This document discusses network effects and positive feedback in technology markets. It explains that network effects occur when the value of a product increases with the number of users, and that this can lead markets to "tip" towards one solution over others through positive feedback loops. The document analyzes strategies for standards adoption like controlled migration, open migration, and performance plays, noting the tradeoffs between openness, control, compatibility and performance. Historical examples are provided to illustrate how network effects have impacted technology standards.
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Networks and Positive Feedback: Information Rules
This document discusses network effects and positive feedback in technology markets. It explains that network effects occur when the value of a product increases with the number of users, and that this can lead markets to "tip" towards one solution over others through positive feedback loops. The document analyzes strategies for standards adoption like controlled migration, open migration, and performance plays, noting the tradeoffs between openness, control, compatibility and performance. Historical examples are provided to illustrate how network effects have impacted technology standards.
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPT, PDF, TXT or read online on Scribd
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Information Rules:
A Strategic Guide to the Network Economy
Networks and Positive Feedback
Carl Shapiro Hal R. Varian Important Ideas • Positive feedback • Network effects • Returns to scale – Demand side – Supply side
Information Rules 2 Spring 98
Positive Feedback • Strong get stronger, weak get weaker • Negative feedback: stabilizing • Makes a market “tippy” • Examples: VHS v. Beta, Wintel v. Apple • “Winner take all markets”
Information Rules 3 Spring 98
Sources of Positive Feedback • Supply side economies of scale – Declining average cost – Marginal cost less than average cost – Example: information goods • Demand side economies of scale – Network effects – In general: fax, email, Web – In particular: Sony v. Beta, Wintel v. Apple
Information Rules 4 Spring 98
Network Effects • Real networks • Virtual networks • Number of users – Metcalfe’s Law: Value of network of size n proportional to n2 • Importance of expectations
Information Rules 5 Spring 98
Lock-In and Switching Costs • Network effects lead to substantial collective switching costs • Even worse than individual lock-in • Due to coordination costs • Example: QWERTY
Information Rules 6 Spring 98
Don’t Get Carried Away • Network externalities don’t always apply – ISPs (but watch out for QoS) – PC production • Likelihood of tipping – See next slide
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Likelihood of Tipping
Low Scale High Scale
Economies Economies Low Demand Unlikely High For Variety High Demand Low Depends For Variety
Information Rules 8 Spring 98
Chicken & Eggs • Fax and fax machines • VCRs and tapes • Internet browsers and Java
Information Rules 9 Spring 98
Igniting Positive Feedback • Evolution – Give up some performance to ensure compatibility, thus easing consumer adoption • Revolution – Wipe the slate clean and come up with the best product possible
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Evolution • Offer a migration path • Examples – Microsoft – Intel – Borland v Lotus • Build new network by links to old one • Problems: technical and legal
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Technical Obstacles • Use Creative design • Think in terms of system • Converters and bridge technologies – One-way compatibility
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Legal Obstacles • Need IP licensing • Example: Sony and Philips CDs
Information Rules 13 Spring 98
Revolution • Groves’s law: “10X rule” • But depends on switching costs • Example: Nintendo
Information Rules 14 Spring 98
Openness v. Control • Your reward = Total added to industry x your share • Value added to industry – Depends on product and – Size of network • Your share – Depends on how open
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Openness • Full openness – Anybody can make the product – Problem: no champion • Alliance – Only members of alliance can use – Problem: holding alliance together
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Control • Control standard and go it alone • If several try this strategy, may lead to standards wars
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Generic Strategies Control Open
Compatible Controlled Open
Migration Migration
Incompatible Performance Discontinuity
Play
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Performance Play • Introduce new, incompatible technology • Examples – Palm Pilot – Iomega Zip • Attractive if – Great technology – Outsider with no installed base
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Controlled Migration • Compatible, but proprietary • Examples – Windows 98 – Pentium – Upgrades
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Open Migration • Many vendors, compatible technology • Examples – Fax machines – Some modems
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Discontinuity • Many vendors, new technology • Examples – CD audio – 3 1/2” disks
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Historical Examples of Positive Feedback • RR gauges • AC v. DC • Telephone networks • Color TV • HD TV
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Lessons • Positive feedback means strong get stronger and weak get weaker • Consumers value size of network • Works for large networks, against small ones • Consumer expectations are critical • Fundamental tradeoff: performance and compatibility
Information Rules 24 Spring 98
Lessons, continued • Fundamental tradeoff: openness and control • Generic strategies – Performance play – Controlled Migration – Open Migration – Discontinuity • Lessons of history