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Information technology in business and society. Session 23 – Network Effects & Positive Feedback Sean J. taylor. Administrativia. G1: G reat job! G1: Submit group feedback forms G2: Posted. Network Effects: Learning objectives.
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Information technology in business and society Session 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
Historical examples What is positive feedback? When does this happen? Possible consequences of positive feedback • Railroad gauges, AC versus DC power, telephone networks • 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…’ • 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) • 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 Positive feedback: Overview
Supply-side economies of scale (Traditional markets) Demand-side economies of scale (Digital 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 • 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! Sources of Positive Feedback
value to user number of compatible users Virtuous vs. Vicious Cycle virtuous • Expectations matter! • Users want to join the network of winners! vicious
Doctor Crazie • http://www.youtube.com/watch?v=utHAlHDXKms
Network Effects Network Externalities Negative Positive “the more the better” “the less the better” Telephone service Computer software User-generated content Highway traffic Internet congestion Radio frequency interference
Markets With Network Effects • A market exhibits network effects (also known as “increasing returns to scale” in consumption) when the valueto 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 Value from trading volume, number of partners Value from more nodes in a network Value from user-generated ‘content’ Value from complementary assets • Telephones, fax machines, email, Instant Messenger • eBay, B2B exchanges • BitTorrent, P2P Networks • Web 2.0, Wikipedia, online communities, … • Software -> System: Windows, PlayStation • Medium -> Device: HD-DVD vs BlueRay player • Training -> Complex software: Oracle, WebLogic Network effects: sources
Types of Network Effects • Positive & Negative Network Effects - • Direct Network Effects - • Indirect Network Effects – • Local Network Effects -
Network effects: Tipping • 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 value to each user number of users
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.
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) Value a+ct b a Time 0 t 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.
Network Markets: Compatibility Matters • What happens if B is compatible with A? Value b+ct a+ct b a Time 0 t Q: What’s the network size of B at time t? Why?
Strategy: Compatibility Evolution: Lower performance, but backward compatibility provides easy migration path Compatibility (value carried over from an existing network) Revolution: Offers radically superior performance, but creates the need to build an installed base from scratch Performance (quality) • 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)
Tradeoff: Openness versus Control Control: Ensure high profit margins, face an uphill task of getting to critical mass The place to be? Your share of industry value Openness: Facilitate rapid adoption, but face difficulty in keeping margins high Total value added to industry • 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
Strategy: Openness Control: Ensure high profit margins, face an uphill task of getting to critical mass The place to be? Your share of industry value Openness: Facilitate rapid adoption, but face difficulty in keeping margins high Total value added to industry • 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
Strategy: Control Control: Ensure high profit margins, face an uphill task of getting to critical mass The place to be? Your share of industry value Openness: Facilitate rapid adoption, but face difficulty in keeping margins high Total value added to industry • Possible only when: • Technology is clearly superior • Firm has enough power to control standards • Standards still have to be sensible
Four Generic Network Strategies Licensing patents, etc. Control Openness Controlled Migration Open Migration Compatibility Provide converters etc. Performance Play Discontinuity Performance technologicaladvantage efficient manufacturing