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Networks and Positive Feedback

Networks and Positive Feedback. John Morgan. Important Ideas. Positive feedback Network effects Returns to scale Demand side Supply side. Positive Feedback. How system adjusts to perturbations Negative feedback: stabilizing Positive feedback: destabilizing

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Networks and Positive Feedback

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  1. Networks and Positive Feedback John Morgan

  2. Important Ideas • Positive feedback • Network effects • Returns to scale • Demand side • Supply side

  3. Positive Feedback • How system adjusts to perturbations • Negative feedback: stabilizing • Positive feedback: destabilizing • Positive feedback makes a market “tippy” – winner take all • Examples: VHS v. Beta, Wintel v. Apple, 56k modems, DVD v DivX • “Winner-take-all markets”

  4. Sources of Positive Feedback • Supply side economies of scale • Declining unit cost of supply • Marginal cost less than average cost • Example: information goods are all fixed cost • Demand side economies of scale • Increasing value to users as market share increases • A single standard: fax, email, Web • Competing standards: VHS v. Beta, Wintel v. Apple, 56k modems, Codec “standards” in Digital Audio

  5. Color fax machine • You have a new technology for color fax machines • License it to many sellers • Technology can only be used by sender if receiver has color fax machine • So there is a strong network effect---value to user of technology depends on number of adopters

  6. Setup • Indicate your adoption of the technology by standing up • The number on your card shows that value v (to you) of adopting if you are the only adopter • In n people (including you) adopt, your value is nv • I will write the price of the fax machine on the board • Adopt when your value (strictly) exceeds the price.

  7. Analysis • Standalone values were 10,9,8,…,1

  8. Analysis • vn = p : marginal user wants to adopt • n=10-v :everyone with greater value than marginal user adopts • Combine to give demand=supply condition • (10-n)n=p • n=1, (10-1)1=9 • n=2, (10-2)2=16 • n=3, (10-3)3=21… n=9, (10-9)9=9 • Takeoff occurs when p=9

  9. Adoption Dynamics Saturation Number of Users Takeoff Launch Time

  10. Network Effects • Demand side economies of scale often referred to as network effects • Real networks – telecom • Virtual networks – network of users • Metcalfe’s Law: Value of network of size n proportional to n2 • Experiment is an example of this

  11. Expectations Matter • What is the difference between success and failure in tippy markets? • Expectations Matter: • I want to join network that I expect to succeed • Central part of successful marketing is setting appropriate expectations • Commitment can help • Old economy example: Banks • New economy example: Microsoft version 1.0 products

  12. Virtuous Cycles and Death Spirals: 1-2-3 v Visicalc Value to User Virtuous cycle “Death spiral” Number of Users

  13. Direct and indirect Network Effects • Value to me depends directly on number of adopters • Fax machine, telephone, email • Value to me depends on adoption of some complementary product • DVD player/ DVD disks • eBook reader + content • Palms and software

  14. Are All Information Markets “Tippy”? • AOL • Dell • Google • What are the key drivers of network effects?

  15. Network Effects–Likelihood of Tipping

  16. Chicken & Eggs • Fax and fax machines • VCRs and tapes • DVDs: A more complicated problem • Online dating

  17. 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

  18. Compatibility versus Performance Compatibility Evolution Revolution Performance

  19. Evolution • Offer a migration path • Examples • Microsoft Windows • Intel • Borland v Lotus • Build new network by links to old one

  20. Important Considerations • Use creative design for migration • Think in terms of whole system

  21. Compatibility versus Performance Compatibility Migration “sweet spot” Evolution Revolution Performance

  22. Technical Obstacles • Converters and bridge technologies • One-way compatibility or two way? • Windows for Wordperfect users • Importance of UI

  23. Legal Obstacles • May need IP licensing • Example: Sony and Philips had advantage since they held the patents on CDs • DVD players usually play CDs as well

  24. Revolution • Grove’s law: “10X rule” • But depends on switching costs • Examples: Nintendo, Iomega Zip, DVD, CD

  25. 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 technology is

  26. Openness • Full openness • Anybody can make the product • Problem: no champion • Unix v BSD v Linux • Alliance • Only members of alliance can use • Problem: holding alliance together • Conflicting incentives: China and DVDs

  27. Control • Control the standard and go it alone • If several try this strategy, may lead to standards wars • iPod/iTunes v MP3 players

  28. Generic Strategies

  29. 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

  30. Lessons, continued • Fundamental tradeoff: openness and control • Generic strategies • Performance play • Controlled Migration • Open Migration • Discontinuity • Lessons of history

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