THE ECONOMICS OF INTERNET ACCESS (The Sequel). Source: Mckinsey TELECOMMUNICATIONS The last mile to the Internet Jed Dempsey, Guido Frisiani, Rishabh Mehrotra, Nagendra L. Rao, and Andrew O. White
THE ECONOMICS OF INTERNET ACCESS The basic components of the business system that delivers Internet access to consumers are the national transportation backbone; the local point-of-presence (POP) infrastructure with access lines, servers, routers, and modem banks; and customer service and support. Many players interact and compete in complex ways in this space, and the relationships between them are evolving rapidly. Four key roles can be identified: Backbone providers (notably UUNET and Sprint) own the backbone infrastructure and act primarily as wholesalers, but also sell directly to end users, particularly medium-sized and large corporations. Large Internet service providers (ISPs) (both national players such as EarthLink, MindSpring, and MCI, and regional and local players such as Erol?s, FlashNet, and the RBOCs) have relationships with 100,000 or more end users, and either purchase capacity from others or own local or regional infrastructure (in which case they often also act as wholesalers to smaller ISPs). Small Internet service providers are local ?mom and pop? operations that typically provide dial-up access to a few thousand customers. Online service providers (such as America Online or MSN) provide an integrated offering of Internet access and exclusive and proprietary content. The Internet access industry as a whole has lost money ever since its inception. In 1997, the losses amounted to some $400 million on revenues of roughly $6 billion. Although AOL, the leading online service provider, reached profitability in 1997, and small ISPs were profitable on average, backbone providers, and in particular large ISPs, posted heavy losses. There were five main reasons for this: The limited penetration of the Internet. In 1997, penetration stood at about 23 percent of US households ? too small a number of users to pay for fixed infrastructure and G&A costs. The rapidity of growth. This pushes up acquisition costs to $60 to $100 per customer (sums that are put down to expenses rather than capitalized), and makes for the inefficient use of network capacity, with additions coming in lumpy increments that force players to spend ahead of demand. The competitive pricing pressures and the resulting ubiquity of the ?all you can eat? flat-price model, which allows a small number of customers to abuse the system and consume a huge chunk of capacity without bearing the cost. Among AT&T WorldNet?s subscribers, the 3 percent of heaviest users consumed over a third of the total capacity until restrictions in the form of usage-based fees were introduced in late 1997. The immaturity of revenue sources, with transaction and advertising revenues per online household lagging far behind the levels achieved by media such as cable TV and TV home shopping. This is despite superior demographics, better targetability, and continuing increases in time spent on line (AOL?s customers spent up to 48 minutes per day on line in 1997 compared with under 20 minutes in 1996). The high customer churn, with well over 40 percent of subscribers switching provider in the course of a year. By contrast, even the highly competitive world of long-distance telephony experiences churn rates of only 20 to 30 percent. Over the next two to three years, improvement can be expected in all five of these problem areas. By 2000, Internet penetration may have reached 33 percent of US households, while growth is likely to have slowed considerably. Pricing pressures have started to ease, with AOL increasing its rate from $19.95 to $21.95 per month and AT&T WorldNet limiting ?all you can eat? to 150 hours per month to stop abuse. Non-subscription revenues have started to increase (advertising revenues per online household rose from $17 in 1996 to $39 in 1997), and churn rates are falling as competition stabilizes and providers invest in customer support. When taken together, such changes could make the average player profitable by 2000. But industry structure will be critical, with a few players capturing scale and scope economies and pricing levels being determined by the extent of fragmentation or consolidation in the industry. |