Global Executive Printout 111108
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Transcript of Global Executive Printout 111108
The Transformational Role of Emergent Internet Technologies on Business Innovation and Industry Structure
Dr. Tony O’DriscollFuqua School of Business
Duke University
2
Tony’s Brief Bio• 18 Years of industry experience in Telecom and High-Tech Industries: HW, SW, Services, Research, Learning
• Founding member of IBM’s Strategy and Change Consulting Practice
• Professor of the Practice at Duke’s Fuqua School of Business
• Teach in the areas of Strategic Management, Management of Innovation and Technology, Management Consulting and Services Management.
• Research focuses on impact of technology on business strategy and operational efficiency
• Consult with clients around the world on how to leverage technology to drive sustainable competitive advantage.
3
Topics We Will Explore
Technology – Definition, Diffusion, Adoption & Division
– Progression, Compression & Disruption
– Webvolution, Pervasion and Co-Creation
– Transformation & Distribution
4
“Official” Definitions
Technology is a broad concept that deals with the usage and knowledge of tools and crafts, and how it affects the ability to control and adapt to the environment. In human society, it is a consequence of science and engineering, although several technological advances predate the two concepts.
The practical application of knowledge especially in a particular area" and "a capability given by the practical application of knowledge”.
6
Introducing the S-Curve Some patterns have been consistently identified in technology trajectories across Some patterns have been consistently identified in technology trajectories across
many industry contexts and over many periods. many industry contexts and over many periods. SchillingSchilling
AdoptionPerformance
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Technology Diffusion Meets Innovation
Sources: Global Innovation Outlook 2.0, 2006
It is useful to think of different types of innovation being privileged at different It is useful to think of different types of innovation being privileged at different points in a market’s life. points in a market’s life. MooreMoore
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Explosion of information
Hyperinflation of time
Accelerated pace of change
Constancy in human cognitive ability
A Digital Divide of a Different Kind
DigitalDivide
10
Topics We Will Explore
Technology – Definition, Diffusion, Adoption & Division
– Progression, Compression & Disruption
– Webvolution, Pervasion and Co-Creation
– Transformation & Distribution
11
The Technology Cycle: From Discontinuity to Dominant Design
The dominant design establishes a stable architecture for the technology and enables The dominant design establishes a stable architecture for the technology and enables firms to focus their efforts on process innovations. firms to focus their efforts on process innovations. SchillingSchilling
A technological discontinuity is generally followed by a single standard and sales A technological discontinuity is generally followed by a single standard and sales always peek after a dominant design emerges. always peek after a dominant design emerges. Anderson and Tushman,Anderson and Tushman,
12
Historical Boom, Bust, Adjust Patterns
Irruption
Innovation
The Industrial Revolution
Age of Steam and Railways
Age of Steel, Electricityand Heavy Engineering
Age of Oil, Automobilesand Mass Production
Age of Information and Telecommunications
Frenzy Synergy
DeploymentMaturity
Panic1797
Depression1893
Crash1929
Dot.comCollaps
e
• Formation of Mfg. industry• Repeal of Corn Laws opening
trade
• Joint stock companies • Industry exploits economies
of scale
Current period ofInstitutional Adjustment
• Separation of savings, investment banks
• FDIC, SEC
• Build-out of Interstate highways
• IMF, World Bank, BIS
1
2
3
4
5
Source: Perez
Panic1847
1771
1829
1875
1908
1971
1873
1920
1974
1829
Crash
13
Economy/Technology Co-Evolution
Infrastructure
Business
Technology
Primary Asset
Main Output
Organization
Agrarian Age(??-1760)
Local Market
Family Farm
The Plow
Land
Food Products
Family Structure
Industrial Age(1760-1960)
Steel, Railroads
The Factory
The Machine
Capital Equipment
Mechanical Products
Bureaucracy
Information Age(1960-2020)
Computers, Internet
The Corporation
The Transistor
Intellectual Capital
Knowledge Products
?
?
15
Welcome to the Molecular Economy
Video Clip(Kurzweil and Venter)
Infrastructure
Business
Technology
Primary Asset
Main Output
Organization
Agrarian Age(??-1760)
Local Market
Family Farm
The Plow
Land
Food Products
Family Structure
Agrarian Age(??-1760)
Agrarian Age(??-1760)
Local Market
Family Farm
The Plow
Land
Food Products
Family Structure
Industrial Age(1760-1960)
Steel, Railroads
The Factory
The Machine
Capital Equipment
Mechanical Products
Bureaucracy
Industrial Age(1760-1960)
Industrial Age(1760-1960)
Steel, Railroads
The Factory
The Machine
Capital Equipment
Mechanical Products
Bureaucracy
Information Age(1960-2020)
Computers, Internet
The Corporation
The Transistor
Intellectual Capital
Knowledge Products
Information Age(1960-2020)
Information Age(1960-2020)
Computers, Internet
The Corporation
The Transistor
Intellectual Capital
Knowledge Products
?
As the information economy matures, a new economic life cycle – As the information economy matures, a new economic life cycle – the molecular economythe molecular economy – is – is reaching puberty. The two primary drivers are our reaching puberty. The two primary drivers are our understanding of the molecules that control understanding of the molecules that control chemical and biological functionschemical and biological functions and the and the super-minitaurization of manufacturingsuper-minitaurization of manufacturing.. Meyer and Meyer and
DavisDavis
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Compression and the Structural Divide
Infrastructure
Business
Technology
Primary Asset
Main Output
Organization
Agrarian Age(??-1760)
Local Market
Family Farm
The Plow
Land
Food Products
Family Structure
Agrarian Age(??-1760)
Agrarian Age(??-1760)
Local Market
Family Farm
The Plow
Land
Food Products
Family Structure
Industrial Age(1760-1960)
Steel, Railroads
The Factory
The Machine
Capital Equipment
Mechanical Products
Bureaucracy
Industrial Age(1760-1960)
Industrial Age(1760-1960)
Steel, Railroads
The Factory
The Machine
Capital Equipment
Mechanical Products
Bureaucracy
Information Age(1960-2020)
Computers, Internet
The Corporation
The Transistor
Intellectual Capital
Knowledge Products
Information Age(1960-2020)
Information Age(1960-2020)
Computers, Internet
The Corporation
The Transistor
Intellectual Capital
Knowledge Products
?
Authority/Production Knowledge/Problem
Elements Authority/Production Knowledge/Problem
1) Levels of authority Many Few
2) Division of labor High Low
3) Links to others Few Manyin the organization
4) Sources of influence Position in hierarchy Ability to identify and solve problemand power
5) Use of rules and High Lowprocedures
6) Primary purpose Maximize output Analyze or invent knowledge to solve problems
Elements Authority/Production Knowledge/Problem
1) Levels of authority Many Few
2) Division of labor High Low
3) Links to others Few Manyin the organization
4) Sources of influence Position in hierarchy Ability to identify and solve problemand power
5) Use of rules and High Lowprocedures
6) Primary purpose Maximize output Analyze or invent knowledge to solve problems
America’s business problem is that it is entering the twenty-first century with companies America’s business problem is that it is entering the twenty-first century with companies designed during the nineteenth century to work well in the twentieth. designed during the nineteenth century to work well in the twentieth. HammerHammer
18
Revisiting the S-CurveA basic progression governs the evolution of management in all market economies:
Fundamental properties of the universe are transformed into scientific understanding, then developed into new technologies which are applied
to create products and services for business, which ultimately define our models of organization. . Meyer and DavisMeyer and Davis
Eco
nom
ic V
alue
Add
Time
19
Four Phases across Four Economies
Agrarian Economy
IndustrialEconomy
Information Economy
MolecularEconomy
ScienceLaws of Nature Newton’s
PhysicsQuantum Physics
Mollecular Science
NanoScience
TechnologySeed/Feed
Plow
SteamElectricity
ChipsSoftwareWWW
GenomicsNanotechnology
BusinessFamily Farm Factory Corporation TBD
OrganizationFamily
Structure Bureaucracy TBD TBD
Time Compression Between Ages
Acc
eler
ated
dis
rupt
ion
of e
xist
ing
busi
ness
/stru
ctur
e
21
Topics We Will Explore
Technology – Definition, Diffusion, Adoption & Division
– Progression, Compression & Disruption
– Webvolution, Pervasion and Co-Creation
– Transformation & Distribution
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3Di Web 2.0
Webvolution
Web 1.0
Access ParticipateValueProposition
PosterChildren
Find Share Collaborate Co-Create
23
Web 2.0: Description and ApplicationWeb 2.0 is a Web 2.0 is a set of economic, social and technology trendsset of economic, social and technology trends that collectively form the basis that collectively form the basis for the for the next generation of the internetnext generation of the internet – a more mature, distinctive medium characterized by – a more mature, distinctive medium characterized by
user participation, openness, and networkuser participation, openness, and network effects effects O’ReillyO’Reilly
25
Describing MMORPGs
Most MMORPGs offer players pre-fabricated or Most MMORPGs offer players pre-fabricated or themed fantasy world themed fantasy world The EconomistThe Economist
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MMORPG Economics
EverQuestEverQuest’s GDP made the EverQuest’s GDP made the
virtual currency of Norrath the virtual currency of Norrath the 77th largest country77th largest country in the in the worldworld – somewhere between – somewhere between
Bulgaria and RussiaBulgaria and Russia
World of WarCraft•8 Million WarCrafters8 Million WarCrafters
•Average = 20 Hours/WeekAverage = 20 Hours/Week•Total WoW hours= 160MillionTotal WoW hours= 160Million
•It would take IBM’s entire It would take IBM’s entire workforce 12 weeks to match workforce 12 weeks to match
one week of WoW activity one week of WoW activity
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MMORPG Statistics and Diffusion
• 73 million online gamers worldwide– 38% (27 million) are hard core users– 10 million in the US – Asia has highest subscription rates to
games
• Average Online Gamer Profile– 27 years old (Range is 11-68)– Only 25 % are teen-agers– 50% work full time– 20 Hours per week playing online
Already five out of every ten Americans – Already five out of every ten Americans – about 145 million consumers and about 145 million consumers and employeesemployees – – play video gamesplay video games. . Beck and WadeBeck and Wade
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Games and Gamers as they Relate to Business
Our research shows that this new generation is very different from the boomers in ways that matter to the business. Beck and Wade
• They desire systematically different goals in life
• They have systematically different ways of working
• How they compete, fit into teams, take risks are all different in statistically verifiable ways
• They choose systematically different ways to learn
Sources: Beck and Wade, Got Game, 2005
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3Di: Defining Virtual Worlds
Sources: Business Week April 2006, The Economist. Living a Second Life, Sept. 28, 2006
Second Life is some unholy offspring of the movie Second Life is some unholy offspring of the movie The MatrixThe Matrix, the social networking site , the social networking site MySpaceMySpace and the online marketplace and the online marketplace eBay eBay Business WeekBusiness Week
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Second Life Statistics
Source: Joe Miller. Linden Lab
All Data: (Industry, Job Level, Company Size, # Learners Impacted)
16 Million Members1.1 Million Active Residents350,000 Hours of Use Per Day87,500 Hours Development Time/Day$1.6 B worth of Free Work per Year200+ Virtual Square Miles (6X Boston)520,000 Unique Items traded/Month
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Virtual World Economics
Source: Joe Miller. Linden Lab
Clearly of social activity migrates to synthetic worlds, Clearly of social activity migrates to synthetic worlds, economic activity will go there as well.economic activity will go there as well. The volume of annual trade in synthetic worlds already The volume of annual trade in synthetic worlds already exceeds $2B exceeds $2B CastranovaCastranova
32
Aidan and Liam: Tomorrow’s Virtual World Workers?
I confidently predict I confidently predict my children (4 and 6)my children (4 and 6) will end up will end up working in one of these worldsworking in one of these worlds. . HunterHunter
33
VSWs and MMORPGs: Kin But Not Twins!
Sources: The Economist. Living a Second Life, Sept. 28, 2006; Nick Yee, Demographics of MMPRPGs
Unbounded Space
Social Interaction
Communities
User Created Content
Business
VSW MMORPGAvatar-Mediated
Persistent World
Reputation
Immersive
Interactive
Real-Time Communication
Virtual Economy
Assets
Bound by a Narrative
Defined Roles
NPCs
Rules
Tokens
Ranks and Levels
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Synthetic World Sensibilities
The Sense of Self
The Death of Distance
The Power of Presence
The Sense of Space
The Capability to Co-Create
The Pervasiveness of Practice
The Enrichment of Experience
35
Virtual World Business ApplicationsVirtual worlds Virtual worlds could transform the way businesses operatecould transform the way businesses operate by by
providing a providing a new template for getting work donenew template for getting work done, from , from training and training and collaboration to product design and marketingcollaboration to product design and marketing Business Week Business Week
38
Analyst Advice
By the end of 2011, 80 percent of active Internet users (and Fortune 500 enterprises) will have a “second life”, but not necessarily in Second Life,
according to Gartner, Inc.
Gartner’s advice to enterprise clients is that this is a trend that they should investigate and
experiment with, but limit substantial financial investments until the environments stabilize and
mature.
Steve PrenticeGartner
Source: Virtual Worlds: Real Opportunities. Gartner IT Symposium, April 22, 2007
39
Reputation Platform(Sales)
3Di Web 2.0
Emergence of New Economic Platforms
Web 1.0
Access ParticipateValueProposition
PosterChildren
Platforms
Find
Access Platform(Transaction Fees)
Search Platform(Advertising Fees)
Commerce Platform(Sales) Participation Platform
(Membership Fees)
Referral Platform(Referral Fees) Alternate Currency
Platform(Exchange Fees)
Share Collaborate Co-Create
Creation Platform(In-World Sales)
40
Web 2.0 Value Creation Platforms
In 2005, eBay conducted In 2005, eBay conducted 8 billion8 billion API-based API-based web services transactionsweb services transactions. . O’ReillyO’Reilly
41
Wikinomics and Prosumption
Leaders must Leaders must think differently about how to compete and be profitablethink differently about how to compete and be profitable , and , and embrace and new art and science of collaboration we call embrace and new art and science of collaboration we call WikinomicsWikinomics. . TapscottTapscott
42
Collaborative Value Co-Creation
Billions of connected individualsBillions of connected individuals can now actively participate in innovation, wealth can now actively participate in innovation, wealth creation, and social development in ways we once only dreamed of. creation, and social development in ways we once only dreamed of. TapscottTapscott
43
The “Always On” Pervasive Web
There are more transistors produced per year than grains of rice and each rice There are more transistors produced per year than grains of rice and each rice grain can buy hundreds of transistorsgrain can buy hundreds of transistors. . Goodall (2002)Goodall (2002)
44
From Physical Product to Information Services
53%
In the United States in 2003, services represented In the United States in 2003, services represented 81% of the GDP not 81% of the GDP not including services provided by manufacturing companiesincluding services provided by manufacturing companies
45
Service Definitions• All economic activities whose All economic activities whose output is not a physical productoutput is not a physical product, is , is generally generally consumed at the time it is producedconsumed at the time it is produced and provides added and provides added value in forms that address intangible concerns of the clientvalue in forms that address intangible concerns of the client
• Services are Services are DEEDS, PROCESSES and PERFORMANCESDEEDS, PROCESSES and PERFORMANCES..
• An activity or series of activities of primarily intangible nature that take An activity or series of activities of primarily intangible nature that take place in place in interactions between customer and service provider.interactions between customer and service provider.
• A service is a A service is a time-perishable, intangible experience performed for time-perishable, intangible experience performed for a customer acting in the role of co producer.a customer acting in the role of co producer.
46
Blurring the Lines Between Service and Product
Anytime ATM Machines
Real Time Intelligent Vending Machines
Online PCS health Systems
Interactive Sunbeam’s “Blanket with a Brain”
Anyplace GM Onstar Service
Learning Pandora
Anticipating Amazon.Com
Filtering Google Reader
Customizing Levi’s
Upgrading Software
Intangibles
Source: Blur
The difference between products and services blurs to the point that the distinction is a trap. Winners in the Information Age will provide an offer that is both
product and service simultaneously. Davis and Meyer
Speed
ConnectivityOFFER
49
Complimentarity enhances Value
In industries characterized by In industries characterized by network externalitiesnetwork externalities, the value of a technological , the value of a technological innovation to users will be a function not only of its stand-alone benefits and cost, innovation to users will be a function not only of its stand-alone benefits and cost, but but also the size of the installed base and the availability of complementary goods also the size of the installed base and the availability of complementary goods
Schilling.Schilling.
50
The Power of Network ExternalitiesNetwork externalities occur when Network externalities occur when the benefit of a good increases with the number of the benefit of a good increases with the number of
other users of the same good. other users of the same good. Schilling Schilling
Network Externality advantages enabled Windows to lock several would-be contenders such Network Externality advantages enabled Windows to lock several would-be contenders such as Geoworks and NeXT out of the market.as Geoworks and NeXT out of the market. SchilllingSchillling
51
The Value Network: Value Co-Creation in Action In the 1980’s industry value-chain analysis helped identify what marginal value In the 1980’s industry value-chain analysis helped identify what marginal value
the company provided within the industrythe company provided within the industry
…….. while today companies must also analyze the their “value net.. while today companies must also analyze the their “value network” to gain a more holistic understanding of how they can collaborate to creatmore holistic understanding of how they can collaborate to create and capture value in a networked economy.value in a networked economy.
Source: Naelbuff
52
Complementors add value to what you offer
Suppliers
Customers
Competitors / Substitutes
ComplementorsHighway
Commission
53
Competitors make whatever you offer seem less valuable
Suppliers
Customers
Competitors / Substitutes
ComplementorsHighway
Commission
Public
Transportation
54
Practical Application Exercise
Web services such as Carpoint have increased the transparency of information regarding invoice prices for automobiles…
Consequently, automobile manufacturers such as Ford no longer enjoy the ability to increase revenues on unreasonable mark-ups…
Furthermore, many automobile manufacturers have recognized that they stand to generate more revenues through automobile financing rather than
through automobile sales….
The challenge for Ford and the other big three automobile manufacturers is to continue to focus on reducing costs, while finding a way to increase their
range and reach and migrating towards a service based business model.
The Situation: Circa Early 2000
55
Topics We Will Explore
Technology – Definition, Diffusion, Adoption & Division
– Progression, Compression & Disruption
– Webvolution, Pervasion and Co-Creation
– Transformation & Distribution
56
Ecosystem based Value Co-Creation
McKenna
This is more than open source, social networking, crowdsourcing, smart mobs, or the This is more than open source, social networking, crowdsourcing, smart mobs, or the wisdom of crowds. We are talking about wisdom of crowds. We are talking about deep changes in the structure and modus deep changes in the structure and modus
operandi of the corporation and our economyoperandi of the corporation and our economy based on based on new competitive principles new competitive principles such as openness, peering, sharing and acting globallysuch as openness, peering, sharing and acting globally TapscottTapscott
Video Clip(Leadbeater Platforms and Rheingold)
57
The Future of Enterprise?Soon it may be time to Soon it may be time to redefine what we in the business world think redefine what we in the business world think of as “the enterprise.”of as “the enterprise.” Further, notions of “employer” and “employee” Further, notions of “employer” and “employee”
might become more and more antiquated as might become more and more antiquated as looser aggregations of looser aggregations of collaborators form and disbandcollaborators form and disband on an opportunity-by opportunity on an opportunity-by opportunity
basis. The future might consist of basis. The future might consist of a billion one-person “enterprises” a billion one-person “enterprises” people who move frequently from project to project as their skills people who move frequently from project to project as their skills
and focus shift.and focus shift.
Sources: Global Innovation Outlook 2.0, 2006
58
3Di Web 2.0
The Era of Entrepreneurial Capitalism
Web 1.0
Access ParticipateValueProposition
PosterChildren
Find Share Collaborate Co-Create
EntrepreneurialCapitalism
Enterprise Endeavor
Employee Entrepreneur
Control Resources Orchestrate Value Transfer
Provide Productsand Services
Provide Value Transfer Platforms
60
Enterprise ExamplesIn such a In such a collaborative, contribution based environmentcollaborative, contribution based environment, the role of , the role of the traditional enterprise would the traditional enterprise would shift to orchestration and facilitation shift to orchestration and facilitation
of the endeavors between these individuals or groupsof the endeavors between these individuals or groups IBM GIO 2.0IBM GIO 2.0
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Distributing and Gamifying WorkAll this has some companies mulling a wild idea: All this has some companies mulling a wild idea: Why not use Why not use
gaming’s psychology, incentive systems and social appeal to gaming’s psychology, incentive systems and social appeal to get real jobs done better and faster.get real jobs done better and faster. Business WeekBusiness Week
Video Clip(Crater Recognition)
62
Leading in the Services Ecosystem
Source: GIO 2.0, p. 21, 22
RESEARCH QUESTION:RESEARCH QUESTION: As business becomes increasingly distributed and virtual in As business becomes increasingly distributed and virtual in nature, nature, what kinds of leaders will emerge and what attributes will they have?what kinds of leaders will emerge and what attributes will they have?
63
Research Approach
50 Hours of video capture in 5 different titles
(11 Vignettes)
10 One-Hour Interviews with prominent Guild Leaders
173 Online Surveys coveringLeadership in Guilds
Sloan Model
Visioning
Inventing
Sense-making Relating
Framework Analysis Report
Source: Seriosity Report, p. 3.
RESEARCH GOAL: The goal of the games and leadership project was simple RESEARCH GOAL: The goal of the games and leadership project was simple – armed with a representative model of leadership, examine individual and – armed with a representative model of leadership, examine individual and
group behavior in complex multiplayer games to group behavior in complex multiplayer games to determine what aspects of a determine what aspects of a traditional model, if any, should be reconsidered.traditional model, if any, should be reconsidered.
66
of survey respondents believe that MMORPG leadership approaches can be used to improve leadership effectiveness within the enterprise
of survey respondents state that game-playing has improved their real-world leadership capabilities
of respondents believe that the environmental factors within MMORPGs can be applied to enhance leadership effectiveness for the globally integrated enterprise
39%49%75%
Research Findings
““The trick for today’s business leadership is to get away from The trick for today’s business leadership is to get away from thinking about traditional work and incentive models -- i.e. What thinking about traditional work and incentive models -- i.e. What
has been done -- and get thinking about MMORPG parallels”has been done -- and get thinking about MMORPG parallels”Survey RespondentSurvey Respondent