Location / Geo-Targeting
Five categories of retail-related smart- phone applications
- Price-comparison or barcode scanning apps: Apps such as ShopSavvy or RedLaser give users instant price comparisons when they use their cellphones to scan any retail barcode.
- Coupon apps: Apps such as Coupon Sherpa and Cellfire allow you to store coupons on your phone and present them via phone at the checkout counter for scanning.
- Payment apps: Several companies are setting up payment systems that let users pay for things like movie tickets by using their phone to transfer money from their bank account or from a prepaid cash account. The mPayy app lets people send money to another person’s phone – for example parents could transfer money to a teenager’s phone – as well as make purchases.
- Mall mapping apps: Users download applications for specific malls and get directions to the stores. There are numerous mall map apps, all with different features, but FastMall is winning fans with a feature that shows you the nearest restrooms in the mall when you shake your phone.
- Brand apps: These are apps created by retailers to promote their stores in the hopes of capturing mobile sales. Most of them have product guides and store information, but some also allow for mobile purchases. Best Buy has been an early app innovator. Toys “R” Us in November introduced an app that lets shoppers put the company’s holiday toy catalog on their phones.
Geofencing and Range Searching
From Matt Silk, SVP of mobile messaging company Waterfall Mobile
“Geofencing” is a specific use case within the realm of location. You need to be locating a phone (with high frequency) to trigger a geofence, because one is totally dependent on the other. Same goes for the “range search” functionality. Range searching means sending a message to all phones within X meters of location Y. Again, range search requires either high frequency pinging (aka tracking) so you know where the phones are at a given time, or a single massive “locate everyone” investment. In other words, both geofencing and range search depend on frequent location pinging.
High frequency location pinging has implications on device battery life. That’s certainly a downside. The end user has to download a tag [an app that runs in the background of smartphones to provide updated location info] which is also a downside. Also, device coverage is limited here; while the number of smartphones or open handsets is growing quickly, it’s not near a majority.
However, if the end user has controls to manage his or her privacy and they have visibility into how their location is being used and which brands can track them, and when they get messages, you can envision a whole new ecosystem of brands giving their customers incentives to be tracked. The brand says, “we can send you more relevant, highly contextual messages about deals, etc. if we know where you are.” The users either will or will not accept those terms. The benefit is that brands develop location profiles of their customers, and customers get better service.
In the near term, a good middle ground for marketers is pinging the carrier networks for real-time location prior to doing a marketing blast, and then tailoring the outbound messages accordingly. Take a big retailer for example: they could craft a blast for their entire list, with default, generic messages for people not near a store. People near a store get a very targeted message, and everyone else gets the normal marketing message.”
How to do Location-Based Mobile Marketing
The rapid evolution of mobile phones, both on a hardware and a software level, combined with a surge in application storefront releases could drive revenues from mobile location-based services to more than $12.7 billion by 2014, according to a new report published by Juniper Research.
While service usage will be highest in Far East China over the next few years, greatest revenues will come from Western Europe, Juniper forecasts. Revenues will come from sales of apps through application stores and other channels, but also from mobile advertising tied to those apps. In fact, the Juniper report notes that advertising will likely form an increasing share of MLBS-related revenues over the next five years.
But, let’s take a step back and see how location-based mobile marketing works. Essentially you set up a “Geo Fence” with a company like 1020 Placecast which is typically a half mile or one mile radius around a storefront. Anyone within that radius receives an SMS message (usually with a coupon or something) driving them to the desired store. Of course, any SMS campaign does have to implement the double opt-in process, which retailers cannot overlook. But, the results of geo location campaigns are typically good largerly due to their inherent relevancy. Relevancy targeting can include weather, traffic, demographics or psychographics for a particular area or events going on at a particular time to increase the relevancy of the message being delivered. And the campaigns provide retail stores with foot traffic and beef up their mobile databases, which can be used later.
Mobile location-based and gaming AR apps to soar in next few years
Article from Biz Report talks about the massive uptick in AR that is expected in the next two years.
Augmented reality is a topic that is becoming more and more talked about in mobile marketing circles. A new report from Juniper Research predicts that the number of mobile downloads featuring augmented reality content is set to soar over the next few years with location-based and gaming applications at the forefront.
In 2009, the number of mobile downloads that feature augmented reality was around 1 million. Juniper Research’s report predicts this figure to rise dramatically, reaching over 400 million by 2014.
In a nutshell, augmented reality refers to the overlaying of real-word objects or locations, viewed via a mobile camera or display, with additional digital information in the form of text, animations, images or links. For instance, an augmented reality download for Paris might display, when viewing the Eiffel Tower using a suitably enabled device, the dimensions, history, and opening hours of the monument.
2009 has seen its fair share of mobile augmented reality applications. For instance, the “Nearest Tube” iPhone app directs the user to the nearest metro station by overlaying directional arrows on to a real-time “video” you take of your surroundings. Another innovative use of mobile augmented reality is TwittAround which allows users to literally pinpoint other tweeters in their immediate vicinity by using their camera.
The Juniper report goes on to say that location-based apps will continue to provide the bulk of the market through to 2014. However, augmented reality games, such the recently released “Gunman“, will become increasingly popular over the next five years, accounting for 30% of the market by 2014.
