information technology in business and society session 23 – network effects & positive...
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INFORMATION TECHNOLOGY IN BUSINESS AND SOCIETYSESSION 23 – NETWORK EFFECTS & POSITIVE FEEDBACK
SEAN J. TAYLOR
ADMINISTRATIVIA
• G1: Great job!
• G1: Submit group feedback forms
• G2: Posted
NETWORK EFFECTS: LEARNING OBJECTIVES• Understand the idea of positive feedback and describe the role it has
played in some prior technology industries (railroad, electricity, telephony)
• Define network effects (demand-side economies of scale) and understand how they lead to positive feedback
• Describe the difference between supply-side and demand-side economies of scale
• Understand the typical sources of network effects in information technology industries
• Be able to recognize these sources for specific technology products or in specific business contexts
• Understand the trade-offs between performance and compatibility, and between openness and proprietary control of a technology
POSITIVE FEEDBACK: OVERVIEW
Historical examples • Railroad gauges, AC versus DC power, telephone networks
What is positive feedback?
• when a firm becomes successful, its past and current success make it more likely to succeed in the future
• ‘…success feeds on itself, the strong get stronger…’
When does this happen?
• More customers lower unit cost (supply-side economies of scale)• More customers larger ‘network’ more valuable product (demand-side
economies of scale caused by network effects)
Possible consequences of positive feedback
• Dominance of a single firm or technology• Dominance of an inferior technology that got an early lead • Critical Mass: below the critical mass, few are willing to buy (inertia);
beyond the critical mass, the market takes off.• Introducing a new product is difficult because of collective switching costs
SOURCES OF POSITIVE FEEDBACKSupply-side economies of scale (Traditional markets)
• More customers more units produced lower average cost per unit
• Marginal cost less than average cost • Spreading fixed costs across more units
• Manufacturing efficiencies, learning by doing
Demand-side economies of scale (Digital markets)
• More units consumed higher value per unit
• The value of the good comes from the network of consumers who use it (at least in part)
• Most commonly caused by network effects (Microsoft, Playstation, Facebook)
• Positive relationship between popularity and valueConsumer expectations are key!
VIRTUOUS VS. VICIOUS CYCLE
Expectations matter!
Users want to join the network of winners!
number of compatible users
value to user
virtuous
vicious
DOCTOR CRAZIEhttp://www.youtube.com/watch?v=utHAlHDXKms
NETWORK EFFECTSNetwork Externalities
Positive Negative
“the less the better”“the more the better”
Telephone serviceComputer softwareUser-generated content
Highway trafficInternet congestionRadio frequency interference
MARKETS WITH NETWORK EFFECTSA market exhibits network effects (also known as “increasing returns to
scale” in consumption) when the value to a buyer of an extra unit is higher when more units are sold, everything else being equal
• A node can reach more nodes in a large network • Large sales of components of type A induce larger availability of
complementary components B1, ..., Bn, thereby increasing the value of components of type A
Person-to-person communication feature
• Telephones, fax machines, email, Instant Messenger
Value from trading volume, number of partners
• eBay, B2B exchanges
Value from more nodes in a network
• BitTorrent, P2P Networks
Value from user-generated ‘content’
• Web 2.0, Wikipedia, online communities, …
Value from complementary assets
• Software -> System: Windows, PlayStation• Medium -> Device: HD-DVD vs BlueRay player• Training -> Complex software: Oracle, WebLogic
NETWORK EFFECTS: SOURCES
TYPES OF NETWORK EFFECTS
1. Positive & Negative Network Effects -
2. Direct Network Effects -
3. Indirect Network Effects –
4. Local Network Effects -
NETWORK EFFECTS: TIPPING
number of users
value to each user
More units consumed –> higher value per unit Tipping: Success feeds on itself and strong positive feedback can
lead to a “winner-take-all” situation. (eg: Netscape vs. Mosaic, IE vs. Netscape, Wintel vs. Apple, Nintendo vs. Atari)
Inferior products that move first may dominate Product introduction is difficult, entry strategy is crucial
THE MODEL
Value of a product in a market with network effects is given by:
Zt is the size of the network at time t,
a represents the value without network effects
g represents value from network effects.
tZV
NETWORK MARKETS: HISTORY MATTERS (I)
A and B are incompatible but have the same price
A is available at time 0. B will be available at time t, but customers do not know its availability until t.
A and B have intrinsic values of a and b respectively
Network value is c per user for both products
Customer arrival rate is 1 per unit time
NETWORK MARKETS: HISTORY MATTERS (II)
a
b
a+ct
t0
Value
Time
Q: Which product will a new customer at time t adopt? Why?
NETWORK MARKETS: HISTORY MATTERS (III)
• The superior product, B, is not adopted.
• For network products, both intrinsic performance and installed base matter.
• A has an inferior performance, but has an installed-base advantage by time t, with total value a+ct>b.
• This is precisely why the inefficient QWERTY keyboard hasn’t been replaced.
What happens if B is compatible with A?
a
b
b+ct
t0
Value
Time
Q: What’s the network size of B at time t? Why?
a+ct
NETWORK MARKETS: COMPATIBILITY MATTERS
AN ECONOMIC MODEL IN A PICTURE (ARTHUR, 1989)
Taking the evolutionary path: • Offer migration path (see lock-in strategies)
• BW Color TV, MS Office upgrades, … (your examples?)• Converters
• Need good design/engineering to minimize disruption• Need to overcome possible legal problems (e.g., a new entrant may face
patents for existing technologies)
Performance (quality)
Compatibility(value carried overfrom an existing
network)
Evolution: Lower performance, but backward compatibility provides easy migration path
Revolution: Offers radically superior performance, but creates the need to build an installed base from scratch
STRATEGY: COMPATIBILITY
A firm benefits from generating network effects if it: • Is the only supplier of the product (control)• Tries to get a very large user base rapidly (openness)
However:• Adoption is more rapid with open standards• Profit margins are much higher with proprietary standards
Total value added to industry
Your share ofindustry value
Control: Ensure high profit margins, face an uphill task of getting to critical mass
Openness: Facilitate rapid adoption, but face difficulty in keeping margins high
The place to be?
TRADEOFF: OPENNESS VERSUS CONTROL
When no firm has enough power to dominate: • With openness, company tries to maximize the network• Standards: Allow anyone to join by following guidelines
• Important to influence standards early• Alliances: Give access to allies, charge rest
Total value added to industry
Your share ofindustry value
Control: Ensure high profit margins, face an uphill task of getting to critical mass
Openness: Facilitate rapid adoption, but face difficulty in keeping margins high
The place to be?
STRATEGY: OPENNESS
Total value added to industry
Your share ofindustry value
Control: Ensure high profit margins, face an uphill task of getting to critical mass
Openness: Facilitate rapid adoption, but face difficulty in keeping margins high
The place to be?
STRATEGY: CONTROL Possible only when:• Technology is clearly superior• Firm has enough power to control standards
• Standards still have to be sensible
FOUR GENERIC NETWORK STRATEGIES
Controlled Migration
Discontinuity
Open Migration
Performance Play
Compatibility
Performance
Control Openness
Licensing patents, etc.
Provide converters etc.
efficient manufacturing
technologicaladvantage
NEXT CLASS:SWITCHING COSTS / LOCK-IN