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Winning the hardware-software game : using game theory to optimize the pace of new technology adoption

Author: Ruth D Fisher
Publisher: Upper Saddle River, N.J. : Prentice Hall, ©2009.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:

This work will help both technology startups and world-class enterprises dramatically increase the likelihood of success in new product introductions.

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Genre/Form: Electronic books
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Ruth D Fisher
ISBN: 9780131364448 0131364448 9780137002825 0137002823 8131745791 9788131745793
OCLC Number: 319430115
Description: 1 online resource (xxviii, 240 pages) : illustrations
Contents: Preface xiAcknowledgments xvAbout the Author xviiIntroduction xix Chapter 1: Network Effects 11.1 Definition and Sources of Network Effects 21.2 Switching Costs 71.3 Compatibility 111.4 Network Effects and the Hardware-Software Game 15 Chapter 2: Technology Adoption Lifecycles 172.1 Production and Consumption Lifecycles 182.2 Lifecycles of Network Effects 212.3 Technology Replacement Lifecycles 282.4 Critical Mass 332.5 Technology Adoption Lifecycles and the Hardware-Software Game 39 Chapter 3: Technology System Users 413.1 User Demand for New Technology Hardware 423.2 User Demand for New Technology Content 613.3 Summary of User Demand for New Systems Hardware and Content 66 Chapter 4: Technology System Suppliers 714.1 Provision of Hardware 724.2 Provision of Content 82 Chapter 5: The Hardware-Software Game 875.1 Introduction to Game Theory 875.2 Definition of the Hardware-Software Game 925.3 Assumptions about Market Dynamics 955.4 Overview of the Game 1015.5 Simulation Categories and Scenarios 1045.6 Profit Frontiers by Category of Network Effects 1095.7 Impact of Speed of Adoption on Profitability 1355.8 Sensitivity of Profits to Changes in Market Drivers 1395.9 General Implications 145 Chapter 6: Addressing the Chicken-and-Egg Problem 1516.1 Statement of the Problem 1526.2 General Responses to the Chicken-and-Egg Problem 1566.3 Scenario-Specific Responses to the Chicken-and-Egg Problem 181 Chapter 7: Summary, Applications, and Extensions 1897.1 Key Points from the Analysis 1897.2 Tools for Applying the Model 1927.3 Extensions of the Analysis 196 Appendix A: Model of the Hardware-Software Game 199A.1 Definition of Key Terms 199A.2 User Demand Functions 200A.3 Provision of Hardware 203A.4 Provision of Content 205A.5 Three-Period Model 207 Appendix B: Further Information 217B.1 Adoption of VHS versus Betamax 217B.2 Adoption of Next-Generation DVD 218B.3 Adoption of HDTV 218B.4 Adoption of Consumer Durables 220B.5 Networks and Network Effects 220B.6 Lock-in and Path Dependence 222B.7 Standardization and Compatibility 223B.8 Innovation and Adoption of New Technologies 223B.9 Product Lifecycles 225B.10 Critical Mass 225B.11 First-Mover Advantages in Adoption of New Technologies 226B.12 Social Networks and Technology Adoption 227 References 229Index 233
Responsibility: Ruth D. Fisher.

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