Архив рубрики: Mobile

Sprint 5G is no more, as T-Mobile focuses on its own network

A day after formally completing the sale of Boost, Virgin and other Sprint prepaid networks to Dish, T-Mobile is pulling the plug on Sprint 5G. The move is one in a long list of issues that need sorting out in the wake of April’s $26.5 billion merger. And like a number of other moves, it’s set to leave some customers in the lurch.
The end of Sprint’s 2.5 GHz 5G comes as T-Mobile opts to focus on its own network. T-Mobile already started the process in New York City, a few weeks after the merger and has since completed it in a handful of other cities, including Atlanta, Chicago, Dallas-Fort Worth, Houston, Kansas City, Los Angeles, Phoenix and Washington, D.C.
As CNET notes, while most of the Sprint 5G handsets won’t be able to make the transition, Samsung Galaxy S20 5G users are in the clear here. For everyone else, T-Mobile is offering up credits on leases for new 5G handsets.

T-Mobile officially completes merger with Sprint, CEO John Legere steps down ahead of schedule

T-Mobile told TechCrunch in a statement, “We are working to quickly re-deploy, optimize and test the 2.5GHz spectrum before lighting it up on the T-Mobile network.”
Along with the sale of Boost, 5G was a big selling point for T-Mobile’s Sprint acquisition. The carriers argued that the deal was necessary to keep them competitive with first and second place carriers AT&T and Verizon when it came to the next-generation wireless technology.
At the time FCC chairman Ajit Pai agreed stating, “This transaction will provide New T-Mobile with the scale and spectrum resources necessary to deploy a robust 5G network across the United States.”
Earlier this week, OpenSignal awarded T-Mobile the top spot in availability, noting, “In the U.S., T-Mobile won the 5G Availability award by a large margin with Sprint and AT&T trailing with scores of 14.1% and 10.3%, respectively.”
Update: The language of the post has been updated to reflect the impact on specific unsupported devices, rather than user base figures.

Sprint 5G is no more, as T-Mobile focuses on its own network

Dish closes Boost Mobile purchase, following T-Mobile/Sprint merger

T-Mobile today announced that it has closed a deal that divests Sprint’s pre-paid businesses, including Boost and Virgin Mobile. The news finds Dish entering the wireless carrier game in earnest, courtesy of the $1.4 billion deal.
The whole thing was, of course, a key part of T-Mobile’s bid to merge with Sprint. It was a relatively small concession to those worried that such a deal would decrease competition in the market, as the number of major U.S. carriers shrunk from four down to three. The $26 billion T-Mobile/Sprint deal was finally completed in April of this year, and has already resulted in hundreds of lost jobs, as reported last month by TechCrunch.

T-Mobile officially completes merger with Sprint, CEO John Legere steps down ahead of schedule

The deal gives Dish a nice head start in the pre-paid phone game, with north of 9 million customers and access to T-Mobile’s wireless network for the next seven years. It also finds current Dish’s COO John Swieringa stepping in to lead the new subsidiary. Oh, and there’s a new Boost logo, too:

Dish
See? It’s basically the old Boost Mobile logo, but with the little Dish wireless symbols in the middle, to really show you who’s boss.
Dish used the opportunity to announce a new plan for Boost users with 15GB of data for $45, and has already begun switching consumers with compatible devices over to the new T-Mobile-backed network.

Dish closes Boost Mobile purchase, following T-Mobile/Sprint merger

OnePlus will return to its budget roots with the launch of Nord

Two factors defined OnePlus’s seemingly out-of-nowhere growth in the middle of the last decade: solid specs and a budget price tag. But markets change, and companies must adapt to survive. As someone who has followed the Chinese smartphone maker since close to the beginning, I can confidently say that it hasn’t wavered from that first part. The second bit, on the other hand, is a bit of a different story.
OnePlus has experienced a bit of a price creep as it has continued to add features to set itself apart from the competition. In the early days, the smartphone maker was content to wait a generation or two before embracing new tech, for the sake of keeping costs down. But increasingly, it has come to pride itself in being among the first to things like in-screen fingerprint readers and 5G.
Today, however, it’s announcing a bit of a return to its roots, with the Nord. The upcoming phone has been the subject of all manner of rumors under a variety of different names in recent months, but OnePlus just confirmed its name and arrival by way of an extended behind-the-scenes documentary on Instagram. Details are pretty slim at the moment, though the company confirmed that it will be priced at under $500.

Co-founder Carl Pei — who discussed the company’s place in the budget market at Disrupt last year — noted in the video, “There’s a huge change every two years. Anything can happen. Thousand-dollar phones are decreasing in sales.” It’s a pretty well-established phenomenon over the last few years that has led to, among other things, companies like Samsung, Apple and Google to embrace lower-cost devices amid stagnant sales figures.
OnePlus’s devices have still remained relatively affordable, compared to the competition, but the addition of the Nord will find it’s getting back to where it started with a line aimed at a wider range of consumers and different markets. More info soon, no doubt.

OnePlus will return to its budget roots with the launch of Nord

DoubleDown is going public: Why isn’t its IPO worth more?

Agora isn’t the only company headquartered outside the United States aiming to go public domestically this quarter. After catching up on Agora’s F-1 filing, the China-and-U.S.-based, API-powered tech company that went public last week, today we’re parsing DoubleDown Interactive’s IPO document.
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The mobile gaming company is targeting the NASDAQ and wants to trade under the ticker symbol “DDI.”
As with Agora, DoubleDown filed an F-1, instead of an S-1. That’s because it’s based in South Korea, but it’s slightly more complicated than that. DoubleDown was founded in Seattle, according to Crunchbase, before selling itself to DoubleU Games, which is based in South Korea. So, yes, the company is filing an F-1 and will remain majority-held by its South Korean parent company post-IPO, but this offering is more a local affair than it might at first seem.
Even more, with a $17 to $19 per-share IPO price range, the company could be worth up to nearly $1 billion when it debuts. Does that pricing make sense? We want to find out.
So let’s quickly explore the company this morning. We’ll see what this mobile, social gaming company looks like under the hood in an effort to understand why it is being sent to the public markets right now. Let’s go!
Fundamentals
Any gaming company has to have its fun-damentals in place so that it can have solid financial results, right? Right?
Anyway, DoubleDown is a nicely profitable company. In 2019 its revenue only grew a hair to $273.6 million from $266.9 million the year before (a mere 2.5% gain), but the company’s net income rose from $25.1 million to $36.3 million, and its adjusted EBITDA rose from $85.1 million to $101.7 million over the same period.

DoubleDown is going public: Why isn’t its IPO worth more?

Newzoo forecasts 2020 global games industry will reach $159 billion

Games and esports analytics firm Newzoo released its highly cited annual report on the size and state of the video gaming industry yesterday. The firm is predicting 2020 global game industry revenue from consumers of $159.3 billion, a 9.3% increase year-over-year. Newzoo predicts the market will surpass $200 billion by the end of 2023.
Importantly, the data excludes in-game advertising revenue (which surged +59% during COVID-19 lockdowns, according to Unity) and the market of gaming digital assets traded between consumers. Advertising within games is a meaningful source of revenue for many mobile gaming companies. In-game ads in just the U.S. drove roughly $3 billion in industry revenue last year, according to eMarketer.
To compare with gaming, the global markets for other media and entertainment formats are:
Pay TV: $226 billion in 2019 (excludes streaming services)
Publishing: $261 billion in 2017, of which books accounted for $121 billion
Film: $101 billion in 2019 ($42.5 billion from box office)
Music: $62 billion in 2017 ($30 billion recorded music, $6 billion music publishing, $26 billion live music)
Board games and playing cards: $12 billion in 2018
Podcasting: $863 million 2020 advertising revenue (there is no good data on subscription and live events revenue in podcasting, but it is fair to estimate it at a fraction of the total ad revenue figure)
Counting gamers
Of 7.8 billion people on the planet, 4.2 billion (53.6%) of whom have internet connectivity, 2.69 billion will play video games this year, and Newzoo predicts that number to reach three billion in 2023. It broke down the current geographic distribution of gamers as:
1,447 million (54%) in Asia-Pacific
386 million (14%) in Europe
377 million (14%) in Middle East & Africa
266 million (10%) in Latin America
210 million (8%) in North America

Newzoo forecasts 2020 global games industry will reach $159 billion