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Our Market

Growing up in the age of mobile phones and the Internet it is no wonder that today's youth and teens embrace technology in their lives from social networking to music downloads on the Web. This group also uses mobile phones for more than just phone calls! All this has brought about a change in the market landscape and a market segment that seeks innovative services to keep it connected while mobile.

For this demographic, social networking is a dominant new trend, replacing traditional avenues for entertainment, communication, and information sharing1. Today's young adults are turning to social networking sites to meet new people, connect with friends, and share their tastes, music, and videos.

Mobile phones are also now a requisite part of the essential gear for teens and young adults. In the U.S., 45% of all teens (and 57% for teens aged 15-17) have mobile phones2. Worldwide, the figure is much higher – in UK and Italy, penetration rates are edging above 100%!3

And of course, like past generations this market segment has its music. This generation ushered in MP3 players and music downloads to make it easier for them to listen to their music on the go and share them with friends. Not surprisingly, youth and teens are in favor 2-to-1 of using their mobile handsets as a music player over just a music player4, given the key role their mobile handsets have in their lifestyle. Oxy Systems' own primary market research of this demographic showed that 86% of respondents either agreed or strongly agreed that being able to use their mobile phone to listen to their music was interesting to them.

Today's teens and young adults are looking for a mobile media community service that will allow them to connect with each other on the go – and share the things they love (music, preferences, and ideas) with their old and newfound friends.

Oxy Systems has developed a hosted, mobile music community service that enables wireless operators to offer teens and young adults a highly addictive data service that increases ARPU and can be rapidly deployed without costly capital expenditure.


1Y2M: Youth Media & Marketing Networks, 2006
2Pew Internet & American Life Project, Teens and Technology, July 2005
3Pyramid Research, July 2005
4Entertainment Media Research, 2006 Digital Music Survey
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