Exam 2 Key Terms Flashcards
(153 cards)
Network Effects definition
Also known as Metcalfe’s Law, or network externalities. When the value of a product or service increases as its number of users expands.
What are Complementary Benefits?
Products or services that add additional value to the primary product or service that makes up a network
What is TCO [Total Cost Of Ownership]
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.
What are Platforms?
Products and services that allow for the development and integration of software products and other complementary goods. Windows, the iPhone, the Wii, and the standards that allow users to create Facebook apps are all platforms.
What is staying power?
The long-term viability of a product or service.
What are switching costs?
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.
Cross-Side Exchange Benefit
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).
One-Sided Market
A market that derives most of its value from a single class of users (e.g., instant messaging).
Same-Side Exchange Benefits
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).
Two-Sided Market
Network markets comprised of two distinct categories of participant, both of which that are needed to deliver value for the network to work (e.g., video game console owners and developers of video games).
Monopoly
A market where there are many buyers but only one dominant seller
Oligopoly
A market dominated by a small number of powerful sellers.
Technological Leapfrogging
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.
The Osborne Effect
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.
Adaptor
A product that allows a firm to tap into the complementary products, data, or user base of another product or service.
Backward Compatibility
The ability to take advantage of complementary products developed for a prior generation of technology.
Blue Ocean Strategy
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.
Congestion Effects
When increasing numbers of users lower the value of a product or service.
Convergence
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 are converging.
Envelopment
When one market attempts to conquer a new market by making it a subset, component, or feature of its primary offering.
Web 2.0
A term broadly referring to Internet services that foster collaboration and information sharing; characteristics that distinctly set “Web 2.0” efforts apart from the static, transaction-oriented Web sites of “Web 1.0.” The term is often applied to Web sites and Internet services that foster social media or other sorts of peer production.
Collaborative Consumption
When participants share access to products and services rather than having ownership. Shared resources can be owned by a central service provider (e.g., ZipCar) or provided by a community that pools available resources (e.g., Airbnb, Uber).
Peer Production
When users collaboratively work to create content, products, and services. Includes social media sites, open source software, and peer-produced services, such as Skype and BitTorrent, where the participation of users provides the infrastructure and computational resources that enable the service.
Blogs
Online journal entries, usually made in a reverse chronological order. Blogs typically provide comment mechanisms where users can post feedback for authors and other readers.