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Interview with Sven Halling, CEO of It’s Alive

It’s Alive facilitates person-to-person gaming using cellular phones.

Interview conducted by Nathan C. Kaiser on Friday, February 1, 2002 in New York, NY.

Can you please give us an introduction into your business model?

It”s Alive provides great games, either as ASP solution or installed at operator’s site. It’s Alive also provides community managament, working actively with the user base to stimulate usage and drive traffic. This includes updating game content, staging events and competitions, analyzing statistics, etc.

Types of revenue models: subscription, advertising/sponsorships…
Depends on operator policies, can be game license and/or revenue share. Advertizing and sponsoring has not yet been pursued.
Marketing plans: what types of marketing initiatives have you done, and to what success?
Speaking at a number of trade conferences, exhibiting at major trade shows (usually together with our partners such as Ericsson, Signalsoft, Mobilaris, etc). Successful PR activities, stimulating press coverage.
What is your current subscriber base, and what have been your overall growth rates?
Currently 6.000 users and growing rapidly. Between 10-25% of this user base is active every week.

How has the common cell phone technology standard allowed your business to expand?

The fact that GSM is a standard helps very much in the scalability of the business case, but the lack of standard APIs for interconnectong to the networks is a problem that slows down the speed to market.
And how has the development of the EU allowed you to grow as well?

No real effect.
How have you addressed the Privacy Concerns associated with your model?
This is a main concern that we have taken great care to address in a number of ways: (1). Players are always anonymous in the games, identity or phone number is never revealed only the alias of the player. (2). Players can always puase the game with a simple command and can then not be located. (3). Secure sign up with one time password sent out on SMS prevents anybody to sign up somebody else’s phone. (4). Secure hosting and VPN connections prevents unauthorized access to the system and its database.
With Pervasive Gaming, how much time per day is your average user participating?

Active users send around 20-30 SMS per week, which should be around one game every second day as an average.

Do you foresee leveraging your technology to other areas/uses? If so, which areas?
Our game platform called “Matrix” would be a killer to run location based advertizing or location based content such as “Find my nearest McDonalds”, but we are only focussing on entertainment and gaming.

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