Platforms, Network Effects, and Competing in a Winner-Take-All World
Section 10.1: Introduction to Network Effects and Platforms
Network Effects: The value of a product or service increases as the number of users expands.
Also referred to as “network externalities” or “Metcalfe’s Law.”
The presence of network effects is a critical factor in product/service selection.
Platforms: Products and services allowing the development and integration of software products and complementary goods, creating an ecosystem of value-added offerings.
Section 10.2: Sources of Value in Network Effects
Exchange:
A network's value increases as users can communicate/interact with more people.
Firms leverage technology to represent exchanges digitally (messaging, movies/music, money, video games).
Staying Power:
Networks with more users suggest stronger staying power, indicating long-term viability.
Switching Costs: Costs incurred when moving from one product to another, directly related to staying power.
Strengthen the value of network effects and increase with friction preventing users from switching to rivals.
Total Cost of Ownership (TCO): An economic measure of the full cost of owning a product.
Complementary Benefits:
Products or services that add additional value to the primary network product/service.
Platforms: Allow integration of software products and other complementary goods.
Many firms provide APIs (Application Programming Interfaces) to allow third-party integration.
Value-adding sources (exchange, staying power, complementary benefits) reinforce each other, strengthening the network effect.
Roblox: A Case Study
Roblox is a virtual world where users can create and share games/experiences.
By the end of 2020, Roblox had over 150 million members and averaged over 32 million daily active users.
Creating involves coding, seen positively by parents.
Users can sell creations for Robux.
Roblox benefited from the pandemic, with 2022 revenues climbing to 2.2 billion.
Low marketing costs due to virality and young fan base.
Customer Acquisition Costs (CAC) are very low (around 6.2 percent of revenue spent on marketing).
Seen as an important test-base for the metaverse.
Section 10.3: Network Structure - One-Sided vs. Two-Sided Markets
One-Sided Market: A market deriving most of its value from a single class of users (e.g., messaging).
Same-Side Exchange Benefits: Benefits derived by interaction among members of a single class of participant.
Two-Sided Market: Markets comprised of two distinct categories of participants, both needed for the network to function (e.g., video games).
Cross-Side Exchange Benefit: An increase in users on one side of the market increases value for the other side.
A network can have both same-side and cross-side benefits (e.g., Xbox).
Cross-side: More users attract more developers.
Same-side: Xbox Live enables users to play against each other.
Electrical Vehicle (EV) Charging Standards: A Battle of Networks
Two main incompatible standards:
Tesla’s NACS (North American Charging Standard)
CCS (Combined Charging System): Used by virtually all other EVs in North America
NACS appears to be winning due to:
Tesla's head start and large market share.
More charging ports and prime locations.
Closed system offering exceptional convenience.
Superior plug size and power compared to CCS.
Section 10.4: Competition in Network Markets
Network markets experience early, fierce competition due to the positive-feedback loop.
Aggressive early-stage tactics are common; the leader gains disproportionate advantage.
Markets tend toward monopolistic tendencies.
Monopoly: Many buyers, one dominant seller.
Oligopoly: Market dominated by a small number of powerful sellers.
The best product/service doesn't always win because of network effects.
Technological Leapfrogging: Competing by offering a superior technology that overcomes resistance due to exchange, switching costs, and complementary benefits.
Innovation in Network Markets
Network effects can limit competition against the dominant standard, but innovation within the standard can flourish.
Programmers invest in writing software for dominant platforms (e.g., Windows).
Diverse early mobile phone market lacked a standard, making broad software development difficult.
Section 10.5: Strategies for Competing in Markets with Network Effects
Move Early: (Yahoo! auctions in Japan, Amazon in Cloud Computing, Microsoft's OpenAI investment).
Subsidize Product Adoption: (PayPal, Zoom). Freemium models are a form of subsidy.
Social Proof: Positive influence when others are doing something.
Expand by Redefining the Market: (Nintendo Wii, Cash App's embrace of crypto, Nvidia in AI) or through convergence (iPhone).
Blue Ocean Strategy: Create and compete in uncontested market spaces.
Convergence: Distinct markets begin to offer similar features.
Envelopment: One market attempts to conquer another by making it a subset of its offering.
Form Alliances and Partnerships: (NYCE vs. Citibank, Didi/Ola/GrabTaxi/Lyft vs. Uber).
Establish Distribution Channels: (Java with Netscape; Microsoft bundling Media Player with Windows; Apple embedding Apple Music).
Seed the Market with Complements: (Blu-ray, Nintendo, thredUP).
Encourage Complementary Goods Development: Offer resources, subsidies, market research, development kits, and training (Oculus and Amazon Echo developer funds, Apple Swift Playgrounds).
Maintain Backward Compatibility: (Apple's Rosetta 2, Samsung Pay using mag-stripe).
Backward Compatibility: Ability to use complements developed for prior generations.
Adaptor: A product that taps into another product's complements, data, or user base.
Compatibility for Rivals: (Samsung Pay and magstripe).
Continuous Innovation for Incumbents: (Apple blocking access to its systems).
Preannouncements for Large Firms: (Microsoft, Apple).
The Osborne Effect: Preannouncing a product causes a sales drop in current products.
Lessons from Meta's Threads
Meta launched Threads as a competitor to Twitter, leveraging Instagram's account system.
Initial success, but usage crashed due to limitations (e.g., inability to create a new account without Instagram).
Lessons:
Customers abandon sites if changes reduce usability.
Platforms can leverage their user base to grow new platforms quickly.
Competitors need to offer a full-featured alternative.
Too Much of a Good Thing? Congestion Effects
More users attract more users, but too many can overwhelm a service.
Congestion Effects: Increasing users lower the value of the product/service due to resource scarcity.
Examples: SimCity launch failures, Twitter's early infrastructure issues, attention scarcity for social media users.
Section 10.6: Apple's Entry into Banking
Apple has moved into fintech with Apple Wallet and Apple Pay.
Banks pay Apple 0.15 percent of Apple Pay transactions.
Generated 782 million in Apple Pay revenue in 2022.
Launched Apple Card Credit Card in 2019, competing with banks.
Launched Apple buy-now-pay-later (BNPL) program in 2023.
Major banks formed Paze to compete, late to the game.
Rivals have struggled to create successful digital payments platforms.
Section 10.7: The Zoom Boom
Eric Yuan, like many disruptive innovators, left a major player (WebEx) after being rebuffed on improvement ideas.
Zoom focused on addressing WebEx complaints:
Easy installation and use.
Improved call reliability.
Feature-rich offering.
Simple pricing.
Easy signup and viral promotion.
Freemium: A product with a free version (limited features/time) to entice customers to purchase a subscription.
Zoom appealed to corporate customers, casual users, and schools.
Zoom emerged as best-in-class during the pandemic:
Low-cost, superior version.
Early adoption from schools.
Free access for K-12 schools.
User base increased twenty-fold in four months.
Rapid response to issues.
Slower growth after vaccines and return to in-person activities.