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Transcript of 1 Information Products. 2 How Are Information Products Different? Costly to Develop, Cheap to...
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Information Products
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How Are Information Products Different?
Costly to Develop, Cheap to Reproduce The Network Effect Switching Costs and Lock-In Positive Feedback and Tipping Modularity, Standards and Interfaces The Future: The Quest for the Dominant
Standard The Future: Alliances
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Costly to Develop, Cheap to Reproduce
Figure : Variation of Total Costs with Quantity Produced of an Information Product
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Low HighQuantity Produced
TotalCost
DevelopmentCosts
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Costly to Develop but Cheap to Reproduce
Computer software may cost $millions to develop but can be copied and distributed for $1-2 or less.
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High fixed costLow marginal cost
What is the effect on pricing and profitability?
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The Network Effect
The usefulness of information products is often dependent on the number of other users of that technology.
For example, e-mail is quite useless if there are only a few others that use e-mail.
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Metcalfe’s Law According to Metcalfe’s Law, if there are n
users of a technology, then the usefulness of that technology is proportional to the number of other users of that technology (n-1 in this case). The total value of the network of the technology is therefore proportional to the usefulness to all users, which is:
n(n-1) = n2 – n.
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Metcalfe’s Law
If n is large, as it will be for most information products, then n will be small relative to n2 and Metcalfe’s Law becomes:
The total value of the network of a technology is proportional to n2
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Network Effect
The more users of a technology there are, the more useful it becomes.
Examples: Fax E-mail MS Windows MS Office
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Switching effects and lock-In Once a technology is established there are
costs associated with changing. E.g. QWERTY keyboard Old software
Costs associated with retraining and converting data.
Effect is to lock customers into a technology.
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Positive Feedback
How does this work?
More users the greater will be the network effect and hence the greater push for new users and so on.
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Positive feedback and tipping
Effects of these characteristics is to create a “winner takes all” environment as users start flocking to the winning standard.
“Quest for the Dominant Standard”
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Positive feedback and tipping
Examples VHS and DVD Word and WordPerfect Chemical and Digital photography
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MarketShare
TippingWinner
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Help to Tip the Market
First to Market a New Technology. Have a Technology that is Substantially
Better Have High Credibility
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Having High Credibility
A dominant player in an allied technology. A very strong group of allied corporations
who support the technology. For instance, Sun and Java consortium
Can also use expectations management Beware of ‘vaporware’.
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Modularity, Standards and Interfaces
Because of the inherent complexity of information products, modularity will be vital to their success.
Need standards for interfaces. Dislike of multiple standards - natural
tendency to tip to single standard Examples, VHS and Betamax, x2 and K56Flex
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Mechanisms to Formulate
Standards Organizations Market-Driven Standards What are the main differences between these
two methods?
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The Future: The Quest for the Dominant Standard
“In the information economy, companies selling complementary components … are equally important. When you are selling one component of a system, you can’t compete if you’re not compatible with the rest of the system”
Important to tie into the dominant standard Cell phones as example
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Technology and Information Products
Technology changes will dramatically change markets and communications.
Distance will be less relevant Products will increasingly include
information portions -- product development must take this into account.
Quest for the dominant standard.