Direct Network effects:
The network effect is the effect that the number of users or usage of a service has on the value of that service as perceived individually by each user
Usage imposes a positive externality on other users
Contrary to non-network goods, where consumption does not affect other
Has strong implications for business strategy and competition
Examples: Multi-player online games, Telephony, email:, • GSM, UTMS, 5G, etc.
Strength of direct network effects_
It is commonly assumed that networks’ value follows “Metcalfe’s law”:
Total value is quadratic in the number of users 𝑛
This is an urban myth, because most people interact mostly with a small number of family, friends, work contacts etc.
An alternative derived from statistical principles is Odlyzko-Tilly’s law: 𝑉~𝑛 ∗ ln 𝑛
Network value grow is faster than linear, but much slower than quadratic
Indirect Network effects:
In many markets, network effects arise without users interacting directly
Indirect network effects, usually intermediated by some “platform” through cross-platform externalities
-> User group A (B) benefits from the presence of user group B (A)
Examples:
Demand and supply of content for LP, VHS, DVD, HD-DVD/Blue-ray
Players and developers on game platforms: PlayStation, Wii, Xbox, Nintendo
Users and developers on operating systems: Windows, iOS, Android
Network effects are Pervasive in DM
Demand for Network Goods
The demand for network goods is very different from that of non-network goods
depends on existing number of other users
depends on expectations about future number of users -> particulary important is whether the network good is new to the market
This affects:
shape of growth
potential market outcomes
difuision curve
Slow launch: few interactions possible
Fast takeoff: network effects kick in!
Slow-down: few non-users left to join
Customer group alonf the diffusion curve
Why achieving the critical mass is essential:
Each good or service needs to achieve a critical mass, i.e. number of customers
Fixed and common cost needs to be covered by additional sales
With network goods, the critical mass must be reached, i.e. the threshold where exponential growth takes off – more difficult to achieve
If yes: Bandwagon / Domino / Snowball Effect
Stereo sound, VHS, QWERTY keyboard
If no: shrinks back to zero
Quadrophonic sound, Betamax, DVORAK keyboard
Role of expectations for Network Goods
Expectations and their management are essential for growth in network markets
-> expected net gain > price
Expectations tend to be self-fulfilling:
Common commercial strategy is penetration pricing:
-> initially low prices reach critical mass rapidly, then raise price
Competing networks
Assume incompatible networks: Users only derive utility from other users of the same network
How many networks will there be in equlibrium?
Depends on preference for variety, and on strength of network effects
How is entry affected by network effects?
network effecrs are hard to overcome
Systems Theory:
Ergodic System: long-run outcome does not depend on previous events
-> classical markets are ergodic, network markets not
Network markets are path-dependent:
outcomes depend on history
Small events may be enough to determine future of market, for example a small group of early adopters, or “random” fluctuations in the early market phase
As time goes by, some firms grow a lot, and new competitors cannot catch up
How posotive feedback leads to Winner-Takes-All
Path-dependence: The strong become stronger, the weak become weaker
Contrary to “classical” markets, the outcome tends to be extreme
Add to this increasing returns to scale, i.e. declining average cost
Reason for business strategy that invests heavily in growth, without profits in sight
How can several competitors persist?
preference for variety stronger than network effect + return to scale
Gen Z: does not want to be on their parents platfom
Absorbing barrier and Lock-in
Absorbing barrier: number of users that makes market tip
Competition between platforms_
Network effects drive the market structure towards huge quasi-monopolies
Amazon, Google, Facebook
Particularly likely if user groups single-home (“competitive bottleneck”)
Some platform markets have stable competition because groups multi-home:
-> Uber drivers also use Lyft and Bolt
Strategy to enter a platform market: divide-and-conquer
give groups with high externalities subsidies to join the platform
Charge the others later: cross-group subsidies
Late vs. early adoption
Late adoption/ Excess inertia:
Consumer 1 prefers N but keeps O because expects consumer 2 to keep O - consumer 2 does not switch, because consumer 1 didn’t
Early adoption (Excess momentum): consumer 1 prefers O but switches to N because expects consumer 2 to switch – consumer 2 switches because consumer 1 did
Choosing (In)Compatibility
Should firms competing in network goods be compatible?
Compatibility extends firm-level network effects to market-level effects
This raises total surplus created, so good for society
Firms will compete in the market, rather than for the market -> NE no longer differentiate, less liekly to become monopolist
Firms choose compatibility unless they believe they can take over the market
Compatibility is often imposed: interconnection of telecoms networks
Example: BluRay (Sony) vs HD-DVD (Toshiba)
Compatibility and Entry
Network externalities are strong barriers to entry
Entrants must overcome critical mass, enough consumers must switch
Problem: “Collective switching costs”: switching not individually optimal unless others
Compatibility helps to gain customers, therefore incumbents not interested (MS vs Netscape)
Compatibility with Legacy Products:
Office 365 can read .doc files (from 1990s)
-> allows MS to interact with legacy users and sell new product to them
Entrants also use this trategy:
One-sided compatibility allows customers of entrant to “interconnect” with incumbent user base
Incumbent may tolerate this, or try to sabotage this -> Nescafé machines not working with copycats capsules anymore
Policy issues
There are benefits from standardization: larger network externalities, Should governments intervene?
Problems:
Why should government know which technology brings most future benefits? Competition selects technologies, and brings more choice and lower prices
Decision process creates uncertainty and delays -- this can kill a new technology
Attempts to create national champions distort and segment market outcomes -> HDTV standard battle(USA, Jaoan, Europe)
Conclusions, Network Effects
Network effects are important: create a cycle of positive feedback
Consumer expectations are essential
Diffusion follows an S-curve, once a critical mass has been reached
These effects are particularly strong in digital markets
Which strategic options companies face in DM?
Compatibility or interoperability with rivals
Compatibility with legacy products
Open or closed standards (Android or iOS)
What are multisided platforms:
Candidates: Markets with at least two interacting groups (e.g. buyers/sellers)
One or more “platforms” through which interaction takes place
Payments to platform: Membership, usage, or “free”
Attention: The distribution of payments may matter
(holding the sum constant)
Examples two sided platforms: Trading, Credit card, Real estate, Dating Apps, Transport, travel
Platforms channel network effects
Multisided platforms exist to create and amplify cross-platform externalities
The presence of a group benefits the other
Need not be symmetric: Eyeballs positive for advertisers, but advertisers (mostly) negative for eyeballs
Within-group externalities also exist:
Direct: negative between sellers because of competition
Indirect: positive between sellers because more sellers attract more customers
Example multi sided platform
Spotify
Subscribers
“Free” viewers
Content sellers
Advertisers
Skewness of prices: “Topsy-Turvy Principle”
Platform prices are often very skewed:
One side pays very little or zero, but the other side is charged heavily
Payment cards: user pays zero per transaction, high merchant charge (antitrust complaints have been ongoing for more than 20 years!)
Videogame platforms: consoles often sold without profit, but royalties high
The Hen-and-Egg Problem: Linkage
Why is platform pricing so lopsided?
Platform needs to get enough members of both groups to join! -> coordination problem (linkage)
Subsidize the side that is harder to capture
the side that has the option for multi homing
Absence of relationship-specific investments:
Competition Policy -> Is lopsided pricing anti-competitive?
In one-sided markets, “price below marginal cost” is considered anti-competitive: predation or dumping (in Portugal forbidden by law)
In two-sided markets, it can be efficient: get the right people on the platform
Equally, in one-sided markets, “excessive prices” are an abuse of dominance
In two-sided markets, can be part of an efficient pricing structure, financing a subsidy
Problem with Competiton policy
Standard procedure in competition cases (abuses, mergers, etc.):
1. Market Definition
2. Find dominance or not
3. Remedies
-> Defining the “relevant market” is unclear because platforms serve multiple interlinked sides
Digital Service Act:
Aim: protection of consumers, businesses, and legal certainty for platforms
Hierarchy of “intermediary services, hosting services, online platforms, very large platforms & search engines
Obligations:
Transparency
Cooperation with authorities, local
representatives
Security and safety measures
Data sharing with authorities and
researchers!
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