WLAN: Lessons from i-mode
There’s a tremendous amount of initial wireless LAN network activity going on in Japan right now, but it’s still too early to say how WLAN will affect 3G. One thing is certain however: licensed-spectrum carriers are looking closely at WLAN to determine whether the technology will disrupt their carefully knit 3G network, wireless Internet, and data revenue plans. We speak with an industry insider on a recent WLAN hotspot trial conducted by a major mobile telco. But large carriers and others thinking about launching hotspot networks shouldn’t worry about finding content. First, solve the billing, roaming, and security problems — then content providers will beat a path to your door… just as happened with, oh…, for example, i-mode.

G-mode was set up in 2001 for the sole purpose of creating Java games for wireless. They say they’ve sold 63 million downloads since then, and their games are played 250,000 times per day. This is the first mobile content provider we’ve ever met that claims made-in-Japan games can be exported overseas, despite the barriers of language and culture. Considering that Tetris — known globally — has no text, they just could be right.
With over 150 different Internet-capable cellular handsets in use by four different carriers, the challenge of formatting content to match the terminal is becoming, well, terminal. Each model has its own screen dimensions, color capability, and other idiosyncrasies, and if your business depends on making sure that mobile shoppers can see pics of all your products, like, say Yahoo Japan Auctions’ does, you’re in a world of hurt. Fortunately, one company has a solution. Thank God for the Americans!