Standards Flashcards

1
Q

What is a standard?

A

A standard is a construct that results from reasoned, collective choices and enables agreement on solutions of reoccurring problems. Also sets specifications to which all elements of products processes, formats and procedures must follow.

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2
Q

How can standards be classified?

A

Product vs non-product (process) standards. Product standard example is the international toy safety standard while a Process standard example are environmental standards It must affect the final use of the product to be considered to the product standard. Products are also differentiated by vertical standards which usually affect a specific industry, and horizontal standards that interest all industries.

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3
Q

Which positive role do standards play in the economic activity?

A

Provide compatibility (boosts international trade) -Provide information to ensure a certain level of quality (e.g. safety standards) -Allow achievement of economies of scale -Solve problems related to market failures (information asymmetry and negative environmental externalities) -> improving coordination among consumers -Favour the competition and reduce the risk for the consumers of not knowing what they are buying

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4
Q

Which negative role standards might play?

A

Can reduce the competition, if a dominant group is able to influence standard setting (depends whether they are set by public or private actors) -Can decrease the product variety -Can appear high costs for society if standardization leads to inferior technologies

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5
Q

What does “positive feedback on the demand side” mean? What is the difference between the terms “positive feedback”, “increasing returns on adoption” and “network externalities/ effects”?

A

Positive feedback result from network externalities -Increasing returns on adoption means that the more people adopt a technology, the more experience is gained ->technology improves (learning by using) All terms mean that customers benefits from adopting of a technology depend on the number of people, who adopted the technology -Direct network effect: each additional user creates benefits for all other users (e.g. internet) -Indirect network effect: network effects are depending on more than one component related to the same technology (e.g. electric cars and charging stations)

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6
Q

How does the technology-adoption game work? When do we have excess inertia and excess momentum?

A

When a superior technology is introduced, the question is whether the new technology will be adopted despite the greater base of the old inferior technology -Excess inertia: users delay the introduction of the new technology because the user must bear the costs for the innovation -> locked in with the inferior technology -Excess momentum: consumers adopt a new inferior technology -> costs of the choice are bear by the users who stick to the old technology

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