benefit to users is that they can “pay per use” for their games, rather than purchase and download each game for tens of dollars, as is common today. • And, the major benefit for MMO gamers is the ability to take their multi-players games on the go wherever they are and wherever they have a mobile/IP network connection. 5.4.3 Benefits to the Content creator • Extend the market potential for small content providers with a new revenue model by working with mobile service providers • Reaching a much wider audience of mobile subscribers that are playing games with their mobile phones outside the home • Reach a wider audiences – anyone with a standard mobile phone who can play anywhere and anytime; A larger audience than those who purchase an expensive game console to play at home January 105 Page 16 of 49 Proprietary Information of ABC ABC Business Plan 5.5 Product Development At this stage, ABC has developed a prototype and demo system that supports a limited number of players, and can be used to demonstrate the solution and show feasibility of the concept. In addition, sub-contractors for developing or manufacturing some of the components of the platform have been identified and budgetary proposals for work were received by ABC. Once this round of fund-raising is complete, ABC plans to develop the first version of the operational platform. ABC plans to develop two major versions of the product in a phased approach. The first version is intended for the “hot spots” market, while the second version is intended for the large telecommunications service providers. This phased approach was chosen in order to minimize technological risks and to accelerate revenue streams. Going to the hot spot market early, with a small-scale product, will enable ABC to field-test its solution and gain market feedback and experience as well as generating revenues early. 5.5.1 Hot-Spots Games Platform 5.5.2 Telecom Games Platform The following Gantt chart presents a summary of the product development and rollout plan. Year Milestones Basic research Hot-Spots Basic Development Beta Site Sales Hot-Spots Full Scale Development Beta Site Sales Telecom Basic Development Beta Site Sales Telecom Full Scale Development Beta Site Year 1 1 2 3 4 Year 2 1 2 3 4 Year 3 1 2 3 January 105 4 Year 4 1 2 3 4 Page 17 of 49 Proprietary Information of ABC ABC Business Plan Sales Additional details regarding the R&D plan, in particular resources required (work force, equipment and contractors) are presented in Appendix X. 5.6 Customer Service and Support To provide a ‘Telco-grade” 24/7 support level to large network deployments with million of subscribers, will require a significant global support infrastructure. ABC plans to achieve this by partnering with local system integrators that will provide the deployment and after sales support locally (tier-1/2 support), while ABC will provide the tier-3 support, mainly support to the system integrator support teams, bug fixes and replacement of faulty hardware. ABC will provide self-test and self-recovery technologies built into the ABC platform and will be able to conduct remote monitoring, upgrade and maintenance from it central support location. 5.7 Intellectual Property In order to be able to meet the challenging requirement of offering a server-based real-time quality gaming experience to mobile subscribers, ABC is developing a series of unique technologies for multi-channel, low latency, video streaming, optimized for wireless video communication, and efficient rendering and compression of video in real time. Any detailed disclosure of these unique and patented technologies will however require a confidentiality agreement. Patents ABC’s technology and concepts are protected with patents covering usage concepts, hardware and software components. A PCT application was filed on March 23rd, 2005 through the patent office of Dr. Mark Friedman, Ramat-Gan, Israel. January 105 Page 18 of 49 Proprietary Information of ABC ABC Business Plan 6 Market Analysis 6.1 Overview of the Market While the home and online game (MMO) industries are multi-billion dollar markets and growing at a fast paste, the mobile games market is still at extremely low levels of penetration; far lower than its potential. The current offerings of downloadable mobile games have been very disappointing with very low adoption rates. This is attributed mainly to poor user experience, high prices of special mobile game devices and games, and the inability to play MMO games. Research reports show very high consumer interest and project a huge potential of multi-billion dollar revenues in mobile games .Recently there were advancements and proliferation of high-bandwidth mobile 3G networks as well as video enabled mobile phones. The ABC solution comes at the right time to leverage these advancements and allow mobile games market to flourish. The main trends in the games market include: • Networks - Continuous improvement and availability of high bandwidth mobile (3G) and wireless IP (WiMAX) networks, and in the near future the combined IP and mobile (UMA) networks. Early this year (2006) Nokia and D1 (leading German mobile operator) ran a successful field test of a network with bandwidth of 1.7 Mb. • Mobile Phones market - There are two somewhat opposite trends: o On the one hand, there are more and more advanced and specialized multi-media “smart” phones and devices at the high end of the market. These devices have larger and higher quality screens, more memory, more powerful CPU, WiFi and Bluetooth connectivity. o On the other hand, manufacturers are pushing mass-market low-cost phones to support the growth and penetration of millions of subscribers, mainly in emerging markets. • Home game consoles and portable consoles – Sony, Microsoft, and Nintendo are battling to reach the market before the other, with the newest, more advanced and often more expensive gaming console. So far the portable consoles do not support multi-player games (other than limited few players in the proximity of a LAN environment). To be January 105 Page 19 of 49 Proprietary Information of ABC ABC Business Plan able to reach a large customer base, these vendors are selling the consoles and low margins, yet are still highly price at hundreds of dollars; To generate additional profits vendors charge a very high prices for each game (30-70$). The new portable consoles (Sony’s PSP and Nintendo’s DS) are becoming very popular; more then a million units ae sold every month). The portable consoles and the games are also very expensive. • Online game market - The popularity and high growth of massive multiplayer online games (MMO) ,reaching 14M world-wide active subscribers (as was shown above) ,and the advancements in user experience and ability to create a virtual reality, are a driving factor in this market. These trends emphasize the need for network-based massive multi-player mobile games. ABC’s vision of “play as you go” games, at an affordable and flexible price, for any mobile subscriber anywhere anytime will enable MMO games to reach a new level of adoption and experience. 6.2 The Market Opportunity The primary market for the ABC solution is the mobile games market. According to "World Wireless Forum" reports (April 2006), 180 million consumers play mobile games globally. The casual (as opposed to the hard-core gamers) mobile game market will be worth more than $1B by 2007, exceeding spending on high-end feature-rich titles. The research firm "Informa Telecoms & Media" (August 2005) estimates that global mobile games revenues will be worth $2.6B by the end of 2005, up $1.3B from last year. Informa forecasts that by 2010 the global mobile games market will be generating annual revenues of $11.2B. In-Stat/MDR (September 2004)4 projected that as many as 78.6 million people will be playing mobile games by 2009, and that game downloads will have increased more than tenfold from 2003 levels. Right now, about 6.5% of wireless subscribers in the United States are "extremely" or "very interested" in purchasing portable game services. January 105 Page 20 of 49 ABC Business Plan 5 A recent Ziff Davis Video Game survey (August 2005) showed that 76 million people in the United States play videogames, Of these individuals, 48% play games on their mobile devices. Over 42% of gamers purchase games for their cell phones. Mobile gamers spent an average of $13, in the 60 days period before the survey, on mobile games for their cell phones. Mobile gamers spent 19 minutes per In-Stat/MDR found that mobile gamers spend an average of 5.1 hours every week playing games on devices such as PCs, game consoles and handhelds. The U.S. mobile-game industry will leap to annual revenue of $1.8 billion by 2009, according to In-Stat/MDR. By then, games will account for about 4% of total wireless-data revenue in the United States, the study said. Finally, the mobile gaming market is expecting a 6-fold growth over the next five years for downloadable games, generating 82% of an $8B market according to "Strategy Analytics" (August, 2004). The number of active users of downloadable games will grow from 32 million on 2004 to reach 220 million in 2009. It is estimated that the ABC solution can contribute to making the mobile games market even larger by enabling better user experience at a more affordable price. Such a solution can also capture portions from other markets, such as the game console market. 6.3 Target Market The primary target market for ABC is the market of mobile games provided by service providers such as mobile operators and WiFi/WiMAX wireless networks. But, in order to reduce R&D risks and accelerate revenue streams, ABC will initially target a “low hanging fruit” market of hot spots (WIFI) with a smaller scale product. The fact is that in a couple of years from now, most high-end handsets will become dual mode (WiFi and cellular) and will enable mobile services at hot spots over IP networks as well as over mobile networks, as can be seen in the graph to the right6. By 2010 researchers expect there will be 150 millions cellular dual modes. ABC plans to support both WiFi and mobile networks for January 105 Page 21 of 49 ABC Business Plan its games service. 6.3.1 The mobile games market The primary customers of ABC are the mobile and wireless networks operators, about 500 world-wide. Each operator will be a potential buyer of a games platform. But, the size of the potential market is dependent on the penetration and usage of the games service among the mobile operators’ subscriber base. The higher the take up by the subscribers the larger system capacity the operators will require, resulting in a larger ticker price per system sold for ABC. The size of ABC’s target market is therefore related to the number of active and paying users of mobile games. ABC is planning, at the initial phase, to target the active and the highly interested subscribers of mobile games, estimated at 6.5% of the world-wide subscribers (about 160 million)7. ABC will offer comparable game experience as is available on PSPs and home game consoles but with the additional benefit of offering multi player game. The benefits of the ABC platform and the ability to play high-quality games on any standard 3G phone will enable the mobile operators to grow the current, relatively low, penetration of mobile games to the target 300 million worldwide subscribers out of the total 2.5 billion subscribers by 2010, representing a market of about $10B in revenues. 6.3.2 The hot spots market The number of worldwide WiFi hotspots has surpassed the 100,000 milestone according to recent numbers released by JiWire (January 2006)8. According to Telephony Online9, as of October 2005, there were about 80,000 public hot spots and additional 35,000 hot spots in hotels, restaurants and cafes. The number of hot spots nearly doubled in 2005 as compared to 2004. In the US, telecom and hotspots operators such as Wayport, Surf and Sip, T-Mobile USA and Cometa, are targeting businesses, hotels, cafes and campuses, to establish and provide a local hotspot monthly service package. T-mobile for example, has T1 lines set up in 1,200 Starbucks coffee shops. Although the average monthly cost for operating a hotspot is between $50 and $170, many hot spots providers are still struggling with the business model and looking for ways to generate revenues from subscribers and occasional hotspot visitors. ABC’s hotspot games service platform is positioned to capture this opportunity and target the January 105 Page 22 of 49 Proprietary Information of ABC ABC Business Plan hotspot market by offering telecom operators and hotspot providers an opportunity to offer a revenue generating games service based on a pay per use model or a subscription model. So, gamers do not have to purchase the game they want to play (often tens of dollars) but can pay only for the amount of time they actually play. Telecom service providers who offer the broadband connectivity to the hotspots owners, can offer the AMPR games services as a hosted service and share revenues with the hotspots. 6.3.3 Future potential markets Although the mobile and hotspots markets have been selected as the main markets for the ABC platform, a few additional applications have been identied that can potentially serve as additional or future markets for the same technology. These include: 1. The gambling and betting market Leveraging its patented latency resolution and real time multi-user streaming technology the ABC platform can be used in gambling applications to ensure there is no latency and time advantage for any of the participants (gamblers) as well as securing the data to prevent any falsification or misrepresentation. 2. Remote computing Provisioning of remote applications (not web, http based, but video) The vision of Microsoft, ORACL, IBM and others to provide hosted, remote and seemless computing and applications to users across the IP network can present another potential market for ABC’s technology. The ABC solution, in a similar fashion to the way it provides hosted games to thousands (or millions) of users over the IP and mobile networks, can be attuned to provide more generic applications. January 105 Page 23 of 49 Proprietary Information of ABC ABC Business Plan 6.4 The Value Chain and Business Model 6.4.1 Entities in the Value Chain The main players in the games market value chain include: Comunications service providers (Telcos, mobile network operators) – Provide communications services to subscribers and businesses. Looking to leverage their unused 3G or broadband networks to provide value added services and content such as games, TV, etc., to generate incremental revenues. Content and Hosting Application Services Providers (ASPs) – These are a new type of application and content providers that host the service equipment and content and provide their services over the networks of Telcos and mobile operators to their own subscribers or to the subscribers of the Telcos. Typically small content providers (e.g. game creators) or content providers without communications infrustructure, lease the hosting services of the content hosting providers or ASP to market their content to the consumers. Content creators – these are the original content creators and owners. They will tpyically market their content/games through the pulishers or directly to hosters of content services or to service providers. The content creators usually receive a share of the service revenue or a cut (percentage) of the sales of the content. The game service that is provided by operators who will use the ABC platform will be another additional avenue to generate revenues for them. Content Publishers – Re-sell or distribute content to sevice providers and ASPs and typically receive a share of the revenues, or sometimes sell the content on a per use basis. Content and Service Providers – Sometimes very large content providers will purchase their own hardware and infrustructure and provide the service to subscribers on their own, over the public internet (e.g. AOL) or via network operators (e.g. i-Mode). Hot spot operators – Operators of hot spots are tpyically small and local and provide access to the Internet either free or for a fee. They will typically lease the equipment and broadband access from the local Telco. These include restaurants, hotels, air-ports, etc. There is no clear profitable business model for these operators. One of the ways to increase their revenues is to offer additional services (beyond internet access) for a fee; This is where ABC comes in. Large System Integrators – These companies focus on implementation of large or complex projects that require the integration of different equipment from several vendors as well as development or customization to the customer’s requirements. Many equipment or platform January 105 Page 24 of 49 Proprietary Information of ABC ABC Business Plan vendors who need to provide a solution to a network operator, will need to go through a system intergrator for the project implementation and services. Often the system integrators will re-sell (OEM) the equipment of 3rd party vendors. Local Distributors and Integrators – In order to sell globally in local markets, many vendors use ditributors and local integrators to provide the installation and after sale support as well as stock replacement parts. ABC will probably use such companies especially in smaller markets. 6.4.2 The Bussiness Model The mobile games market has not yet matured, but there are several business models and that emerged thus far that seem to be dominant. The following diagrams display the primary value chains in the context of mobile games and ABC. The Mobile Games – Telco Business Model Games Creators / publishers System Integrator Game Platform Provider (APMR) Subscribers Service Provider Network Operator (e.g. Orange, SBC) Mobile Network Network Equipment Manufacturer SW / HW Components Providers The traditional value added services (VASs) for “Telcos” business model (as described by the diagram above), includes a vendor that provides the service platform, in this case ABC, or other games platform vendor. The suppliers to the games platform vendor are the content/applications creators (in this case game creators) and the software/hardware component providers. The service itself (to the subscribers) is provided by the service January 105 Page 25 of 49 ABC Business Plan providers that are typically the network operators themselves (e.g. mobile carrier). They charge subscription fees for the service (games) from their subscribers and will sometimes share this revenue with the games creators. In this model, the network operators purchase and own the games platform (hardware, software). The games platform vendor can elect to sell directly to the network operators (service providers) or sell through major system integrators or alternatively OEM through a large network equipment manufacturer (such as Nokia, Siemens, Alcatel, etc.). In the Application Service Provider (ASP) model the purchaser and owner of the games (VAS) platform, are the ASPs or content and service-hosting providers. They provide the service to the subscribers of several network operators and share the revenues with them and with the content/applications creators. This model is very common in Japan (called the iMode model) but also in other parts of the world. 6.4.3 The Sales Process The sales process in the market of value added services platforms for telecom service providers is characterized by the following parameters: A full sales cycle in the Telco market can be quite long (18 to 24 months on the average) and includes many phases and milestones that vendors need to go through. A typical sales January 105 Page 26 of 49 ABC Business Plan process in the Telco market includes the following phases (in the worse / longest case): • Request for Information (RFI) – 3 to 6 months • Request for Proposals (RFP) – 3 to 6 months • Final tender of the short-listed (2-3) vendors (optional phase) – 2 to 4 months • Trial of the selected system(s) – 3 to 6 months • Selection/approval of the chosen vendor – 1 month • Negotiation of final contract and terms – 1 to 3 months • Installation of the initial system and field acceptance tests and training of the operations and support staff – 2 to 3 months • Roll-out the full scale system – 3 months to 2 years Note: in the case of new and innovative value added service (such as ABC’s), telecom service providers may elect to skip the first stages (RFP, RFI) and go ahead with a trial, in order to be innovative and introduce new services first. The sales process for service providers is often complex and requires multiple touch points and sales efforts targeting different departments and decision makers in the organization such as: The technical/engineering department which needs to test and approve the technology; the marketing department which needs to validate the business model and revenue potential of rolling out the service; the financial department which needs to validate a positive return of investment, etc. This process requires establishing close relationships and sponsors with key decision makers in the organization to increase chances for winning the deal and smoothing the process. The revenue stream for such a sales process is also prolonged over a lengthy period. The down payment may only be received after contract is signed. The major payment for the initial (first) system will only be paid after acceptance test in the field. Sometimes orders get pushed back to the next year due to budget year constraints. The upside is that, once a vendor is certified as the sole supplier for a certain solution, the service provide may well issue a flow of purchase orders for millions of dollars (or even tens of millions for a large Telco) to roll-out the service to the full subscriber base (e.g. country-wide) over a relatively short period. The procurement process in the Telco market also makes for some stringent requirements from the vendor in order to comply with the service provider’s decision criteria. For example, January 105 Page 27 of 49 Proprietary Information of ABC ABC Business Plan due to the sheer size of the deployment and investment, Telcos prefer to purchase from large, financially solid, companies with support resources that are available on a wide-spread basis. OEM Channels One way that new small vendors can overcome this obstacle is to establish OEM channels that are large and experienced and have a history of providing complex solutions to their service-providers customers. OEM partnerships take a long time to build and become fruitful, but once they are in place, they can significantly reduce the required resources of the vendor and ramp up market penetration. For these reasons, ABC realizes that, in addition to direct sales, it will need to establish partnerships and channel relationship with large equipment manufacturers and system integrators that can comply with the requirements of service providers and have the relationships and trust of these customers. 6.5 Competitive Environment Based on the research that was performed and the patent testing that was done, there is no existing product that is similar to ABC, i.e. a server-based games platform that does not require installing the game application in the mobile device. Nevertheless, there are alternative and supplementary game offering that can be regarded as competition, or at least competing for the time or the spending of consumers who play games at home or outside the home, using their mobile. Following are types of potential competitors. Mobile games providers – There are hundreds or even thousands of small game creators that drive the downloadable mobile game market and provide games to be played using a mobile phone, some even with a few multiple players. Recently some large content/games providers have entered the market (e.g. EA) and are promoting the games together with the network operators (e.g. Vodafone). The projected multi-billion dollars market of downloadable games has so far failed to take off. Most games that are offered today are reasonably priced but lack in quality and user experience. Portable Game Consoles – This market is dominated by Sony and Nintendo. Nokia has tried to enter the market with the N-Gage phone that was designed for games but failed. The vendors claim to sell around a million units each month. Lately sales growth has slowed down. This is attributed to the high price of the devices and the games ($50 and up per January 105 Page 28 of 49 Proprietary Information of ABC ABC Business Plan game). With the portable game consoles, the quality of the game and user experience are fine, but there is still very limited support for multi-player games (limited to 4-8 players in a LAN environment). The main advantage of the portable consoles is that they do not require a mobile network data connection. ABC expects to provide as good or better user experience as the portable consoles with additional advantages: • Cheaper for the users: No need to purchase an expensive game console and no need to purchase expensive games. With ABC, the games might costs of cents per minute or even be subsidized by the operator, if the operator expects to benefit from air-time or data access. • Ability to play with any phone (even the low-end ones) • Ability to play massive multiplayer online games (MMO) with the mobile phone • Ability to play any game (from thousands of available games) – not limited to the one that was purchased for the portable device or phone. • Can play anytime and any place. Players can play MMO at home and later continue playing while on the road. • No need to purchase expensive games • “Pay per use” basis • Better user experience and quality, especially compared to downloadable games; since all processing is done at the server-side, there are no graphical or performance limitations. Visual quality is only limited by the phones’ colors and resolutions. January 105 Page 29 of 49 Proprietary Information of ABC ABC Business Plan Following is a table of comparison between ABC and the alternative solutions: Comparison Table – ABC vs. portable gaming consoles Comparison Table – ABC vs. downloadable mobile games, running in the phone: January 105 Page 30 of 49 ABC Business Plan 6.6 SWOT Analysis: Following is Strength, Weaknesses, Opportunities and Threats (SWOT) analyses for ABC. 6.7 Barriers to Entry Some of the barriers to entry that exist in favor of ABC are: • Technology: The know-how and development effort that is needed in order to implement a hosted mobile games platform is tremendously advanced and extremely difficult to achieve (dozens if not hundreds of R&D man-years) • Intellectual property: The intellectual property of ABC that the platform is based on is protected by several patent petitions, thus making it extremely difficult for another vendor to come out with such a set of technologies. • The huge investment in R&D, that is required limits competitors to very large players, yet these players are often slow movers. • Disruptive technology: Existing games console providers (e.g. Sony, Microsoft) will tend January 105 Page 31 of 49 ABC Business Plan to challenge this new technology rather than adopt it. Shifting to a new technology is a very painful and slow process for the existing giant players and will harm their present business. Microsoft / Sony have already invested hundreds of millions of dollars in their current offerings and will find it very hard to throw it all away and re-invest in a new strategy. January 105 Page 32 of 49 Proprietary Information of ABC ABC Business Plan 7 Business Strategy 7.1 Market Entry Strategy In order to reduce risks and accelerate market entry and revenues, ABC plans to enter the market in a phased approach: First, enter the AAA market with the smaller scale product and later enter the mobile games market with a BBB product. This approach was taken for several reasons: • To reduce technology risks and investment by developing an early version of the platform, based on commercial off the shelf equipment (COTS), with lower capacity and reduced requirements set and testing it operationally with actual customers • To accelerate revenue streams and take advantage of low-hanging fruits by providing a games service platform to the hot spots market. This market is expected to be easier to penetrate and has shorter sales cycles. ABC will target the Access Service Providers of Hotspots in roughly YY months from receipt of the investment, in order to establish itself as the first and leading provider of such a service platform. The hot spot market, although not as large as the mobile network operators market or the future WiMAX market, will enable ABC to gain experience with the platform on smaller scales and establish a brand name. It will also generate revenues that will be used to develop and market the next generation of its product for the latter markets. In XX months from investment, ABC will be ready to begin selling its Telco-grade ABC platform to large mobile network operators and service providers. ABC plane to enter the market segments in the following fashion: • Hot Spots operators: Initially, ABC will beta-test its product with hot spot operators on a very small scale to achieve stability and suitability of the product to customer needs. Then ABC will promote and certify the ABC platform with the communications- access service providers who serve the hotspots operators. ABC will train and present the business case of leveraging the broadband access and gaining incremental revenues to the Telcos and System Integrators and sell them the platform directly. They, in turn will offer the games services to hot spots as a hosted service. The relations with these Telcos and SIs are important since some of them will also be potential customers for their own January 105 Page 33 of 49 Proprietary Information of ABC ABC Business Plan subscribers when the Telco version is released. • Mobile Operators and Telcos – ABC will begin selling directly to service providers. Initially, ABC will be conducting trials and beta testing with selected leading network operators, who will hopefully become references for later customers. Later, ABC will work to establish OEM and strategic partnerships with leading equipment providers and system integrators to extend its market reach by selling via these channels globally. ABC plans to initially screen and target service providers with the highest probability to make a sale. ABC will go to market globally with emphasis on the US, European and the Far East markets. 7.2 Sales Model ABC intends to generate revenues by selling its ABC games platform, hardware and software as a full solution that will support hosted games services to mobile and hotspot subscribers. The following models are foreseen: Mobile market: • Direct one-off sale of systems to mobile service providers including annual service fee. • OEM ABC’s platform or license the technology to major mobile equipment manufacturers (e.g. Comverse, Siemens, etc.) who will in turn sell the games platform to mobile operators. Hot Spot market: • Direct one-off sale of systems to hot spots including annual service fee. • OEM ABC’s platform or license the technology to equipment manufacturers and/or system integrators, who will in turn sell the games platform to mobile operators. • Sell the platform to Telco service providers (e.g. AT&T, T-Mobile) who offer the ABC platform on a hosted service basis to the hot spots operators. The network or hot spots operators will generate revenues by offering subscription-based or pay-per-use games to their subscribers. A portion of these revenues will be shared with the game/content providers. January 105 Page 34 of 49 Proprietary Information of ABC ABC Business Plan 7.3 Pricing Mobile Market: The pricing of the ABC platform is based on a return of investment (ROI) model of XX months, which results in a target price of $XXX per concurrent user (channel). For example, an active subscriber base of XXX online mobile gamers within one operator will require about XXX concurrent game service ports, which will result in a $XXX price for such a system. An additional annual service fee of XX% of the total system price will be charged as is custom in the Telecom market today. In cases where ABC will license its technology to 3rd party OEM Telecom equipment providers, transfer prices are expected to be somewhat lower. Hot Spot Market: Wherever hotspots operators, who will purchase the ABC on their own (probably large hotspots), will require a much smaller scale platform than the platforms sold to mobile network operators; probably a configuration that supports XX to XXX concurrent users. The system price for such a configuration will be in the range from $XXX to $XXX. In the preferable case that the ABC platform is sold to a telecom service provider, who in turn offers the service to the hot spots, the size and price of the system will be similar to the one for the mobile market. 7.4 Risk Factors The purpose of this section is to make the investor aware of the various risk factors which he could be exposed to by investing in the company. Limited Operating History The company has a very short history but the leading management team has an extensive experience in similar companies. The founder and some of the team members have worked together for many years in Comverse (a company that provides similar types of platforms) and have a proven successful operational record of accomplishment. The management team will also be extended with additional members with proven executive experience in this market. Migrate PC games to the mobile and achieve comparable user experience January 105 Page 35 of 49 Proprietary Information of ABC ABC Business Plan Due to the small screen and limitations of keys in most phones (e.g. no continuous joystick), the objects of the game are inherently smaller and less complex and there is less movement control for gamers. ABC will strive to transform PC games to this limited environment, but without significantly sacrificing the user experience. This challenge is especially relevant if gamers will want to take their PC games to their mobile phone and continue to play the same game. In any case, ABC believed its technology will enable significantly better user experience and game quality than the existing mobile games. Risks Applicable to Technology The challenge of developing the ABC platform and achieving the required performance levels and latency is huge and risky. To minimize the technological risks, before taking an investment, two actions have been taken 1. A prototype has been developed to test the high-risk design concepts and assumptions and to show feasibility. 2. A phased and gradual R&D plan has been designed to allow for marketable versions of the product early on, thus accelerating revenues and lowering risks. At each milestone, there is a product that can be sold and not only a feasibility prototype. Competition As presented above, ABC has patented its concept and technology. There are no known competitors that provide a similar type of solution to ABC’s. Some of the very large players in the market (Nintendo, Sony, etc.) are formidable competitors, yet ae unlikely to adopt such a different approach to their existing strategy. These same competitors are also candidates for strategic partnerships or M&A. Proprietary Technology (ability to protect its technology) ABC’s technology is protected by patents. Nevertheless, ABC will limit any exposure of its technology and business strategy until it is ready to take the first version to market. ABC will aim to collaborate with some of the potential competitors rather than compete. Management of Employee Growth ABC expects that once the product is launched and is successful, the company will need to expand at a very fast rate. To ensure the smooth growth, the company will use an January 105 Page 36 of 49 Proprietary Information of ABC ABC Business Plan organizational consultant and hire a veteran human resources executive to facilitate the growth. Dependence upon Key Personnel The founding team is made up of a skeleton of people who know each other for many years and have worked together in the past. The role definitions as well as recruitment policies should ensure that there is no dependency on a single person for any critical area. Dependence on Key Suppliers ABC will attempt to work with more than one supplier for every component in the system and that there is an alternative supplier in case one is no longer compliant. Become a credible supplier in the telecom market Telecom service-providers present tough requirements in order for their suppliers to be certified, among which are “telco-grade” products, having enough support resources and solid financials. One-way to shortcut this process somewhat is to sell through OEM channels. Alternatively, ABC will initially need to win the trust and the recommendations of few leading customers by providing excellent quality and dedicated service. Potential Additional Funding Requirements (will current round be sufficient?) The current round of funding and the business plan were planned such that this round will be sufficient to take the company to the end of the development of the Telco-grade product and beginning of the sales of the product. Since the smaller scale hot spot product will be already sold for at least a year before that, the company does not expect to need significant additional funding. If more funding is required, mainly for marketing the products, it is expected that due to the growth performance and unique offering of the company, and the expected strategic customers and partners, it will not be difficult to raise the additional funds. January 105 Page 37 of 49 Proprietary Information of ABC ABC Business Plan 8 Financial Highlights With the contemplated financing, ABC expects to reach yearly net income of $13M at the end of year four after the specified investment growing to $84M at the end of the 5th year. Following is the projected profit and loss for the first five years of operations. The detailed financial plan can be found in Appendix 1. January 105 Page 38 of 49 ABC Business Plan 9 Funding Sought and Use of Funds 9.1 Funds Sought and Use of Funds ABC seeks to raise a total of $12M based on the following: $XXXM from direct investment $XXXM from the Chief Israeli Scientist fund Use of funds The $XXXM investment will be use to achieve the following: • To develop the ABC server-based, multi-player games platform; hot spots and telecom versions • To establish a sales, marketing and support structure and launch a world-wide marketing and sales campaign to its target customers • To achieve annual sales and profits as detailed in the P&L table above 9.2 Exit Scenarios Following are the likely exit scenarios for the investors. Merger & Acquisition (M&A) – Acquisition by a large mobile equipment provider (such as Nokia, Siemens, Alcatel, Comverse, etc.), who are looking to be leading providers in the upcoming huge and attractive mobile gaming market by providing the most advanced gaming solution. IPO - Within a period of 4 years ABC expects to generate revenues estimated at dozens of millions of dollars. Upon reaching the milestone, set out in this business plan, ABC will be ready to go public, at a pre-IPO valuation anywhere between $XXX. Samples of Exits Electronic Arts' $684 million purchase of mobile-games publisher Jamdat last December, its biggest-ever acquisition, served notice to a game industry that has been slow to adapt to the massive proliferation of mobile phones around the world, (Dec 8, 2005). http://news.com.com/Mobile+games+coming+of+age/2100-1043_3-6051722.html http://info.ea.com/news/pr/pr719.pdf January 105 Page 39 of 49 Proprietary Information of ABC ABC Business Plan InfoSpace, Inc. (Nasdaq:INSP) today announced that it has signed a definitive agreement to acquire Elkware GmbH, a German mobile games company, for approximately $26 million payable in cash. (Dec. 2004) http://investor.infospaceinc.com/ReleaseDetail.cfm?ReleaseID=165863&PageSection=Pr essRoom January 105 Page 40 of 49 Proprietary Information of ABC ABC Business Plan 10 The Investment opportunity ABC's solution is truly innovative and can have a huge impact on the mobile games market. A basic prototype of the solution is already available to prove feasibility of the solution. By offering a unique high quality and cost effective mobile games solution, ABC can turn every low-cost mobile 3G phone into the most exciting game console, with the freedom to play with anyone, anywhere and anytime. To capitalize on this opportunity, ABC is seeking a first stage funding. With a relatively small investment, ABC is poised to become a leading provider of mobile games solutions, which will assure an extraordinary return on investment. Now is the time to invest. January 105 Page 41 of 49 Proprietary Information of ABC ABC Business Plan 11 Appendix 1 – Financial analysis 11.1 Operating Expenses ($US) 11.1.1 General and Administration January 105 Page 42 of 49 ABC Business Plan 11.1.2 Research and Development January 105 Page 43 of 49 ABC Business Plan 11.1.3 Marketing and Sales January 105 Page 44 of 49 ABC Business Plan 11.1.4 Total Operating Expenses 11.1.5 Human Resources January 105 Page 45 of 49 ABC Business Plan 11.2 Projected Sales January 105 Page 46 of 49 ABC Business Plan 11.3 Cost of Goods January 105 Page 47 of 49 Proprietary Information of ABC ABC Business Plan 11.4 Sensitivity Analysis January 105 Page 48 of 49 ABC Business Plan 12 Appendix 2 - Bibliography Following is the list market sources used: 1 Informa Telecom & Media, www.informatm.com, (August 2005) 2 Yankee Group, May 2005 3 Strategy Analytics, http://www.strategyanalytics.net/, (August, 2004) 4 In-Stat/MDR (http://www.instat.com, (September 2004) 5 Ziff Davis Research http://www.ziffdavis.com/index.php, Video Game survey (August 2005) 6 Gizmag. http://www.gizmag.co.uk/go/3675/ , Worldwide WiFi Handsets Revenues (Feb. 2005) 7 http://www.w2forum.com/i/Reports - World Wireless Forum Reports: (April 2006) 8 Information week (Jan. 2006 ), http://www.informationweek.com/showArticle.jhtml?articleID=177103323 , http://www.jiwire.com (January 2006) 9 Telephony Online, www.telephonyonline.com (October 2005), there were about 80,000 public hot spots and additional 35,000 January 105 Page 49 of 49 Proprietary Information of ABC
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