Some Ideas on How Industries Change

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Presentation transcript:

Some Ideas on How Industries Change Professor Nina D. Ziv Polytechnic Institute of NYU New York City, New York Email: nziv123@gmail.com

Discussion Questions - McGahan According to McGahan, what are the key trajectories for change? Are there hybrid models of trajectories, i.e., industries that exhibit multiple kinds of change? McGahan suggests that trajectories set boundaries on how firms will generate profits and that companies incur losses because they try to innovate outside of these boundaries. Do you agree? What are steps should be taken in order to identify the trajectory of an industry? The article was written in 2004. Are McGahan’s ideas still relevant in 2008? Are they more applicable to physical based industries than digital-based or hybrid physical/digital based industries? Is the speed of innovation and feedback a factor in the transformation of industries? What are the lessons learned from this article ?

Trajectories of Change - 1 Two threats of obsolescence Industry’s core activities are threatened when they become less relevant to suppliers and customers because of some new outside alternative Industry’s core assets are threatened when the resources, knowledge and brand capital that have historically made the organization unique fail to generate value as they once did Four trajectories of change Radical – occurs when an industry’s core activities and assets are threatened. Usually occurs after mass intro of new technology. The change usually takes decades to become clear and play out and the end result is a completely reconfigured usually diminished industry. Example is the travel industry. Intermediating – Occurs when business activities for dealing in both downstream and upstream markets are simultaneously threatened. Core assets not threatened if they are used in new ways. Companies must simultaneously protect their valuable assets while restructuring their key relationships. Applies to industries with physical assets, .e.g, automobile companies. Question: Can this category be applied to the music industry?

Trajectories of Change - 2 Four trajectories of change Creative Change – Occurs when relationships with customers and suppliers are generally stable but assets turn over constantly. Innovation in this trajectory happens in fits and starts. Example is the film industry where large production companies enjoy ongoing relationships with actors and agents that are stable in combination with unstable assets (new films). McGahan claims that there are no new entrants and these companies have retained their strength in the marketplace because of their networks. Progressive change – Occurs when industry incumbents have incentives to preserve the status quo. Core assets are not threatened so industries here are more stable. The goal is to build resources incrementally. Examples are commercial airline industries. Identifying the trajectory involves four steps: Define your industry Define the industry’s core assets and activities Determine whether assets and activities are threatened with obsolescence Evaluate where the industry is in the cycle

Lessons Learned Industries continually undergo significant changes and evolve. Companies must constantly adapt to the changes in the business environment. Some may choose to be in sync with the leaders in the industry and some may try to be disruptive innovators and ‘break the mold’. Because of digital-based innovations and hybrid digital/physical/wireless innovations, e.g, the Web, new technological devices etc., speed and customer feedback become important factors in how an industry evolves and who takes the leadership. While McGahan provides well defined trajectories or forces for change, a better framework of thinking might be either hybrids of these constructs or to recognize that it is increasingly harder to define what an industry does, e.g., the radical changes in the telecomm industry, and therefore, that most industries evolve in a more fluid networked environment which is constantly being redefined by its players and by various nodes on the network.