Chapter 9 Flashcards

1
Q

Also known as Metcalfe’s Law, or network externalities. When the value of a product or service increases as its number of users expands.

A

Network effects

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2
Q

Products and services that allow for the development and integration of software products and other complementary goods, effectively creating an ecosystem of value-added offerings. Windows, iOS, the Kindle, and the standards that allow users to create Facebook apps are all platforms.

A

Platforms

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3
Q

The long-term viability of a product or service.

A

Staying power

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4
Q

The cost a consumer incurs when moving from one product to another. It can involve actual money spent (e.g., buying a new product) as well as investments in time, any data loss, and so forth.

A

Switching costs

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5
Q

An economic measure of the full cost of owning a product (typically computing hardware and/or software). TCO includes direct costs such as purchase price, plus indirect costs such as training, support, and maintenance.

A

Total cost of ownership

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6
Q

Products or services that add additional value to the primary product or service that makes up a network.

A

Complementary benefits

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7
Q

Programming hooks, or guidelines, published by firms that tell other programs how to get a service to perform a task such as send or receive data. For example, Amazon provides application programming interfaces (APIs) to let developers write their own applications and websites that can send the firm orders.

A

APIs

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8
Q

Also known by the acronym DAU, this refers to the number of unique visitors, on average, who use a product or service.

A

Daily active users

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9
Q

A market that derives most of its value from a single class of users (e.g., instant messaging).

A

One-sided market

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10
Q

Benefits derived by interaction among members of a single class of participant (e.g., the exchange value when increasing numbers of IM users gain the ability to message each other).

A

Same-side exchange benefits

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11
Q

Network market that comprises two distinct categories of participant, both of which are needed to deliver value for the network to work (e.g., video game console owners and developers of video games).

A

Two-sided market

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12
Q

When an increase in the number of users on one side of the market (console owners, for example) creates a rise in the other side (software developers).

A

Cross-side exchange benefit

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13
Q

A market where there are many buyers but only one dominant seller.

A

Monopoly

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14
Q

A market dominated by a small number of powerful sellers.

A

Oligopoly

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15
Q

Competing by offering a new technology that is so superior to existing offerings that the value overcomes the total resistance that older technologies might enjoy via exchange, switching cost, and complementary benefits.

A

Technological leapfrogging

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16
Q

The positive influence created when someone finds out that others are doing something.

A

Social proof

17
Q

An approach where firms seek to create and compete in uncontested “blue ocean” market spaces, rather than competing in spaces and ways that have attracted many similar rivals.

A

Blue ocean stratgey

18
Q

When two or more markets, once considered distinctly separate, begin to offer features and capabilities. As an example: The markets for mobile phones and media players have converted (and smartphones won).

A

Convergence

19
Q

When one market attempts to conquer a new market by making it a subset, component, or feature of its primary offering.

A

Envelopment

20
Q

The ability to take advantage of complementary products developed for a prior generation of technology.

A

Backward compatability

21
Q

A product that allows a firm to tap into the complementary products, data, or user base of another product or service.

A

Adaptor

22
Q

When a firm preannounces a forthcoming product or service and experiences a sharp and detrimental drop in sales of current offerings as users wait for the new item.

A

The Osborne Effect

23
Q

When increasing numbers of users lower the value of a product or service.

A

Congestion effects

24
Q

A product with a free version—sometimes with limited features or that stops working after a period of time—to allow customers to try a product and hopefully entice them into making a product purchase or subscription decision.

A

Freemium

25
Q

The amount of money a firm spends to convince a customer to buy (or in the case of free products, try or use) a product or service.

A

Customer acquisition costs