Posted: 6/2003

Web Warehouse
Retailers Now Stock Digital Goods Using
Prepaid PoSA
By Khali Henderson

The premiere cards in the new
AT&T PrePaid WebCents program' |
Consumer spending for online content
in the United States last year increased 95 percent over 2001 to reach $1.3
billion, according to a report released in March by the Online Publishers
Association.
"The year 2002 will go down as
the year in which the conventional wisdom about paid online content
changed," says Michael Zimbalist, OPA executive director in announcing the
results. "Whether or not consumers will pay for content is no longer a
matter for debate. Clearly, they will."
According to the report prepared by
comScore Networks, the number of consumers paying for online content grew from
10 million in fourth quarter 2001 to 14.3 million in fourth quarter 2002.
Capitalizing on this groundswell,
AT&T Corp. launched in April a new prepayment service to help online digital
content providers reach out to consumers in traditional retail stores. The
AT&T PrePaid Web Cents Service enables consumers to purchase a specialty
card from a retailer, which is activated at the point of sale. To use the card,
the consumer logs on to the content provider's Web site directly or through the
AT&T PrePaid Web Cents site (www.webcents.att.com).
The consumer is prompted to enter the serial number and PIN printed on the back
of the card to begin purchasing digital content. AT&T processes the payment.
The specialty cards can be used to
purchase a variety of online content such as interactive games, ring tones,
graphics, maps, guidebooks, digital music, streaming audio and video, software,
research services and more. The content provider issues each card exclusively to
allow use of its content.
The service is touted as an
alternative to credit card payments for the youth market, people who don't use
bank accounts and those who are reluctant to use credit cards over the Internet
for security reasons or for cost control.
A May poll by Payment One in
cooperation with Javelin Strategy & Research and eContent Magazine, showed
consumers continue to perceive serious shortcomings with today's online payment
options, particularly with respect to security. In fact, when consumers who have
not made online purchases were asked what would persuade them to buy online
content, 53 percent cited more secure payment options. Payment security was
chosen over price or product-related responses by more than a 2-1 margin. Sixty
one percent of all respondents said they would be more likely to make online
content purchases if there were an easy and secure alternative to the credit
card.
"Online content and service
providers clearly need to do more to satisfy the concerns of consumers about
online payment if they hope to continue to grow their revenues and customer
bases," said Joe Lynam, president and CEO of PaymentOne. "The
implementation of new consumer-friendly payment options may well be the single
most important step providers can take to better monetize their products and
services." On the flip side, it's great that prepaid providers are
expanding their offering to include digital content," says prepaid market
analyst, Imke Louis-Mensah, vice president for Atlantic-ACM. "Prepaid
wireless providers have been slow to embrace this, but providers are realizing
that their customers are willing and able to pay for content."
Louis-Mensah notes that European
wireless carriers such as Orange, Vodafone Group plc, Virgin Mobile Telecoms
Ltd. have been offering digital content to prepaid wireless users for a while
now and it is a hit. Virgin Mobile is bringing the strategy to the states
through its MVNO deal with Sprint PCS. It offers VirginXtras, which includes
ringtones, music and entertainment, to its base of prepaid customers, which are
primarily the youth market.
While VirginXtras are accessible to
subscribers for free, other prepaid digital content offers are cropping up that
are not only provider by device agnostic.
Debisys Inc., a provider of prepaid
transaction processing solutions, recently inked an agreement with PlayPhone
Inc. to deliver licensed games and ring tones to Debisys' retail network.
PlayPhone packs are being shipped to about 4,000 stores nationwide; at least
10,000 stores are to be stocked by the second quarter of 2003.
Mark Flanagan, CEO of Debisys, told
PHONE+ prepayment generally is viewed as a way to get to the lucrative youth
market by overcoming issues such as lack of credit, inability to enter a
contract and runaway spending.
The PlayPhone deal is the first in
which Debisys will distribute content to its retailer network. Debisys' system
automates payment processing for prepaid wireless, long distance and local
services using its point-of-sale terminal software.
Flanagan is optimistic that the
content will take off, driven in large measure by the availability of
web-enabled wireless devices.
A May report from IDC indicates the
market for converged handheld devices, or "smartphones," is just
beginning to accelerate. In the first quarter of 2003, the worldwide converged
handheld device market grew 423.0 percent year-over-year and 33.7 percent
sequentially to 1.71 million units.
Web Cents also represents PRE
Solutions Inc.'s first foray into digital content. The company's retail network
tied into its prepaid transaction network is one of the participating retail
entities in the AT&T program. "It's a new revenue opportunity from our
standpoint and our merchants' standpoint," says Tom Konz, senior vice
president of marketing and operations. "Up until this point, everything
[prepaid] has been subscription replenishment. With content, you can sell to
anyone [not just an existing prepaid customer]."
The Web Cents service brings
together participating retailers, such as the PRE Solutions Retail Partner
Network, Speedway SuperAmerica LLC and Uni-Marts Inc., with content providers
like Cellus USA, Disney Online, Shockwave.com GameBlast and Vindigo. By the end
of April, cards were to be available in some 4,000 retail stores across the
country with more stores to be added in the coming months.
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