Chapter 9 Flashcards
Also known as Metcalfe’s Law, or network externalities. When the value of a product or service increases as its number of users expands.
Network effects
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.
Platforms
The long-term viability of a product or service.
Staying power
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.
Switching costs
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.
Total cost of ownership
Products or services that add additional value to the primary product or service that makes up a network.
Complementary benefits
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.
APIs
Also known by the acronym DAU, this refers to the number of unique visitors, on average, who use a product or service.
Daily active users
A market that derives most of its value from a single class of users (e.g., instant messaging).
One-sided market
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).
Same-side exchange benefits
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).
Two-sided market
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).
Cross-side exchange benefit
A market where there are many buyers but only one dominant seller.
Monopoly
A market dominated by a small number of powerful sellers.
Oligopoly
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.
Technological leapfrogging