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Ahmad Rifa’i
A Battle Emerging in Mobile
Payments
Chapter 04
Schilling -
2017
STANDARDS BATTLES AND
DESIGN DOMINANCE
Mobile Payment systems offered the
potential of enabling all of these users
to perform financial transactions on
their phones, similar to how they
would perform those transactions
using personal computers.
2
Standart Design
In the United States, several large players, including Apple,
Samsung, and a joint venture called Softcard between
Google, AT&T, T-Mobile, and Verizon Wireless, had
developed systems based on Near Field Communication
(NFC) chips in smartphones.
NFC chips enable communication between a mobile device
and a point-of-sale system just by having the devices in
close proximity. The systems transferred the customer’s
information wirelessly and then used merchant banks and
credit card systems such as Visa or MasterCard to complete
the transaction. These systems were thus very much like
existing ways of using credit cards but enabled completion
of the purchase without contact.
3
Dominant design A single product or
process architecture that dominates a
product category—usually 50 percent
or more of the market. A dominant
design is a “de facto standard,”
meaning that while it may not be
officially enforced or acknowledged, it
has become a standard for the
industry.
4
Why Dominant Designs Are Selected
Why do many markets coalesce around a single Dominant
Design? One primary reason is that many industries exhibit
increasing returns to adoption, meaning that the more a
technology is adopted, the more valuable it becomes.
A technology that is adopted usually generates revenue that
can be used to further develop and refine the technology.
Finally, as a technology becomes more widely adopted,
Complementary Assets are often developed that are
specialized to operate with the technology. These effects
can result in a self-reinforcing mechanism that increases the
dominance of a technology regardless of its superiority or
inferiority to competing technologies.
5
Two of the primary sources of
increasing returns are (1) Learning
Effects and (2) Network
Externalities.
6
Learning Effects
Ample empirical evidence shows that the more a technology
is used, the more it is developed and the more effective and
efficient it becomes. As a technology is adopted, it
generates sales revenues that can be reinvested in further
developing and refining the technology. One example of
learning effects is manifest in the impact of cumulative
production on cost and productivity—otherwise known as
the learning curve. As individuals and producers repeat a
process, they learn to make it more efficient, often producing
new technological solutions that may enable them to reduce
input costs or waste rates.
7
Absorptive capacity The ability of an
organization to recognize, assim ilate,
and utilize new knowledge.
8
Network Externalities
Many markets are characterized by network externalities,
or positive consumption externalities.
In a market characterized by network externalities, the
benefit from using a good increases with the number of
other users of the same good.
The classic examples of markets demonstrating network
externality effects are those involving physical networks,
such as Railroads or Telecommunications.
Railroads are more valuable as the size of the railroad
network (and therefore the number of available destinations)
increases. Similarly, a telephone is not much use if only a
few people can be called with it the amount of utility the
phone provides is directly related to the size of the network.
9
Installed Base The number of users
of a particular good. For instance, the
installed base of a particular video
game console refers to the number of
those consoles that are installed in
homes worldwide.
10
Network Externalities
Network Externalities can also arise in markets that do not
have physical networks. The number of users of a particular
technology is often referred to as its installed base. A user
may choose a computer platform based on the number of
other users of that platform, rather than on the technological
benefits of a particular platform, because it increases the
ease of exchanging files.
For example, many people choose a computer that uses
the Windows operating system and an Intel microprocessor
because the “Wintel” (Windows and Intel) platform has the
largest installed base, thus maximizing the number of
people with which the user’s files will be compatible.
11
Complementary goods Additional
goods and services that enable or
enhance the valueof another good.
12
Network Externalities
Network externalities also arise when complementary
goods are important. Many products are only functional or
desirable when there is a set of complementary goods
available for them (videotapes for VCRs, film for cameras,
etc.).
Some firms make both a good and its complements (e.g.,
Kodak produced both cameras and film), whereas others
rely on other companies to provide complementary goods or
services for their products (e.g., computer manufacturers
often rely on other vendors to supply service and software to
customers).
13
“Path Dependency
When end results depend greatly on the
events that took place leading up to the
outcome. It is often impossible to reproduce
the results that occur in such a situation.
14
15
Any questions?
Thanks!
You can find me at:
@leefaaiii
leefai364@gmail.com

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Chapter 04

  • 1. Ahmad Rifa’i A Battle Emerging in Mobile Payments Chapter 04 Schilling - 2017 STANDARDS BATTLES AND DESIGN DOMINANCE
  • 2. Mobile Payment systems offered the potential of enabling all of these users to perform financial transactions on their phones, similar to how they would perform those transactions using personal computers. 2
  • 3. Standart Design In the United States, several large players, including Apple, Samsung, and a joint venture called Softcard between Google, AT&T, T-Mobile, and Verizon Wireless, had developed systems based on Near Field Communication (NFC) chips in smartphones. NFC chips enable communication between a mobile device and a point-of-sale system just by having the devices in close proximity. The systems transferred the customer’s information wirelessly and then used merchant banks and credit card systems such as Visa or MasterCard to complete the transaction. These systems were thus very much like existing ways of using credit cards but enabled completion of the purchase without contact. 3
  • 4. Dominant design A single product or process architecture that dominates a product category—usually 50 percent or more of the market. A dominant design is a “de facto standard,” meaning that while it may not be officially enforced or acknowledged, it has become a standard for the industry. 4
  • 5. Why Dominant Designs Are Selected Why do many markets coalesce around a single Dominant Design? One primary reason is that many industries exhibit increasing returns to adoption, meaning that the more a technology is adopted, the more valuable it becomes. A technology that is adopted usually generates revenue that can be used to further develop and refine the technology. Finally, as a technology becomes more widely adopted, Complementary Assets are often developed that are specialized to operate with the technology. These effects can result in a self-reinforcing mechanism that increases the dominance of a technology regardless of its superiority or inferiority to competing technologies. 5
  • 6. Two of the primary sources of increasing returns are (1) Learning Effects and (2) Network Externalities. 6
  • 7. Learning Effects Ample empirical evidence shows that the more a technology is used, the more it is developed and the more effective and efficient it becomes. As a technology is adopted, it generates sales revenues that can be reinvested in further developing and refining the technology. One example of learning effects is manifest in the impact of cumulative production on cost and productivity—otherwise known as the learning curve. As individuals and producers repeat a process, they learn to make it more efficient, often producing new technological solutions that may enable them to reduce input costs or waste rates. 7
  • 8. Absorptive capacity The ability of an organization to recognize, assim ilate, and utilize new knowledge. 8
  • 9. Network Externalities Many markets are characterized by network externalities, or positive consumption externalities. In a market characterized by network externalities, the benefit from using a good increases with the number of other users of the same good. The classic examples of markets demonstrating network externality effects are those involving physical networks, such as Railroads or Telecommunications. Railroads are more valuable as the size of the railroad network (and therefore the number of available destinations) increases. Similarly, a telephone is not much use if only a few people can be called with it the amount of utility the phone provides is directly related to the size of the network. 9
  • 10. Installed Base The number of users of a particular good. For instance, the installed base of a particular video game console refers to the number of those consoles that are installed in homes worldwide. 10
  • 11. Network Externalities Network Externalities can also arise in markets that do not have physical networks. The number of users of a particular technology is often referred to as its installed base. A user may choose a computer platform based on the number of other users of that platform, rather than on the technological benefits of a particular platform, because it increases the ease of exchanging files. For example, many people choose a computer that uses the Windows operating system and an Intel microprocessor because the “Wintel” (Windows and Intel) platform has the largest installed base, thus maximizing the number of people with which the user’s files will be compatible. 11
  • 12. Complementary goods Additional goods and services that enable or enhance the valueof another good. 12
  • 13. Network Externalities Network externalities also arise when complementary goods are important. Many products are only functional or desirable when there is a set of complementary goods available for them (videotapes for VCRs, film for cameras, etc.). Some firms make both a good and its complements (e.g., Kodak produced both cameras and film), whereas others rely on other companies to provide complementary goods or services for their products (e.g., computer manufacturers often rely on other vendors to supply service and software to customers). 13
  • 14. “Path Dependency When end results depend greatly on the events that took place leading up to the outcome. It is often impossible to reproduce the results that occur in such a situation. 14
  • 15. 15 Any questions? Thanks! You can find me at: @leefaaiii leefai364@gmail.com