Payment solutions: Alternative payment methods
Boku’s original focus was on the direct carrier billing market. This is still the main revenue and profit generator for the group, but the company now also supports digital wallets and real-time payments as payment mechanisms that merchants can offer to their customers.
Recognising that mobile commerce is the fastest growing segment of e-commerce, Boku has evolved its platform to incorporate multiple mobile payment methods with one integration, supporting 330 payment methods across 91 countries. This includes DCB, eWallets and real-time payments. Boku estimates it has access to seven billion user accounts via these payment methods (four million for DCB and three million for other payment methods). Boku’s aim is to support merchants to acquire, monetise and retain mobile-first customers.
The company had 32.3 million monthly active users (MAUs) at the end of FY21, up from 28.8 million at the end of FY20. For the first time, it disclosed the contribution to MAUs from eWallets and real-time payment accounts, making up 1.1 million/3.4% of the total and growing ninefold over the year. New users totalled 28 million for the year, with 2.7 million (9.6%) from eWallet and real-time payment accounts. Growth from local payment methods has continued year to date, with 1.4 million MAUs in February, up 10 times y-o-y.
On an ongoing basis, the company works to improve the platform, and is currently focused on settlement capabilities, resellers and improving the onboarding experience. It recently transitioned from its two data centres to cloud-based infrastructure (AWS).
The company connects all merchants, carriers and wallet providers to its M1ST (mobile first) payments network. Exhibit 3 shows the main functions of the platform and Exhibit 4 shows how the network works.
Exhibit 3: Boku’s Mobile First (M1ST) Network
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Exhibit 4: Connecting to the M1ST network
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Source: Edison Investment Research
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The merchant makes its connection to M1ST; carriers and wallet providers separately connect in via application programming interfaces (APIs) and integrate with their own billing systems. This process can take three to six months and tends to be done on a country-by-country basis within a carrier group. Typically, a merchant specifies which carriers/wallets it wants in which geographies and will develop a roll-out plan with Boku. In some cases, Boku suggests to merchants that certain carriers or wallets should be considered. Boku will also suggest merchants to carriers/wallets.
Regulatory considerations
Operating globally, Boku comes under the remit of a number of different regulatory regimes. It must also comply with anti-money laundering regulations in the countries in which it operates. DCB tends to be exempted from money transmission regulations as long as transaction limits are respected. As Boku is expanding its offering to alternative payment methods, it is going through the process of obtaining the necessary licences in the territories in which it plans to operate. It can currently process regulated payments in 50 countries, with licences in the UK, Ireland (passported across the EEA), Singapore, Hong Kong, and with applications and partnerships in several other countries.
DCB: Well-established growth business
Market drivers: Smartphones, digital content, ease of use
The DCB payment method uses a consumer’s mobile bill (pre-paid credit or post-paid monthly bill) as the means to pay for digital content or services. The market started before the widespread adoption of smartphones with the provision of premium SMS. DCB then evolved as a way to pay for products on PCs, mainly computer games. It offers a good way to make smaller payments as these typically do not hit carrier monthly credit limits and it provides a simpler way to pay for things than repeatedly having to enter card details. Smartphones enabled a new market: digital content consumed and paid for on the mobile. Having a simple, frictionless way to pay is even more important on a phone. Typical content that is paid for with DCB includes games for computers, consoles and phones, music, video and apps.
Based on data from Worldpay, the DCB market makes up less than 1% of the total e-commerce payments market by value of transactions processed. According to estimates from Omdia (source: Boku annual report), the DCB market processed transactions worth $52bn in 2020 and this is forecast to grow to $77bn by 2025 (CAGR 8.2%). We summarise below the key benefits of DCB for consumers, merchants and MNOs.
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Consumer – frictionless payment method. DCB provides a payment method to consumers who are concerned about the security risks of using their card online or do not want the inconvenience of entering card details every time.
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Merchant – cheaper customer acquisition channel. Through one connection to Boku’s platform, a merchant can access many carriers and their subscribers without having to connect individually to each carrier. This gives merchants access to a market that might not otherwise buy their products. This also explains why they are willing to offer DCB despite its high cost compared to card payments, as they view the fees as a combination of a payment processing fee and customer acquisition cost. Billing success rates tend to be higher than with cards, as there is the ability to retry a consumer when they have topped up their credit, and phones do not suffer from expiry dates. On average, a merchant moving onto Boku’s platform can expect to see a 20% uplift in volumes.
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Carrier – one connection to access incremental revenue opportunities. Through one connection to Boku, a carrier can support a variety of merchants and drive incremental revenue streams. The carrier can typically earn 5–15% of the transaction value for delivering customers to merchants. Offering subscription services as part of a bundled contract can also increase subscriber retention.
For content acquired from an app store using DCB, a typical revenue split could see the app developer earn 70%, the app store 15%, the carrier 12% and Boku 3%. Both the merchant and the carrier benefit from a material proportion of the value of the content sold. Boku’s margin will vary in size depending on the work undertaken to enable the payment (see page 14 for further detail on the business model).
Boku’s DCB payment solutions
Boku signs up merchants through a direct sales approach and offers three products:
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Boku Checkout: when a consumer reaches the payment page for an online merchant they are presented with the ‘pay by mobile’ option, which allows them to charge the cost of the item to their mobile phone bill (pre- or post-paid). Once the consumer has entered their mobile phone number, they are sent a text message asking them to confirm the transaction.
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Boku Account: this is more deeply integrated with the MNO, connected to its identity verification systems. It provides ‘phone number on file’ capability, like the ‘card on file’ functionality offered by many online retailers. In this case, the consumer’s phone number is used for all subsequent purchases without confirmation needed from the consumer. It is particularly useful for merchants that want to improve their activation rates, eg merchants offering freemium subscription services can use Boku Account to capture consumer payment details at the start of the relationship, easing the upgrade to a paid subscription.
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Boku Acquire: this supports operator-led customer acquisition, enabling carriers to bundle third-party products and services into their plans. For example, several operators provide free trial periods of Apple Music or Spotify as part of a monthly plan that will hopefully result in a subscriber signing up for the paid service after the trial period.
Acquisition of Fortumo cemented leading position
In 2020, Boku acquired Fortumo, a global DCB provider based in Estonia. This cemented Boku’s position as the leading DCB provider. Fortumo had built up a network of 280 carrier connections in 80 countries, with most merchants using its platform based in Europe and Asia. It focuses on supporting small to medium-sized enterprises (c 400), although it does also work with large merchants such as Amazon, Epic Games, Google, Spotify and Tencent. Fortumo’s platform provides self-service capabilities for merchants resulting in a much lower onboarding cost. Boku typically focuses on fewer, much larger merchants, which require customisation of the service in return for providing high transaction volumes. The combined entities can now service all types of merchant efficiently. Boku is keeping Fortumo as a standalone business, retaining the current management team and the brand. A connector has been built between the two platforms so that merchant and carrier connections can be shared.
Playing to both entities’ strengths, the Boku platform in the US is focused on customised work for strategic merchants and expanding into local payment methods. The Fortumo platform in Europe is focused on DCB bundling solutions and expanding its business with smaller merchants.
Boku has been successful in signing up the largest merchants in the main digital content categories. In some cases, Boku is the sole DCB provider. In others, the merchants split the carriers across two or more DCB providers. In the table below, we summarise the main content categories, the size and growth potential of each category, and Boku’s position within it. We also include merchants working with Fortumo where relevant.
Exhibit 5: Digital content addressable market and customers
Digital content |
App stores |
Games |
Music |
Video |
Other |
Type of content |
All content acquired in app stores, eg apps, games, music |
Games played on PCs, consoles, mobiles |
Music streaming services |
Video on demand services |
e-books, parking apps, dating apps |
Market size/growth |
2021 revenues: App Store $85bn, Google Play $48bn (source: Sensor Tower); total app store revenues $170bn, +19% y-o-y (Source: App Annie) |
Est $180bn in 2020 (+1.4% y-o-y); CAGR 6.7% 2021-24 (source: NewZoo) |
Est $26.6bn in 2022; CAGR 8.1% 2022-26 (source: Statista) |
Est $86bn in 2021, CAGR 9.6% 2021-26 (source: Statista) |
N/A |
Merchants |
Apple App Store, Google Play, Microsoft Store |
Sony, Microsoft, Activision Blizzard, Epic Games, Riot Games, Tencent Games, Xsolla, Pearl Abyss, Facebook, Antstream |
Spotify, Apple, Deezer, AWA |
Netflix, Apple, ALTBalaji, ByteDance (TikTok), Amazon Prime, iQIYI, DAZN |
Legimi, Tinder |
Comments |
Sole provider to Apple (to date) covering 49 countries and 118 MNOs. |
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Spotify & Apple combined have nearly 50% of paid subscriber market |
Market is more fragmented than streaming so expect Boku to have a portfolio of video streaming merchants |
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Source: Edison Investment Research
Boku competes with several third-party DCB operators (see below), as well as with carriers connecting directly to merchants to provide DCB. We would expect more carriers to migrate to the third-party model to access merchant connections more easily.
Exhibit 6: Competitive environment – third-party DCB operators
Competitor |
Ownership |
Background |
Bango |
AIM listed; market cap £139m |
Key merchants include Amazon, Google, Microsoft and Samsung. CY21 end-user spend £3.0bn/$4.1bn. |
Dimoco |
Private |
Was a mobile messaging company; acquired Italian DCB OneBip in 2016. Focused on Europe and Latin America, covering 37 countries. |
Docomo Digital |
NTT Docomo |
IT subsidiary of NTT. Also provides marketing and consulting services. Connected to >200 carriers. Any merchant wanting to connect to NTT Docomo has to connect into the Docomo Digital platform. Note that Boku supports NTT Docomo’s carrier billing for Apple, Sony and Spotify. Docomo Digital processed transaction volumes of $3bn+ in 2019. |
Source: Edison Investment Research
Growth strategy for DCB solutions
The company believes it has a good medium-term growth opportunity from its existing merchant base, mainly through connecting them to more potential consumers. The decision on who to connect to tends to be merchant led, particularly with merchants like Apple, which decide where they want to offer carrier billing, but Boku also suggests new connections to merchants, both in terms of new countries or adding carriers in existing countries. Currently, merchants are connected on average to only 10% of carriers in the network. The company will also continue to sign up new merchants, with a particular focus on those that have a strong position in their given market.
Growth in the adoption of digital content should drive growth in transactions. In addition, it can take 20 months for a merchant to see optimal adoption from existing carriers; initially only new users will be using the service, but as existing users’ cards expire, they are made aware of the DCB option. Better understanding of the risk profiles of subscribers can enable MNOs to lift monthly credit limits and therefore drive increased transaction volumes.
Using the platform to offer other forms of payment
As DCB operates at a higher cost than other payment mechanisms such as debit cards, the company believes there is a natural ceiling on the size of the DCB market, estimating that it is unlikely to exceed a 15–20% share of checkout. Considering that the digital content market is expected to be worth $332bn in 2022 (source: Statista), this would equate to a maximum total addressable market of c $66bn. Consequently, Boku is keen to use the platform it has built to provide additional services to merchants and has identified that certain local payment methods, such as digital wallets or real-time payments, are as complex for merchants to navigate as dealing with different carriers in every country.
eWallets the dominant payment method in Asia
According to data from Worldpay, digital wallets (eg PayPal, Alipay, Apple Pay) have overtaken card payments as the most common method of payment online, used for 49% of online transactions by value in 2021, compared to 34% for cards. In North America and Europe, digital wallets such as Apple Pay, Google Pay and PayPal are growing in popularity. In Asia, where consumers are less likely to have debit or credit cards, digital wallets were used to make 69% of e-commerce payments in 2021. Popular wallets in Asia include Alipay, WeChat Pay, Paytm, GoPay and GrabPay. These wallets are not standardised and are settled locally in the wallet’s local currency – Boku is able to help merchants by dealing with this complexity. The ideal merchant for Boku typically has cross-border sales, a dedicated payments team and limited existing wallet coverage.
Gaining access to the wider-ecommerce market
Adding alternative payment methods to the M1ST network offers a twofold benefit for Boku: the company has the potential to win a greater share of the digital content checkout. In addition, it widens the addressable market for Boku to include all e-commerce ($5.3tn in 2021 per Worldpay), as opposed to just the digital content that can be acquired using DCB. In the same way that digital content merchants use Boku as a combined customer acquisition tool and payment processor, we expect offering wallets as an alternative payment mechanism will appeal to global merchants wanting to access consumers in regions with strong wallet usage such as South-East Asia. Conversely, using Boku should be attractive to wallet operators wanting to attract new merchants.
Building out local payment method coverage
Starting in FY19, Boku has developed a service to match local payment method providers with merchants. Boku is now processing eWallet/real-time payment transactions in 13 countries for merchants in digital advertising, streaming music/video, and games and games consoles. Exhibit 7 shows some of the current live wallet/merchant connections.
Exhibit 7: Live wallet/merchant connections
Wallet provider |
Boku live |
Wallet provider |
Boku live |
AlipayHK |
Hong Kong |
OVO |
Indonesia |
Dana |
Indonesia |
PayMaya |
Philippines |
GCash |
Philippines |
PayPay |
Japan |
GoPay |
Indonesia |
PromptPay |
Thailand |
GrabPay |
Singapore, Malaysia, Philippines |
Rabbit LINE Pay |
Thailand |
KakaoPay |
South Korea |
Toss |
South Korea |
KBank |
Thailand |
TrueMoney |
Thailand |
MoMo |
Vietnam |
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While the initial wallets signed up were all based in Asia, more recent contracts cover wallet providers in Latin America, Europe and Middle East & Africa (MEA). To start with, Boku cross-sold the wallet service to its existing DCB merchant base, but it has since signed up its first wallet-only merchants. The company is also considering other fast-growing alternative payment methods as these tend to be local forms of payment that are non-standardised and, as such, are complex for merchants to offer as payment mechanisms.
The company competes with the traditional payment processors such as Worldpay and Adyen as well as with local payment specialists such as dLocal and Rapyd. Management believes its differentiators are that it has now built up a larger roster of wallet providers than the competition, with an optimised user experience and the ability to manage recurring transactions. It is willing to work with merchants so that the wallets integrate with their processes, rather than the other way around.