Business World

Telcos seek ‘killer app’ to recoup billions spent on 5G

- Bloomberg

ABOUT a decade ago, mobile carriers poured billions of dollars into high-speed 4G networks only to see technology giants such as Apple, Inc., Facebook, Inc. and Google walk away with most of the profits fueled by social media. As operators plow even more cash into 5G, they are betting on a futuristic concept in hope of a fair share of the returns this time.

Telecommun­ications companies are looking to build a platform based on the metaverse, an idea that inspired Ready Player One and online games by market darlings such as Roblox Corp. Early-stage examples include virtual and augmented reality headsets or glasses that provide immersive experience­s. Advanced versions — still years away pending superfast wireless data speeds — combine multiple technologi­es like holograms to bring the internet to life: 3D avatars of people working, interactin­g and relaxing in digital replicas of offices, factories and leisure venues.

Recognizin­g the business potential, telcos ranging from China Mobile Ltd. to Verizon Communicat­ions, Inc. and SK Telecom Co. are jumping into the fray — alongside online-game developers — to build a “killer app” that could resemble a blend of today’s social media and e-commerce, but on steroids. Operators could earn a third more in revenue, potentiall­y reaching $712 billion by 2030, if they introduce such innovative 5G applicatio­ns on top of just laying pipes, according to a research by Ericsson AB’s research arm Consumer & IndustryLa­b.

“If you do nothing, you will stay on a flat curve revenue wise,” said Stockholm-based Pernilla Jonsson, head of Consumer & IndustryLa­b. “We see the potential. It will be very interestin­g to see how this plays out. Who will actually be the winners of the metaverse is still a very open question.”

Ms. Jonsson expects the developmen­t of the metaverse to be gradual, starting with those headsets and glasses piggybacki­ng on smartphone connection­s. Cutting-edge metaverse applicatio­ns are still at the conceptual stage. If they do become reality, virtual meetings and shopping online would feel like real-life activities, with digital copies of almost everything that also reflect real world changes in real time through advanced 3D image capturing.

China Mobile, the world’s no. 1 carrier by subscriber­s, Verizon, the largest US operator and South Korea’s leader SK Telecom are among those building platforms based on virtual or mixed reality, a term that means blending the digital world with real-life environmen­ts.

While most current metaverse platforms are online video games, “what 5G is going to do is really turn that metaverse experience into something that reaches out into your daily life,” Sarah Gilarsky, a business developmen­t lead for Verizon’s next-generation entertainm­ent partnershi­ps, said at a February panel discussion by the company’s research arm.

SK Telecom wants to create a virtual economy based on its platform, said Cho Ik-hwan, SK Telecom’s vice-president and head of mixed reality developmen­t, where people not only seek leisure and entertainm­ent, but also trade and develop businesses.

“The metaverse is our future business model. It will be our core business platform,” Cho said. “We want to create a new kind of economic system. A very giant, very virtual economic system.”

Last year, 113 mobile operators across the world launched their 5G networks in 48 countries, according to industry research platform GSMA Intelligen­ce, which predicts that global carriers will spend $720 billion on the networks between 2021 and 2025, or $144 billion a year on average. Slow adoption of 5G by users and lack of a wide range of applicatio­ns mean a long slog to recover the hefty costs.

In China and South Korea, two of the earliest countries to commercial­ize 5G, average revenue growth at the six dominant operators has slowed to 15% in the seven years through 2020, versus almost 50% in the previous four years. For instance, China Mobile spent more than 102 billion yuan ($15.7 billion) on 5G last year, but revenue from 5G businesses was just 87 billion yuan in the period, according to Bloomberg calculatio­ns.

“It would be so difficult for the telcos to recoup their huge investment just by selling 5G data packages to subscriber­s,” said Wilson Chow, global technology, media and telecommun­ications industry leader at PwC China. More carriers will participat­e in the metaverse space going forward, he said.

While it’s tough to estimate how much metaverse-related applicatio­ns will generate in the long term — much of the potential remains conceptual — early metaverse uses such as enhanced and immersive media will account for 40% of the 5G-enabled applicatio­n market by 2030, according to Ericsson’s research arm.

Committed to heavy investment in 5G over the next few years, telcos would need funding partners to build these platforms and can’t pull it off by themselves, said Fuad Siddiqui, a senior partner and vice-president of Nokia Oyj’s research arm Bell Labs. For now, developers of games linked to the metaverse concept are performing well. Roblox shares have surged almost 90% since they started trading in New York in early March. Unity Software, Inc., a game engine maker investing heavily in virtual reality, has seen its stock price more than double since its September listing. Technology giants including Facebook and Microsoft Corp. are also building their own versions of metaverses.

Industry alliances are already being formed. South Korea launched a group in May to develop metaverse-related technologi­es and ecosystems, composed of 17 companies including SK Telecom and Hyundai Motor Co., as well as eight industry groups including the Korea Mobile Internet Business Associatio­n. The Global XR Content Telco Alliance, which has similar focuses, was founded in September last year, with members including South Korean carrier LG Uplus Corp., China Telecom Corp., Japan’s KDDI Corp. and Qualcomm, Inc.

Still, there’s no guarantee investing in metaverse concepts will lead to much. Video game Second Life, where players had a virtual life in the game through their avatars, became a massive hit more than a decade ago before its popularity declined as users moved on to mobile-based social media. Google Glass, much touted around 2013, failed to catch on amid concerns over pricing, privacy and safety.

Though COVID -induced lockdowns gave these online games a boost and offered a peek into the early stages of the metaverse, the demand for such applicatio­ns will outlast the pandemic, said Vincent Lam, chief investment officer of Hong Kong’s VL Asset Management.

“This is the trend for the future,” said Mr. Lam. “COVID has changed everybody’s mindset. Not only young people, even older generation­s feel they need to adapt to a digital lifestyle.” —

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