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Platform Competition and
the Product Lifecycle
Competitive Strategies Within and Between Platform Markets
Lecture 4
Joost Rietveld | University College London (UCL)
Watch Dogs’ first month unit sales
2.22
4.15
0.00
0.50
1.00
1.50
2.00
2.50
3.00
3.50
4.00
4.50
Seventh Generation (IB = 167m) Eighth Generation (IB = 17m)
Unitsales(millions)
Ubisoft’s Watch Dogs sold nearly twice as many copies in its
first month on eight generation platforms than it did on
seventh generation platforms, despite the nearly ten times
larger user-base on seventh generation platforms.
Platforms evolve over time
• Platform ecosystems are dynamic entities that change over time
(Gawer & Cusumano, 2014). Besides endogenous platform evolution
in the form of changes in platform design and governance strategies,
platform ecosystems coevolve through the exogenous evolution of
end-users and complementors (Tiwana et al., 2010):
• Platforms as regulators
• Platforms as products
• Platforms as markets
• Platform evolution not only affects competition between platforms, it
importantly affects competition within platforms
Platforms as regulators
• As platforms grow their user-bases and stock of “killer-apps” over
time, they become increasingly less reliant on new complementors
• Over time platforms gain bargaining power over complementors:
• Necessity to invest in complementors goes down
• Propensity of competing with complementors goes up
• Amplified by complementors’ relative over-entry
• These dynamics are moderated by the platform’s business model:
• Some platforms have end-users as money-side (e.g. Apple iOS, Netflix)
• Some platforms have complementors as money-side (e.g. consoles, Steam)
Evolution of governance frameworks
Figure adapted from Johns, 2006; p170.
Platform governance evolution:
• Early on, platforms need complementors to
solve “chicken and egg” problem, resulting in
strong overall support (subsidies, marketing,
selective promotion, contractual terms)
• As platforms evolve and user-base grows,
overall dependency on complementors goes
down and so does platforms’ support
• Support for complementors becomes more
directed later in platform lifecycle, mostly
benefitting a select group of highly reputable
complementors with high quality products
Case in point: Apple’s iOS
Overview of governance changes:
2009 Allow for in-app purchases
2010 Allow for in-app advertising
2012 Implement matching of consumers and apps
through Editor’s Choice, Top Charts, Free App of
the Week, and Genius
2013 Enable user reviews for apps
2014 Offer consumers 14 days no-questions asked
refunds on app purchases
2015 Search algorithm optimization improving
matching of popular apps (e.g., taxi  Uber)
2016 Introduce paid search results
Platforms as products
• Early platform adopters differ from late platform adopters:
• Early platform adopters have a higher willingness-to-pay for innovations than
late platform adopters
• Early platform adopters have a higher preference for novelty and display
lower risk aversion than late platform adopters
• Early platform adopters search deeply and independently for innovations
while late platform adopters search locally and socially
• When a new/next generation platform is introduced to the market,
some consumers (mostly early platform adopters) will migrate
• Complementary goods are contingent adoption decisions
Evolution of user-base composition
Early adopters of a technology display
qualitatively different characteristics from
late adopters (Rogers, 2003):
• Early adopters adopt new technologies
(such as platforms) first
• Early adopters have a greater willingness to
pay (heavy vs. light users – McPhee, 1963)
• Early adopters are less risk averse
• Early adopters have a stronger preference
for novelty (innovation)
• Early adopters “dig deep” for new
information about the innovation
• Early adopters are often the first to migrate
to a next generation platform
PS3 SKU
timeline
2006: PlayStation 3 launches with 20/60 gb models no
peripheries included in box
2007: 60 gb bundle with two controllers and two games
included (Motorstorm & Resistance)
2008: 80 gb bundle with one game (Metal Gear Solid 4) and
dual shock controller included
2009: 160/320 gb new ‘PS3 Slim’ hardware bundles with one
controller included
2010: 320 gb ‘Move’ bundle with Move hardware, one game
(Sports Champion) and one controller included
2012: 500 gb new ‘Super Slim’ hardware model with one
controller and 1yr PS+ subscription included
Despite constantly lowering the price for PlayStation
3, Sony packed their stock keeping units (SKUs) with
increasingly greater functionality. Furthermore, the
functionality changed (e.g., type of games, hardware).
Both allowed Sony to better serve late adopter
consumers who hadn’t yet purchased a PS3.
Platforms as markets
• Most platform complements have very short lifecycles (e.g., months)
whereas most platforms have much longer lifecycles (e.g., years)
• The lifecycle of a complement is thus embedded into the larger
lifecycle, and evolution, of the platform it’s launched on
• Unlike traditional industries (e.g., Klepper, 1996), complementor
entry is easy and marginal costs are low to non-existing
• Complementor competition is further affected by:
1. Stock vs. flow effects (e.g., Kickstarter vs Steam)
2. Category crowding (e.g., games vs dance on Kickstarter)
3. Platform attrition (e.g., apps on iOS)
Evolution of platforms and industries
0
10
20
30
40
50
60
70
80
90
100
0
10
20
30
40
50
60
0 1 2 3 4 5 6 7 8 9 10 11
Numberoffirms
Firmentry
Time (years from industry founding)
Firm entry
Number of firms
In a traditional production industry, the number of new
entrants first increases and later decreases. Furthermore,
owing to scale advantages and consolidation there is
significant attrition resulting in an overall decline in the
number of firms later in the industry lifecycle.
0
500
1000
1500
2000
2500
3000
3500
4000
4500
5000
5500
6000
0
500
1000
1500
2000
2500
3000
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
Numberofpublishers
Publisherentry
Publisher entry
Number of publishers
In a digital platform, such as Valve’s Steam (shown below), the number
of new entrants increases over time as facilitation by the platform and
indirect network effects make it attractive to enter (late). Furthermore,
since there is virtually unlimited shelf space and zero marginal
production costs, there is very little attrition leading to an exponential
growth in the number of firms later in the platform lifecycle.
Combining demand and supply shifts
• As the platform gains popularity, complementors keep joining
• Complementors’ average market potential is ultimately determined
by the interplay between supply and demand on the platform:
𝐴𝑝𝑝 𝑚𝑎𝑟𝑘𝑒𝑡 𝑝𝑜𝑡𝑒𝑛𝑡𝑖𝑎𝑙 𝑡 =
𝐶𝑢𝑚𝑢𝑙𝑎𝑡𝑖𝑣𝑒 𝑖𝑛𝑠𝑡𝑎𝑙𝑙𝑒𝑑 𝑏𝑎𝑠𝑒𝑡
𝐶𝑢𝑚𝑢𝑙𝑎𝑡𝑖𝑣𝑒 𝑎𝑝𝑝 𝑠𝑡𝑜𝑐𝑘 𝑡
• Complementors seem inert to changes on the demand-side (Clements
& Ohashi, 2005), leaving relatively fewer consumers for every
complement as the platform evolves (Rietveld & Eggers, 2017)
Case in point: Apple iOS apps
• Worldwide iOS devices
exceeded 1bn in 2015
• Does not control for repeat
device purchases
• Stock of apps in 2015: 1.6m
• Developers’ app market
potential grew from 100 to 750
between 2009 and 2014
• However, their app market
potential been in decline since!
0
200,000
400,000
600,000
800,000
1,000,000
1,200,000
1,400,000
1,600,000
1,800,000
0
100
200
300
400
500
600
700
800
900
q3-2008 q3-2009 q3-2010 q3-2011 q3-2012 q3-2013 q3-2014 q3-2015
Numberofapps
iOSdevices-to-apps
Number of apps
iOS devices-to-apps ratio
From 2014, the number of apps on Apple’s iOS started growing
faster than the sales of iOS devices resulting in relatively fewer
potential consumers for every app released. (source: Rietveld, 2018)
What are the implications for complementors?
How does this affect value creation, value distribution, and value capture?
Recap: Platform evolution
• Platform ecosystems are dynamic entities that evolve over time
• We identified three platform-specific evolutionary dynamics:
1. Evolution of governance mechanisms
• Platforms reduce their dependencies on complementors over time
• Overall decrease in complementor support, favoring the few over the many
2. Evolution of user-base composition
• Over time, more and more end-users enter the platform
• Late adopters, however, have lower WTP, are risk averse, and search less deeply
3. Evolution of complementor competition
• New entry increases over time, little attrition (no shake-outs)
• Later, complementors often enter with greater ferocity than end-users
Evolutionary aspect Value creation Distribution of value Value capture
Governance Drop in overall governance
support leads to a reduction in
value creation for
complementors
Directed governance towards
reputable complementors with
high quality products leads to a
skewed value distribution for
complementors
Drop in governance,
threat of platform entry
and absorption, lead to a
reduction in value capture
for complementors
Demand-side shifts Lower WTP, risk aversion, and
migration to next platform lead
to a reduction in value creation
for complementors
Risk and novelty aversion drive
late adopters to a small group of
hits, enhancing the skew in value
distribution for complementors
Lower WTP and migration
to next platform lead to a
reduction in value capture
for complementors
Complementor
competition*
Increase in available
complements leads to an
average decrease in value
creation for complements
Surviving early entrants benefit
from economies of scope and
learning which enhance the skew
in value distribution for
complementors
Drop in average prices due
to increased competition
lead to a reduction in
value capture for
complementors
* The extent of complementor competition on value creation, distribution and capture depends on 1) the ratio of end-users to complements –app market
potential- and 2) whether there are stock (e.g., iOS App store) or flow (e.g., Kickstarter) effects to complementor participation.
Platform evolution affects how complementors create and capture value
Stylized facts about complementor value
1. On average, complementors create less value over time
• The effect is amplified when entry occurs in the same category
• The effect is amplified for very innovative complements
2. The distribution of value over complementors increasingly skews
• In favor of hit complements by reputable complementors
• In favor of incrementally innovative complements
3. The incentive to innovate for complementors goes down
4. It becomes harder for complementors to capture value
5. The above are amplified when complementors are subsidy-side
Watch Dogs revisited
2.22
4.15
0.00
0.50
1.00
1.50
2.00
2.50
3.00
3.50
4.00
4.50
Seventh Generation (IB = 167m) Eighth Generation (IB = 17m)
Unitsales(millions)
Ubisoft’s Watch Dogs sold nearly twice as many copies in its
first month on eight generation platforms than it did on
seventh generation platforms, despite the nearly ten times
larger user-base on seventh generation platforms.
Watch Dogs was released towards the very end of the seventh generation gaming consoles
(and at the beginning of eighth generation consoles) meaning that:
• These platforms had lowered their overall support for game publishers and focused support
only on absolute hit games (e.g., GTA V)
• These platforms were heavily populated with late adopter consumers, and early adopters had
already partly migrated to eighth generation platforms
• These platforms were rife with competition as the stock of games had grown substantially
while many new games were still coming out at the same time
• Watch Dogs was a very innovative game (based on a new intellectual property). Demand for
innovation was much higher on eighth generation platforms.
Implications for Complementors
• Look beyond the size of the platform user-base by taking into
consideration compositional contingencies and migration
• Anticipate the shift from early to late adopters, apply divergent
strategies across the platform lifecycle (Rietveld & Eggers, 2017):
• Early on: Focus on throwing gravel by launching a wide variety of innovative
complements in new categories. Apply a product proliferation strategy
• Later on: Focus on throwing rocks by investing constraint resources in a
limited set of familiar complements that extend earlier efforts
• Enter and innovate in relatively under-populated complementor
categories in otherwise crowded platforms (Boudreau, 2012)
Implications for Platform Owners
• Deploy governance strategies that foster innovation on the
complement-side (Gawer & Cusumano, 2014)
• Subsidized production, exclusivity, selective promotion
• Implications when end-users are money-side:
• Align governance strategies cyclically with changing demand-side (e.g., Apple)
• Pursue a strategy that facilitates blockbuster complements
• Implications when complementors are money-side:
• Deploy counter-cyclical governance strategies to halt these dynamics
• E.g., regulate pricing, restrict entry, promote innovation (e.g., Nintendo)
Thank you!
rietveld@rsm.nl
/gjrietveld
@gjrietveld

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How Platform Evolution Affects Competition Within and Between Platform Markets

  • 1. Platform Competition and the Product Lifecycle Competitive Strategies Within and Between Platform Markets Lecture 4 Joost Rietveld | University College London (UCL)
  • 2.
  • 3. Watch Dogs’ first month unit sales 2.22 4.15 0.00 0.50 1.00 1.50 2.00 2.50 3.00 3.50 4.00 4.50 Seventh Generation (IB = 167m) Eighth Generation (IB = 17m) Unitsales(millions) Ubisoft’s Watch Dogs sold nearly twice as many copies in its first month on eight generation platforms than it did on seventh generation platforms, despite the nearly ten times larger user-base on seventh generation platforms.
  • 4.
  • 5. Platforms evolve over time • Platform ecosystems are dynamic entities that change over time (Gawer & Cusumano, 2014). Besides endogenous platform evolution in the form of changes in platform design and governance strategies, platform ecosystems coevolve through the exogenous evolution of end-users and complementors (Tiwana et al., 2010): • Platforms as regulators • Platforms as products • Platforms as markets • Platform evolution not only affects competition between platforms, it importantly affects competition within platforms
  • 6. Platforms as regulators • As platforms grow their user-bases and stock of “killer-apps” over time, they become increasingly less reliant on new complementors • Over time platforms gain bargaining power over complementors: • Necessity to invest in complementors goes down • Propensity of competing with complementors goes up • Amplified by complementors’ relative over-entry • These dynamics are moderated by the platform’s business model: • Some platforms have end-users as money-side (e.g. Apple iOS, Netflix) • Some platforms have complementors as money-side (e.g. consoles, Steam)
  • 7. Evolution of governance frameworks Figure adapted from Johns, 2006; p170. Platform governance evolution: • Early on, platforms need complementors to solve “chicken and egg” problem, resulting in strong overall support (subsidies, marketing, selective promotion, contractual terms) • As platforms evolve and user-base grows, overall dependency on complementors goes down and so does platforms’ support • Support for complementors becomes more directed later in platform lifecycle, mostly benefitting a select group of highly reputable complementors with high quality products
  • 8. Case in point: Apple’s iOS Overview of governance changes: 2009 Allow for in-app purchases 2010 Allow for in-app advertising 2012 Implement matching of consumers and apps through Editor’s Choice, Top Charts, Free App of the Week, and Genius 2013 Enable user reviews for apps 2014 Offer consumers 14 days no-questions asked refunds on app purchases 2015 Search algorithm optimization improving matching of popular apps (e.g., taxi  Uber) 2016 Introduce paid search results
  • 9. Platforms as products • Early platform adopters differ from late platform adopters: • Early platform adopters have a higher willingness-to-pay for innovations than late platform adopters • Early platform adopters have a higher preference for novelty and display lower risk aversion than late platform adopters • Early platform adopters search deeply and independently for innovations while late platform adopters search locally and socially • When a new/next generation platform is introduced to the market, some consumers (mostly early platform adopters) will migrate • Complementary goods are contingent adoption decisions
  • 10. Evolution of user-base composition Early adopters of a technology display qualitatively different characteristics from late adopters (Rogers, 2003): • Early adopters adopt new technologies (such as platforms) first • Early adopters have a greater willingness to pay (heavy vs. light users – McPhee, 1963) • Early adopters are less risk averse • Early adopters have a stronger preference for novelty (innovation) • Early adopters “dig deep” for new information about the innovation • Early adopters are often the first to migrate to a next generation platform
  • 11. PS3 SKU timeline 2006: PlayStation 3 launches with 20/60 gb models no peripheries included in box 2007: 60 gb bundle with two controllers and two games included (Motorstorm & Resistance) 2008: 80 gb bundle with one game (Metal Gear Solid 4) and dual shock controller included 2009: 160/320 gb new ‘PS3 Slim’ hardware bundles with one controller included 2010: 320 gb ‘Move’ bundle with Move hardware, one game (Sports Champion) and one controller included 2012: 500 gb new ‘Super Slim’ hardware model with one controller and 1yr PS+ subscription included Despite constantly lowering the price for PlayStation 3, Sony packed their stock keeping units (SKUs) with increasingly greater functionality. Furthermore, the functionality changed (e.g., type of games, hardware). Both allowed Sony to better serve late adopter consumers who hadn’t yet purchased a PS3.
  • 12. Platforms as markets • Most platform complements have very short lifecycles (e.g., months) whereas most platforms have much longer lifecycles (e.g., years) • The lifecycle of a complement is thus embedded into the larger lifecycle, and evolution, of the platform it’s launched on • Unlike traditional industries (e.g., Klepper, 1996), complementor entry is easy and marginal costs are low to non-existing • Complementor competition is further affected by: 1. Stock vs. flow effects (e.g., Kickstarter vs Steam) 2. Category crowding (e.g., games vs dance on Kickstarter) 3. Platform attrition (e.g., apps on iOS)
  • 13. Evolution of platforms and industries 0 10 20 30 40 50 60 70 80 90 100 0 10 20 30 40 50 60 0 1 2 3 4 5 6 7 8 9 10 11 Numberoffirms Firmentry Time (years from industry founding) Firm entry Number of firms In a traditional production industry, the number of new entrants first increases and later decreases. Furthermore, owing to scale advantages and consolidation there is significant attrition resulting in an overall decline in the number of firms later in the industry lifecycle. 0 500 1000 1500 2000 2500 3000 3500 4000 4500 5000 5500 6000 0 500 1000 1500 2000 2500 3000 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Numberofpublishers Publisherentry Publisher entry Number of publishers In a digital platform, such as Valve’s Steam (shown below), the number of new entrants increases over time as facilitation by the platform and indirect network effects make it attractive to enter (late). Furthermore, since there is virtually unlimited shelf space and zero marginal production costs, there is very little attrition leading to an exponential growth in the number of firms later in the platform lifecycle.
  • 14. Combining demand and supply shifts • As the platform gains popularity, complementors keep joining • Complementors’ average market potential is ultimately determined by the interplay between supply and demand on the platform: 𝐴𝑝𝑝 𝑚𝑎𝑟𝑘𝑒𝑡 𝑝𝑜𝑡𝑒𝑛𝑡𝑖𝑎𝑙 𝑡 = 𝐶𝑢𝑚𝑢𝑙𝑎𝑡𝑖𝑣𝑒 𝑖𝑛𝑠𝑡𝑎𝑙𝑙𝑒𝑑 𝑏𝑎𝑠𝑒𝑡 𝐶𝑢𝑚𝑢𝑙𝑎𝑡𝑖𝑣𝑒 𝑎𝑝𝑝 𝑠𝑡𝑜𝑐𝑘 𝑡 • Complementors seem inert to changes on the demand-side (Clements & Ohashi, 2005), leaving relatively fewer consumers for every complement as the platform evolves (Rietveld & Eggers, 2017)
  • 15. Case in point: Apple iOS apps • Worldwide iOS devices exceeded 1bn in 2015 • Does not control for repeat device purchases • Stock of apps in 2015: 1.6m • Developers’ app market potential grew from 100 to 750 between 2009 and 2014 • However, their app market potential been in decline since! 0 200,000 400,000 600,000 800,000 1,000,000 1,200,000 1,400,000 1,600,000 1,800,000 0 100 200 300 400 500 600 700 800 900 q3-2008 q3-2009 q3-2010 q3-2011 q3-2012 q3-2013 q3-2014 q3-2015 Numberofapps iOSdevices-to-apps Number of apps iOS devices-to-apps ratio From 2014, the number of apps on Apple’s iOS started growing faster than the sales of iOS devices resulting in relatively fewer potential consumers for every app released. (source: Rietveld, 2018)
  • 16. What are the implications for complementors? How does this affect value creation, value distribution, and value capture?
  • 17. Recap: Platform evolution • Platform ecosystems are dynamic entities that evolve over time • We identified three platform-specific evolutionary dynamics: 1. Evolution of governance mechanisms • Platforms reduce their dependencies on complementors over time • Overall decrease in complementor support, favoring the few over the many 2. Evolution of user-base composition • Over time, more and more end-users enter the platform • Late adopters, however, have lower WTP, are risk averse, and search less deeply 3. Evolution of complementor competition • New entry increases over time, little attrition (no shake-outs) • Later, complementors often enter with greater ferocity than end-users
  • 18. Evolutionary aspect Value creation Distribution of value Value capture Governance Drop in overall governance support leads to a reduction in value creation for complementors Directed governance towards reputable complementors with high quality products leads to a skewed value distribution for complementors Drop in governance, threat of platform entry and absorption, lead to a reduction in value capture for complementors Demand-side shifts Lower WTP, risk aversion, and migration to next platform lead to a reduction in value creation for complementors Risk and novelty aversion drive late adopters to a small group of hits, enhancing the skew in value distribution for complementors Lower WTP and migration to next platform lead to a reduction in value capture for complementors Complementor competition* Increase in available complements leads to an average decrease in value creation for complements Surviving early entrants benefit from economies of scope and learning which enhance the skew in value distribution for complementors Drop in average prices due to increased competition lead to a reduction in value capture for complementors * The extent of complementor competition on value creation, distribution and capture depends on 1) the ratio of end-users to complements –app market potential- and 2) whether there are stock (e.g., iOS App store) or flow (e.g., Kickstarter) effects to complementor participation. Platform evolution affects how complementors create and capture value
  • 19. Stylized facts about complementor value 1. On average, complementors create less value over time • The effect is amplified when entry occurs in the same category • The effect is amplified for very innovative complements 2. The distribution of value over complementors increasingly skews • In favor of hit complements by reputable complementors • In favor of incrementally innovative complements 3. The incentive to innovate for complementors goes down 4. It becomes harder for complementors to capture value 5. The above are amplified when complementors are subsidy-side
  • 20. Watch Dogs revisited 2.22 4.15 0.00 0.50 1.00 1.50 2.00 2.50 3.00 3.50 4.00 4.50 Seventh Generation (IB = 167m) Eighth Generation (IB = 17m) Unitsales(millions) Ubisoft’s Watch Dogs sold nearly twice as many copies in its first month on eight generation platforms than it did on seventh generation platforms, despite the nearly ten times larger user-base on seventh generation platforms.
  • 21. Watch Dogs was released towards the very end of the seventh generation gaming consoles (and at the beginning of eighth generation consoles) meaning that: • These platforms had lowered their overall support for game publishers and focused support only on absolute hit games (e.g., GTA V) • These platforms were heavily populated with late adopter consumers, and early adopters had already partly migrated to eighth generation platforms • These platforms were rife with competition as the stock of games had grown substantially while many new games were still coming out at the same time • Watch Dogs was a very innovative game (based on a new intellectual property). Demand for innovation was much higher on eighth generation platforms.
  • 22. Implications for Complementors • Look beyond the size of the platform user-base by taking into consideration compositional contingencies and migration • Anticipate the shift from early to late adopters, apply divergent strategies across the platform lifecycle (Rietveld & Eggers, 2017): • Early on: Focus on throwing gravel by launching a wide variety of innovative complements in new categories. Apply a product proliferation strategy • Later on: Focus on throwing rocks by investing constraint resources in a limited set of familiar complements that extend earlier efforts • Enter and innovate in relatively under-populated complementor categories in otherwise crowded platforms (Boudreau, 2012)
  • 23. Implications for Platform Owners • Deploy governance strategies that foster innovation on the complement-side (Gawer & Cusumano, 2014) • Subsidized production, exclusivity, selective promotion • Implications when end-users are money-side: • Align governance strategies cyclically with changing demand-side (e.g., Apple) • Pursue a strategy that facilitates blockbuster complements • Implications when complementors are money-side: • Deploy counter-cyclical governance strategies to halt these dynamics • E.g., regulate pricing, restrict entry, promote innovation (e.g., Nintendo)
  • 24.