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Published byJuniper Oliver Modified over 9 years ago
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1 Information Products
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2 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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3 Costly to Develop, Cheap to Reproduce Figure : Variation of Total Costs with Quantity Produced of an Information Product
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4 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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5 High fixed cost Low marginal cost What is the effect on pricing and profitability?
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6 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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7 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) = n 2 – n.
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8 Metcalfe’s Law If n is large, as it will be for most information products, then n will be small relative to n 2 and Metcalfe’s Law becomes: The total value of the network of a technology is proportional to n 2
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9 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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10 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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11 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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12 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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13 Positive feedback and tipping Examples VHS and DVD Word and WordPerfect Chemical and Digital photography
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14 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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15 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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16 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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17 Mechanisms to Formulate Standards Organizations Market-Driven Standards What are the main differences between these two methods?
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18 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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19 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.
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