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Network Utility Provider. internet. business models. text and cases. Tony Gauvin. Overview. Definition, Categorization, and delineation Network Utility Economics Establishing Standards Key factors GBF? Winner take All. Definition.
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Network Utility Provider internet business models text and cases Tony Gauvin
Overview • Definition, Categorization, and delineation • Network Utility Economics • Establishing Standards • Key factors • GBF? • Winner take All
Definition • Software programs that connect users with destination websites or with each other • Downloads and/or plug-ins • Often free in order to capture dominant market share • Attempts to develop standards • Example • Flash • Adobe Acrobat Reader • America Online ICQ (Instant Messenger) • Real Player
Categories • Media Players • Streamed media • Downloaded media • Communications enablers • E-wallets • Common Characteristic • Provider must mobilize a network of users • exploit a network effect
Some Hybrids • At times NUP create portals that promote a new media • Shockwave.com • Free games • Animated short features • At times online portals create Network Utilities to create stickiness • AOL Instant Messenger & Net2Phone • MSN Messenger
Economics • Similar to Online Content Providers • Significant upfront fixed costs • Minimal variable cost of distribution • Different in that while OLCP’s seek advertising revenue; NUP’s seek revenue by selling server software and authoring tools • OLCP need more customer to increase Advertising revenue (more eyeballs) • NUP want to create a dominant standard (“Highlander model” >>there can be only one!) • We look at Media Payer economics • Adobe, Macromedia, RealNetworks
Sources of Revenue • For Media Players • Server software, Authoring Tools, Professional Services • Largest component • 70% for RealNetworks in 2000 • Premium versions of the “free” players • RealPlayer Plus • Adobe Business Tools • Advertising • Real.com $ shockwave.com portals • Free Client software has advertising panels
Cost Structure • High Gross margins • High R&D • 20% Adobe, 25% Macromedia, 22% Real Networks • High sales & marketing • 32% Adobe, 43% Macromedia, 40% Real Networks • G&A tends to be fixed around 9-12%
Profitability • All 3 Companies are profitable • They are 3 survivors form a larger pool • Operating income as a % of revenue • 9% for RealNetworks • 12% for Macromedia • 31% for Adobe
Establishing a Standard • De Facto standard created when critical mass of users achieved • Key factors • Price • Cheaper than free? • Launch and Upgrade timing • First mover or best product? • When to upgrade player and/or server (Chicken and egg) • Backwards Compatibility • Must be evolutionary not revolutionary • Compatibility with Rival Standards • Leverage existing user base • Depends on whether or not you are the leader • Microsoft does not do PDF • Adobe does Flash • Interconnection • AOL Instant Messenger vs. MSN Messenger
Key Factors (con’t) • Segmentation • One-size fits all or target specific customers • Superior products tend to win specific segments • Pricing • Browser wars –Free IE or $ for Netscape • Discount server software and authoring tools? • Distribution Partnerships • Have Content Providers and Portals encourage downloads of free players • Co-brand • Software Partnerships • IRS uses PDF • Content Aggregation • Websites with compelling entertainment media
GBF • Network effects • By definition NUP’s have strong network effects • “Users beget Users” First Mover advantage • Scale Economics • High fixed component that get amortized over more sales • Retention Rates • Familiarity with authoring tools • Communities of users
Winner take all! • GBF is a strategic Imperative for NUP's • Racing Behavior • Spend heavily • Marketing and R&D • Aggressively pursue partnerships • Preempt competitors • Downside • A standards battle between closely matched competitors leaves one BROKE winner and one BROKE loser