SlideShare une entreprise Scribd logo
1  sur  30
Télécharger pour lire hors ligne
Standard Wars and Competition
in Technology Platforms
Competitive Strategies Within and Between Platform Markets
Lecture 1
Joost Rietveld | University College London (UCL)
Why do a course on platforms?
Platforms are economically relevant:
• “Platformization” of the economy (The Economist, 2014)
• $3 trillion market cap. of public platform companies (GGE, 2015)
• 70 percent of “unicorn” companies are platform companies (CGE, 2015)
Platform strategy is distinctively different:
• Multisided
• Network externalities
• Complementors face unique challenges
• Tension between value creation and value capture
Platforms are academically versatile:
• Management
• Economics
• Information systems
After this course, you will be able to
• Explain why dominant standards arise in markets for technology
• Analyze how platforms can unlock network externalities
• Understand what governance frameworks platforms can use
• Explain what market structures look like within platform ecosystems…
• And, how this affects competitive dynamics for complementors
• Recognize how platforms change the way people and firms interact
• Apply knowledge to existing cases, and advise on actual platform-
related issues at Philips. Potentially apply to your own firms?
Course organization: when to expect what
Date Topic Theoretical perspective Platform orientation Case
1-Feb Technological dominance Standards Between Nintendo
8-Feb Two-sided markets Economics Between VHS vs. Betamax
15-Feb Platform rules Ecosystems Within Facebook
22-Feb Platform competition and the product lifecycle Evolutionary Within Killer apps
1-Mar Superstars vs the long-tail Information goods Within Spotify
8-Mar Platforms for the people Sharing economy Between/within Yelp; Airbnb; Kickstarter; Kiva
12-Mar Final presentations Between/within Philips Hue
Some thoughts on case presentations
• You may not have gotten your top pick, unequal dist. of preferences
• Focus on the question in the syllabus, link with lecture materials
• Case is leading, link with current events (e.g. VCR battle  Netflix)
• Readings are suggestive, expand
• Engage audience, we like discussions
• Keep track of individual contributions
• Groups are fixed.
Almost 80% of all
students had Spotify
listed as a top ranked
case. Kiva, by far, is
the least popular case.
Rather than three groups,
there will only be two groups
presenting the Kiva case and
one group presenting Yelp.
What is technological dominance?
“(A) specific technological design achieves dominance when … one
or both of the following two events occur: (a) there is a clear sign
that the most closely competing alternative design has abandoned
the active battle, thus acknowledging defeat directly or indirectly;
(b) a design has achieved a clear market share advantage over
alternative designs and recent market trends unanimously suggest
that this advantage is increasing.” (Suarez, 2004; 281)
Note that Schilling’s (1998; 2002)
technological lockout is an antonym
of technological dominance
Case in point: 6th gen. game consoles
Sony PlayStation 2:
UK launch: Nov-2000
Launch price: £299.99
CPU: 299 MHz
RAM: 32m/4v
Nintendo GameCube:
UK launch: May-2002
Launch price: £129,99
CPU: 485 MHz
RAM: 24m/3v
Microsoft Xbox:
UK launch: Feb-2002
Launch price: £299,99
CPU: 733 MHz
RAM: 64m
Sega DreamCast:
UK launch: Sep-1999
Launch price: £199.99
CPU: 200 MHz
RAM: 16m/8v
SDC
PS2
Xbox
NGC0
1
2
3
4
5
6
7
8
9
10
Dec-99 Dec-00 Dec-01 Dec-02 Dec-03 Dec-04 Dec-05 Dec-06
ConsolessoldintheUK(millions)
In the holiday season of 2002, Sony’s PlayStation
2 attained (and then sustained) technological
dominance as a) it had an overall market share of
nearly 70% and b) one of its closest competitors,
Sega Dreamcast, abandoned the market.
Sony PlayStation 2’s technological dominance
Case in point: 6th gen game consoles
Sony PlayStation 2:
UK launch: Nov-2000
Launch price: £299.99
CPU: 299 MHz
RAM: 32m/4v
Nintendo GameCube:
UK launch: May-2002
Launch price: £129,99
CPU: 485 MHz
RAM: 24m/3v
Microsoft Xbox:
UK launch: Feb-2002
Launch price: £299,99
CPU: 733 MHz
RAM: 64m
Sega DreamCast:
UK launch: Sep-1999
Launch price: £199.99
CPU: 200 MHz
RAM: 16m/8v
DreamCast lost despite being (1) first to launch; (2) second cheapest; (3)
having a long history as a console maker; (4) a very innovative machine
PlayStation 2 won in spite of being (1) expensive; (2) not the most powerful
machine; (3) launched second; (4) relatively new to the industry
What drives (inferior) technologies to
become the dominant standard in their
market? And, how can firms increase the
likelihood of attaining dominance?
In some cases, history matters
• The most superior technology may not always win
• Under increasing returns to adoption, history matters
• Dominance battles are path-dependent, or non-ergodic (Arthur, 1985; David,
1989): Historical events are not averaged away or forgotten by the market,
they may actually decide the market outcome
• Positive consumption externalities –when the value of a good increases with
the number of users of the same or similar goods- lock other firms out from
(re-)gaining market share (Katz & Shapiro, 1985; 1986)
• These market outcomes may be “inflexible” (Arthur, 1985): Once an outcome
of a dominant standard arises, consumers and stakeholders are ‘locked in’
Increasing returns adoption
Source: Arthur, 1989; 120
Increasing returns adoption
Case in point: The QWERTY keyboard
• Dominant technology despite being inferior and the presence of
surmountable switching costs
• Consumers and organizations get locked-in by historical events:
• Introduced in 1876; reduction in type bar crashes from old model;
• Upper row conveniently facilitates writing “TYPE WRITER”;
• By 1905 seen as universal standard, adopted by competitors/institutions;
• Scientifically superior ‘Dvorak Simplified Keyboard’ introduced in 1932;
• Costs of collective switching can be amortized within ten days;
• We are locked into the “wrong system” and history is to blame (David, 1985).
• 70% of all strokes are done on the home (middle) row vs. 32% for QWERTY;
• 56% of ‘typing load’ done by (stronger) right hand vs. 44% for QWERTY;
• More efficient; Dvorak needs only 63% of the finger motion required for QWERTY;
• Reduces Repetitive Strain Injuries (RSI) for typists;
• Fewer hurdles, or awkward strokes, leading to less typo’s;
• Result: 5% greater efficiency for Dvorak over QWERTY (Norman & Fisher, 1982).
Is only history to blame? No!
• Random historical events can have dramatic effects on technology
competition outcomes, but so can firms’ strategies
• Technology adoption is therefore “neither wholly random nor beyond
the firm’s control” (Schilling, 1998; 267)
• Firm technology strategy
• Industry-level factors
“In 1990, Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was a
faltering arcade company. But that would all change with the arrival of Tom Kalinske, a man who knew
nothing about video games and everything about fighting uphill battles. His unconventional tactics,
combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually
led to a ruthless David-and-Goliath showdown with rival Nintendo. The battle was vicious, relentless, and
highly profitable, eventually sparking a global corporate war.”
Framework for technological dominance
Source: Suarez, 2004; 275
“Typically, no single factor of
dominance is strong enough to tilt
the balance in favor of a particular
technology; the final outcome is
always the result of the interplay of
several firm- and environment-level
variables” (Suarez, 2004; 276)
Technological superiority
• The better a firm’s technology, the higher the chances of dominance
• Firms have to keep investing in their technological capabilities and
absorptive capacity over the technology lifecycle (Schilling, 1998)
Technological functionality is not enough in and of itself: the
size of the installed base and the availability of complementary
assets are additional value components that drive the overall
value of technology platforms (Schilling, 2003; 18).
Size of installed base
• The degree to which the technology is used by commercial adopters
at the time of an adopter’s purchase decision (Schilling, 1998)
• Technology platforms display positive consumption externalities: The
value of a good increases with the number of users of the same or
similar goods (Katz & Shapiro, 1985; 1986)
The old fashioned telephone is a great example of a technology whose base (technological) value is
rather low relative to the value of the installed base. Without other adopters there hardly is any reason
to adopt this technology!
Complementary assets
• Without complementary goods, many technology platforms are
useless! (e.g. games, apps, videotapes, toners, trains, people…)
• Variety, quality, and exclusivity of complementary goods all boost the
likelihood of dominance for technology platforms
• Some technology platforms produce their own complements
• While others rely on outside firms (‘complementors’) for complements
• Most allow a mix of internally and externally produced complements
Without any (high quality) video games, video game consoles bear little value to consumers. As a console
manufacturer, Nintendo is tasked to ensure that there is a sufficient supply of content on its platforms while at
the same time monitoring the quality of this content. Note that without consumers there typically isn’t a strong
reason for game developers to join a platform… (next week we’ll solve this chicken-and-egg problem)
There is a strong correlation between a platform’s
installed base and its stock of complementary assets
In December 2011 there were over 2 million Microsoft Xbox 360
owners in the EU and over 800 games available.
In many platform markets we see
that early in the platform lifecycle
Installed base > complementary
assets, whereas this ratio reverses
later in the platform lifecycle.
Strategic maneuvering
• Entry timing: Early entry helps building installed base, yet too early
may lead to ‘betting on the wrong horse’ - give learning effects to
competitors (Schilling 1998; 2002)
• Pricing: Strategic pricing of customers (complementors and end-
users) can boost installed base (Katz & Shapiro, 1985)
• Licensing and relationships with complementors: Open vs. closed
technology platforms (Boudreau, 2010; West, 2003)
• Managing expectations: Shape customers’ perceptions of size of
installed base and complementary goods (Schilling, 2003)
Timing of entry
Early entry Late entry
Likelihood of
technological
dominance
P = 1.0
P = 0.0
Optimal timing
of entry
Timing of Entry and Technological Dominance
Adapted from:
Schilling, 1998; 277
Environmental factors
• Regulation: E.g. government purchases, industry ass., standards making bodies
• Switching costs: May come from non-network effects-related causes
• Appropriability regime: Non-firm or market related means that allow firms to
protect their inventions and capture monetary value (e.g. creative commons)
• Competitive dynamics:
• Number of actors: Increase in competitors skews market outcomes and reduces the
likelihood of any firm achieving technological dominance.
• Intensity of competition: Degree of customer heterogeneity and collusion.
Framework for technological dominance
Source: Suarez, 2004; 275
“Note that … the environmental factors
cannot only directly influence the
outcome of a technological battle, … but
can also act as moderators of some firm-
level variables.” (Suarez, 2004; 275-276)
Thank you!
rietveld@rsm.nl

Contenu connexe

Tendances

Cesim SimBrand Marketing Management Simulation Game Guide Book
Cesim SimBrand Marketing Management Simulation Game Guide BookCesim SimBrand Marketing Management Simulation Game Guide Book
Cesim SimBrand Marketing Management Simulation Game Guide BookCesim Business Simulations
 
Final Markstrat Marketing Plan
Final Markstrat Marketing PlanFinal Markstrat Marketing Plan
Final Markstrat Marketing PlanAllison Stokes
 
Developing marketing strategies and plans(ch 2)
Developing marketing strategies and plans(ch 2)Developing marketing strategies and plans(ch 2)
Developing marketing strategies and plans(ch 2)Syed Awais
 
Brand Management - Module 1 Notes
Brand Management - Module 1 NotesBrand Management - Module 1 Notes
Brand Management - Module 1 NotesBella Meraki
 
The Birth of the Swatch - HBR Case Study
The Birth of the Swatch - HBR Case Study The Birth of the Swatch - HBR Case Study
The Birth of the Swatch - HBR Case Study Raffy Karamanian
 
GINO SA: CHANNEL DISTRIBUTION MANAGEMENT
GINO SA: CHANNEL DISTRIBUTION MANAGEMENTGINO SA: CHANNEL DISTRIBUTION MANAGEMENT
GINO SA: CHANNEL DISTRIBUTION MANAGEMENTSameer Mathur
 
Shinola-Case Study-Moxie
Shinola-Case Study-MoxieShinola-Case Study-Moxie
Shinola-Case Study-MoxieEloise Kirn
 
Markstrat simulation reflection
Markstrat simulation reflectionMarkstrat simulation reflection
Markstrat simulation reflectionAmit Sati
 
What are the new marketing realities
What are the new marketing realitiesWhat are the new marketing realities
What are the new marketing realitiesSameer Mathur
 
Gillette case study-Why Innovation May Not Be Enough
Gillette case study-Why Innovation May Not Be EnoughGillette case study-Why Innovation May Not Be Enough
Gillette case study-Why Innovation May Not Be Enougharmenush archuniani
 
Procter & Gamble -Harvard Case Study
Procter & Gamble -Harvard Case StudyProcter & Gamble -Harvard Case Study
Procter & Gamble -Harvard Case StudyAkshay Mahajan
 

Tendances (20)

Cesim SimBrand Marketing Management Simulation Game Guide Book
Cesim SimBrand Marketing Management Simulation Game Guide BookCesim SimBrand Marketing Management Simulation Game Guide Book
Cesim SimBrand Marketing Management Simulation Game Guide Book
 
kamotsa case analysis
kamotsa case analysiskamotsa case analysis
kamotsa case analysis
 
Final Markstrat Marketing Plan
Final Markstrat Marketing PlanFinal Markstrat Marketing Plan
Final Markstrat Marketing Plan
 
Developing marketing strategies and plans(ch 2)
Developing marketing strategies and plans(ch 2)Developing marketing strategies and plans(ch 2)
Developing marketing strategies and plans(ch 2)
 
Brand Management - Module 1 Notes
Brand Management - Module 1 NotesBrand Management - Module 1 Notes
Brand Management - Module 1 Notes
 
IKEA Porter's Five Forces and Value Chain Analysis
IKEA Porter's Five Forces and Value Chain AnalysisIKEA Porter's Five Forces and Value Chain Analysis
IKEA Porter's Five Forces and Value Chain Analysis
 
Global strategy slide
Global strategy slideGlobal strategy slide
Global strategy slide
 
The Birth of the Swatch - HBR Case Study
The Birth of the Swatch - HBR Case Study The Birth of the Swatch - HBR Case Study
The Birth of the Swatch - HBR Case Study
 
Gilette Case Study
Gilette Case StudyGilette Case Study
Gilette Case Study
 
Channel management
Channel managementChannel management
Channel management
 
GINO SA: CHANNEL DISTRIBUTION MANAGEMENT
GINO SA: CHANNEL DISTRIBUTION MANAGEMENTGINO SA: CHANNEL DISTRIBUTION MANAGEMENT
GINO SA: CHANNEL DISTRIBUTION MANAGEMENT
 
IKEA SWOT ANALYSIS
IKEA SWOT ANALYSISIKEA SWOT ANALYSIS
IKEA SWOT ANALYSIS
 
Shinola-Case Study-Moxie
Shinola-Case Study-MoxieShinola-Case Study-Moxie
Shinola-Case Study-Moxie
 
Markstrat simulation reflection
Markstrat simulation reflectionMarkstrat simulation reflection
Markstrat simulation reflection
 
The apple store
The apple storeThe apple store
The apple store
 
What are the new marketing realities
What are the new marketing realitiesWhat are the new marketing realities
What are the new marketing realities
 
Superbalist.com
Superbalist.com Superbalist.com
Superbalist.com
 
Gillette case study-Why Innovation May Not Be Enough
Gillette case study-Why Innovation May Not Be EnoughGillette case study-Why Innovation May Not Be Enough
Gillette case study-Why Innovation May Not Be Enough
 
Procter & Gamble -Harvard Case Study
Procter & Gamble -Harvard Case StudyProcter & Gamble -Harvard Case Study
Procter & Gamble -Harvard Case Study
 
Marketing plan
Marketing planMarketing plan
Marketing plan
 

Similaire à 1. Standard wars and competition in technology platforms

standards battles and design dominance
standards battles and design dominancestandards battles and design dominance
standards battles and design dominanceFajriAnsyahPutra2
 
4. Complementor competition
4. Complementor competition4. Complementor competition
4. Complementor competitionJoost Rietveld
 
Will Planned Obsolescence Kill Silicon Valley
Will Planned Obsolescence Kill Silicon ValleyWill Planned Obsolescence Kill Silicon Valley
Will Planned Obsolescence Kill Silicon ValleyRobert Coneybeer
 
Challenges and Oppotunities in the Videogame Industry
Challenges and Oppotunities in the Videogame IndustryChallenges and Oppotunities in the Videogame Industry
Challenges and Oppotunities in the Videogame Industrydiglondon
 
Computing Platforms for the XXIc - DSD/SEAA Keynote
Computing Platforms for the XXIc - DSD/SEAA KeynoteComputing Platforms for the XXIc - DSD/SEAA Keynote
Computing Platforms for the XXIc - DSD/SEAA KeynoteIan Phillips
 
Drones as a Disruptive Innovation Technology
Drones as a Disruptive Innovation TechnologyDrones as a Disruptive Innovation Technology
Drones as a Disruptive Innovation TechnologyPushpak Elleedu
 
2. Economics of two sided platforms
2. Economics of two sided platforms2. Economics of two sided platforms
2. Economics of two sided platformsJoost Rietveld
 
Computer industry report
Computer industry reportComputer industry report
Computer industry reportManan Kapoor
 
Managing Strategy & Innovation in an uncertain World
Managing Strategy & Innovation in an uncertain WorldManaging Strategy & Innovation in an uncertain World
Managing Strategy & Innovation in an uncertain WorldInnovation Manchester
 
1-Information Systems A Manager’s Guide to Harness.docx
1-Information Systems A Manager’s Guide to Harness.docx1-Information Systems A Manager’s Guide to Harness.docx
1-Information Systems A Manager’s Guide to Harness.docxSONU61709
 
5. new technologies
5. new technologies5. new technologies
5. new technologiesMs Olive
 
Ict Clusters Ppt
Ict Clusters PptIct Clusters Ppt
Ict Clusters Pptlbensett
 
UCS Launch PR Results Summary FINAL
UCS Launch PR Results Summary FINALUCS Launch PR Results Summary FINAL
UCS Launch PR Results Summary FINALLee Davis
 
Case Stydy of Stratigic Management for Nintendo
Case Stydy of Stratigic Management for NintendoCase Stydy of Stratigic Management for Nintendo
Case Stydy of Stratigic Management for NintendoSorawit Yuenyongvithayakul
 

Similaire à 1. Standard wars and competition in technology platforms (20)

standards battles and design dominance
standards battles and design dominancestandards battles and design dominance
standards battles and design dominance
 
4. Complementor competition
4. Complementor competition4. Complementor competition
4. Complementor competition
 
Technology Competition
Technology CompetitionTechnology Competition
Technology Competition
 
Will Planned Obsolescence Kill Silicon Valley
Will Planned Obsolescence Kill Silicon ValleyWill Planned Obsolescence Kill Silicon Valley
Will Planned Obsolescence Kill Silicon Valley
 
Challenges and Oppotunities in the Videogame Industry
Challenges and Oppotunities in the Videogame IndustryChallenges and Oppotunities in the Videogame Industry
Challenges and Oppotunities in the Videogame Industry
 
417 pc 05-3_e
417 pc 05-3_e417 pc 05-3_e
417 pc 05-3_e
 
Computing Platforms for the XXIc - DSD/SEAA Keynote
Computing Platforms for the XXIc - DSD/SEAA KeynoteComputing Platforms for the XXIc - DSD/SEAA Keynote
Computing Platforms for the XXIc - DSD/SEAA Keynote
 
Drones as a Disruptive Innovation Technology
Drones as a Disruptive Innovation TechnologyDrones as a Disruptive Innovation Technology
Drones as a Disruptive Innovation Technology
 
2. Economics of two sided platforms
2. Economics of two sided platforms2. Economics of two sided platforms
2. Economics of two sided platforms
 
Computer industry report
Computer industry reportComputer industry report
Computer industry report
 
Managing Strategy & Innovation in an uncertain World
Managing Strategy & Innovation in an uncertain WorldManaging Strategy & Innovation in an uncertain World
Managing Strategy & Innovation in an uncertain World
 
Ch11
Ch11Ch11
Ch11
 
1-Information Systems A Manager’s Guide to Harness.docx
1-Information Systems A Manager’s Guide to Harness.docx1-Information Systems A Manager’s Guide to Harness.docx
1-Information Systems A Manager’s Guide to Harness.docx
 
Lec 11
Lec 11Lec 11
Lec 11
 
Alpaca NFT Field Study
Alpaca NFT Field StudyAlpaca NFT Field Study
Alpaca NFT Field Study
 
5. new technologies
5. new technologies5. new technologies
5. new technologies
 
Ict Clusters Ppt
Ict Clusters PptIct Clusters Ppt
Ict Clusters Ppt
 
Technology life cycle
Technology life cycleTechnology life cycle
Technology life cycle
 
UCS Launch PR Results Summary FINAL
UCS Launch PR Results Summary FINALUCS Launch PR Results Summary FINAL
UCS Launch PR Results Summary FINAL
 
Case Stydy of Stratigic Management for Nintendo
Case Stydy of Stratigic Management for NintendoCase Stydy of Stratigic Management for Nintendo
Case Stydy of Stratigic Management for Nintendo
 

Plus de Joost Rietveld

6. Platforms for the people
6. Platforms for the people6. Platforms for the people
6. Platforms for the peopleJoost Rietveld
 
5. Long tail vs superstar
5. Long tail vs superstar5. Long tail vs superstar
5. Long tail vs superstarJoost Rietveld
 
3. Beyond pricing: Platform rules
3. Beyond pricing: Platform rules3. Beyond pricing: Platform rules
3. Beyond pricing: Platform rulesJoost Rietveld
 
Strategies for superior market performance of games and apps
Strategies for superior market performance of games and appsStrategies for superior market performance of games and apps
Strategies for superior market performance of games and appsJoost Rietveld
 
Healthy Business Models? A Framework for Business Model Design and How it May...
Healthy Business Models? A Framework for Business Model Design and How it May...Healthy Business Models? A Framework for Business Model Design and How it May...
Healthy Business Models? A Framework for Business Model Design and How it May...Joost Rietveld
 
The publishers are dead?! Lessons from digital game distribution
The publishers are dead?! Lessons from digital game distributionThe publishers are dead?! Lessons from digital game distribution
The publishers are dead?! Lessons from digital game distributionJoost Rietveld
 
Festival of Games April 2011
Festival of Games April 2011Festival of Games April 2011
Festival of Games April 2011Joost Rietveld
 

Plus de Joost Rietveld (8)

6. Platforms for the people
6. Platforms for the people6. Platforms for the people
6. Platforms for the people
 
5. Long tail vs superstar
5. Long tail vs superstar5. Long tail vs superstar
5. Long tail vs superstar
 
3. Beyond pricing: Platform rules
3. Beyond pricing: Platform rules3. Beyond pricing: Platform rules
3. Beyond pricing: Platform rules
 
Strategies for superior market performance of games and apps
Strategies for superior market performance of games and appsStrategies for superior market performance of games and apps
Strategies for superior market performance of games and apps
 
Healthy Business Models? A Framework for Business Model Design and How it May...
Healthy Business Models? A Framework for Business Model Design and How it May...Healthy Business Models? A Framework for Business Model Design and How it May...
Healthy Business Models? A Framework for Business Model Design and How it May...
 
The publishers are dead?! Lessons from digital game distribution
The publishers are dead?! Lessons from digital game distributionThe publishers are dead?! Lessons from digital game distribution
The publishers are dead?! Lessons from digital game distribution
 
Festival of Games April 2011
Festival of Games April 2011Festival of Games April 2011
Festival of Games April 2011
 
Game in the City 2010
Game in the City 2010Game in the City 2010
Game in the City 2010
 

Dernier

Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactPECB
 
Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104misteraugie
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingTechSoup
 
Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)eniolaolutunde
 
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...fonyou31
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptxVS Mahajan Coaching Centre
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphThiyagu K
 
Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..Disha Kariya
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Krashi Coaching
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introductionMaksud Ahmed
 
Separation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and ActinidesSeparation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and ActinidesFatimaKhan178732
 
Paris 2024 Olympic Geographies - an activity
Paris 2024 Olympic Geographies - an activityParis 2024 Olympic Geographies - an activity
Paris 2024 Olympic Geographies - an activityGeoBlogs
 
APM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAPM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAssociation for Project Management
 
9548086042 for call girls in Indira Nagar with room service
9548086042  for call girls in Indira Nagar  with room service9548086042  for call girls in Indira Nagar  with room service
9548086042 for call girls in Indira Nagar with room servicediscovermytutordmt
 
Interactive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationInteractive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationnomboosow
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxiammrhaywood
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxGaneshChakor2
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfciinovamais
 

Dernier (20)

Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
 
Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104
 
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 
Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)
 
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot Graph
 
Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introduction
 
Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1
 
Separation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and ActinidesSeparation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and Actinides
 
Paris 2024 Olympic Geographies - an activity
Paris 2024 Olympic Geographies - an activityParis 2024 Olympic Geographies - an activity
Paris 2024 Olympic Geographies - an activity
 
APM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAPM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across Sectors
 
9548086042 for call girls in Indira Nagar with room service
9548086042  for call girls in Indira Nagar  with room service9548086042  for call girls in Indira Nagar  with room service
9548086042 for call girls in Indira Nagar with room service
 
Interactive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationInteractive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communication
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptx
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
 

1. Standard wars and competition in technology platforms

  • 1. Standard Wars and Competition in Technology Platforms Competitive Strategies Within and Between Platform Markets Lecture 1 Joost Rietveld | University College London (UCL)
  • 2.
  • 3. Why do a course on platforms? Platforms are economically relevant: • “Platformization” of the economy (The Economist, 2014) • $3 trillion market cap. of public platform companies (GGE, 2015) • 70 percent of “unicorn” companies are platform companies (CGE, 2015) Platform strategy is distinctively different: • Multisided • Network externalities • Complementors face unique challenges • Tension between value creation and value capture Platforms are academically versatile: • Management • Economics • Information systems
  • 4. After this course, you will be able to • Explain why dominant standards arise in markets for technology • Analyze how platforms can unlock network externalities • Understand what governance frameworks platforms can use • Explain what market structures look like within platform ecosystems… • And, how this affects competitive dynamics for complementors • Recognize how platforms change the way people and firms interact • Apply knowledge to existing cases, and advise on actual platform- related issues at Philips. Potentially apply to your own firms?
  • 5. Course organization: when to expect what Date Topic Theoretical perspective Platform orientation Case 1-Feb Technological dominance Standards Between Nintendo 8-Feb Two-sided markets Economics Between VHS vs. Betamax 15-Feb Platform rules Ecosystems Within Facebook 22-Feb Platform competition and the product lifecycle Evolutionary Within Killer apps 1-Mar Superstars vs the long-tail Information goods Within Spotify 8-Mar Platforms for the people Sharing economy Between/within Yelp; Airbnb; Kickstarter; Kiva 12-Mar Final presentations Between/within Philips Hue
  • 6. Some thoughts on case presentations • You may not have gotten your top pick, unequal dist. of preferences • Focus on the question in the syllabus, link with lecture materials • Case is leading, link with current events (e.g. VCR battle  Netflix) • Readings are suggestive, expand • Engage audience, we like discussions • Keep track of individual contributions • Groups are fixed. Almost 80% of all students had Spotify listed as a top ranked case. Kiva, by far, is the least popular case. Rather than three groups, there will only be two groups presenting the Kiva case and one group presenting Yelp.
  • 7.
  • 8. What is technological dominance? “(A) specific technological design achieves dominance when … one or both of the following two events occur: (a) there is a clear sign that the most closely competing alternative design has abandoned the active battle, thus acknowledging defeat directly or indirectly; (b) a design has achieved a clear market share advantage over alternative designs and recent market trends unanimously suggest that this advantage is increasing.” (Suarez, 2004; 281) Note that Schilling’s (1998; 2002) technological lockout is an antonym of technological dominance
  • 9. Case in point: 6th gen. game consoles Sony PlayStation 2: UK launch: Nov-2000 Launch price: £299.99 CPU: 299 MHz RAM: 32m/4v Nintendo GameCube: UK launch: May-2002 Launch price: £129,99 CPU: 485 MHz RAM: 24m/3v Microsoft Xbox: UK launch: Feb-2002 Launch price: £299,99 CPU: 733 MHz RAM: 64m Sega DreamCast: UK launch: Sep-1999 Launch price: £199.99 CPU: 200 MHz RAM: 16m/8v
  • 10. SDC PS2 Xbox NGC0 1 2 3 4 5 6 7 8 9 10 Dec-99 Dec-00 Dec-01 Dec-02 Dec-03 Dec-04 Dec-05 Dec-06 ConsolessoldintheUK(millions) In the holiday season of 2002, Sony’s PlayStation 2 attained (and then sustained) technological dominance as a) it had an overall market share of nearly 70% and b) one of its closest competitors, Sega Dreamcast, abandoned the market. Sony PlayStation 2’s technological dominance
  • 11. Case in point: 6th gen game consoles Sony PlayStation 2: UK launch: Nov-2000 Launch price: £299.99 CPU: 299 MHz RAM: 32m/4v Nintendo GameCube: UK launch: May-2002 Launch price: £129,99 CPU: 485 MHz RAM: 24m/3v Microsoft Xbox: UK launch: Feb-2002 Launch price: £299,99 CPU: 733 MHz RAM: 64m Sega DreamCast: UK launch: Sep-1999 Launch price: £199.99 CPU: 200 MHz RAM: 16m/8v DreamCast lost despite being (1) first to launch; (2) second cheapest; (3) having a long history as a console maker; (4) a very innovative machine PlayStation 2 won in spite of being (1) expensive; (2) not the most powerful machine; (3) launched second; (4) relatively new to the industry
  • 12. What drives (inferior) technologies to become the dominant standard in their market? And, how can firms increase the likelihood of attaining dominance?
  • 13. In some cases, history matters • The most superior technology may not always win • Under increasing returns to adoption, history matters • Dominance battles are path-dependent, or non-ergodic (Arthur, 1985; David, 1989): Historical events are not averaged away or forgotten by the market, they may actually decide the market outcome • Positive consumption externalities –when the value of a good increases with the number of users of the same or similar goods- lock other firms out from (re-)gaining market share (Katz & Shapiro, 1985; 1986) • These market outcomes may be “inflexible” (Arthur, 1985): Once an outcome of a dominant standard arises, consumers and stakeholders are ‘locked in’
  • 16.
  • 17. Case in point: The QWERTY keyboard • Dominant technology despite being inferior and the presence of surmountable switching costs • Consumers and organizations get locked-in by historical events: • Introduced in 1876; reduction in type bar crashes from old model; • Upper row conveniently facilitates writing “TYPE WRITER”; • By 1905 seen as universal standard, adopted by competitors/institutions; • Scientifically superior ‘Dvorak Simplified Keyboard’ introduced in 1932; • Costs of collective switching can be amortized within ten days; • We are locked into the “wrong system” and history is to blame (David, 1985).
  • 18. • 70% of all strokes are done on the home (middle) row vs. 32% for QWERTY; • 56% of ‘typing load’ done by (stronger) right hand vs. 44% for QWERTY; • More efficient; Dvorak needs only 63% of the finger motion required for QWERTY; • Reduces Repetitive Strain Injuries (RSI) for typists; • Fewer hurdles, or awkward strokes, leading to less typo’s; • Result: 5% greater efficiency for Dvorak over QWERTY (Norman & Fisher, 1982).
  • 19. Is only history to blame? No! • Random historical events can have dramatic effects on technology competition outcomes, but so can firms’ strategies • Technology adoption is therefore “neither wholly random nor beyond the firm’s control” (Schilling, 1998; 267) • Firm technology strategy • Industry-level factors “In 1990, Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was a faltering arcade company. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about video games and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo. The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war.”
  • 20. Framework for technological dominance Source: Suarez, 2004; 275 “Typically, no single factor of dominance is strong enough to tilt the balance in favor of a particular technology; the final outcome is always the result of the interplay of several firm- and environment-level variables” (Suarez, 2004; 276)
  • 21. Technological superiority • The better a firm’s technology, the higher the chances of dominance • Firms have to keep investing in their technological capabilities and absorptive capacity over the technology lifecycle (Schilling, 1998) Technological functionality is not enough in and of itself: the size of the installed base and the availability of complementary assets are additional value components that drive the overall value of technology platforms (Schilling, 2003; 18).
  • 22. Size of installed base • The degree to which the technology is used by commercial adopters at the time of an adopter’s purchase decision (Schilling, 1998) • Technology platforms display positive consumption externalities: The value of a good increases with the number of users of the same or similar goods (Katz & Shapiro, 1985; 1986) The old fashioned telephone is a great example of a technology whose base (technological) value is rather low relative to the value of the installed base. Without other adopters there hardly is any reason to adopt this technology!
  • 23. Complementary assets • Without complementary goods, many technology platforms are useless! (e.g. games, apps, videotapes, toners, trains, people…) • Variety, quality, and exclusivity of complementary goods all boost the likelihood of dominance for technology platforms • Some technology platforms produce their own complements • While others rely on outside firms (‘complementors’) for complements • Most allow a mix of internally and externally produced complements Without any (high quality) video games, video game consoles bear little value to consumers. As a console manufacturer, Nintendo is tasked to ensure that there is a sufficient supply of content on its platforms while at the same time monitoring the quality of this content. Note that without consumers there typically isn’t a strong reason for game developers to join a platform… (next week we’ll solve this chicken-and-egg problem)
  • 24. There is a strong correlation between a platform’s installed base and its stock of complementary assets In December 2011 there were over 2 million Microsoft Xbox 360 owners in the EU and over 800 games available. In many platform markets we see that early in the platform lifecycle Installed base > complementary assets, whereas this ratio reverses later in the platform lifecycle.
  • 25. Strategic maneuvering • Entry timing: Early entry helps building installed base, yet too early may lead to ‘betting on the wrong horse’ - give learning effects to competitors (Schilling 1998; 2002) • Pricing: Strategic pricing of customers (complementors and end- users) can boost installed base (Katz & Shapiro, 1985) • Licensing and relationships with complementors: Open vs. closed technology platforms (Boudreau, 2010; West, 2003) • Managing expectations: Shape customers’ perceptions of size of installed base and complementary goods (Schilling, 2003)
  • 26. Timing of entry Early entry Late entry Likelihood of technological dominance P = 1.0 P = 0.0 Optimal timing of entry Timing of Entry and Technological Dominance Adapted from: Schilling, 1998; 277
  • 27. Environmental factors • Regulation: E.g. government purchases, industry ass., standards making bodies • Switching costs: May come from non-network effects-related causes • Appropriability regime: Non-firm or market related means that allow firms to protect their inventions and capture monetary value (e.g. creative commons) • Competitive dynamics: • Number of actors: Increase in competitors skews market outcomes and reduces the likelihood of any firm achieving technological dominance. • Intensity of competition: Degree of customer heterogeneity and collusion.
  • 28. Framework for technological dominance Source: Suarez, 2004; 275 “Note that … the environmental factors cannot only directly influence the outcome of a technological battle, … but can also act as moderators of some firm- level variables.” (Suarez, 2004; 275-276)
  • 29.