Tilburg Seminar May 9 2001 Iae
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Transcript of Tilburg Seminar May 9 2001 Iae
Professor Philippe Baumard
IAE Aix en Provence – Graduate School of Managment
May 2001 - MBA Seminar
Information Technology Seminar IAE Aix en Provence - Tias Business SchoolMay 9, 2001
Knowledge Rents and Knowledge Rents and Competition : Competition : Understanding Understanding
Tomorrow ’s Business ModelsTomorrow ’s Business Models
Research Background & Objectives Field experience in knowledge management in large firms
Large firms undertake extensive expenses for common knowledge
They usually disregard sophisticated and superior knowledge (Wilensky, 1967)
They strategize having access to the same information (Starbuck, 1992)
Research on knowledge management (1991-1997) Insight: Tacit knowledge in organizations is a key resource
when firms face crises and ambiguous situations (Baumard, 1994)
Research question: How to develop a sustainable competitive advantage from knowledge rents and asymmetries ?
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Disturbing Assumptionson Knowledge & Competition
Competitive advantage derives from rich, superior knowledge Knowledge-based view of the firm (after Penrose, 1959) :
growth is explained by idiosyncratic managerial resources that are superior to competitors’ (Spender, 1989 ; Scribner, 1986 ; etc.)
Structural perspective of strategy (Porter, 1980, etc.) : superior intelligence of competitors’ capacities, moves, intents leads to superior plans
Confusion between scarcity and superiority ; secrecy and value The Cola formula might not be superior knowledge, but it’s
secret ; as Michelin tires ; DeBeers’ extraction processes ; etc. When knowledge is scarce, people tend to believe in its
superiority (Wilensky, 1967) ; i.e. Orange County administrators’ belief in the superiority of derivative products or Indosuez’s hunt for derivative experts ; readers of confidential newsletters (Baumard, 1994)
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Why Knowledge used in competitionis poor...
Poor as opposed to Elaborate Superficial, driven by beliefs (as opposed to Geertz’ ‘thick
understanding”) : simple loop learning without impregnation Poor as opposed to Articulated
Unsystematic, uncodified, unorganized Poor as opposed to Extensive
Learning from samples of one (March, Sproull, Tamuz, 1991) Poor as Conjectural and Purposive
Driven by results rather than the search for truth (i.e cunning, Hollis,1987)
Combined from opportunism and flair, rather than reason and analysis (Détienne & Vernant’s mètis, 1974)
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The strategic objective : building long term competitive advantage on rich knowledge Rich knowledge in ethnographic terms (Geertz, 1983)
Dense, rich descriptions, intensive use of qualitative data, sense-making driven organizations
Rich knowledge in terms of intensity (KIF) Concentration of know-how in minimal teams, intensity of expertise,
renewal of know-how
Rich knowledge in terms of variety (scope) Large scope of knowledge bases, organizational culture that favors
diversity
Downstream & customer designed and derived Expertise and know-how is constantly internalized from lead users
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Developing Knowledge Rents Customer Relational Knowledge
1-to-1 relations : personalization of preferences, interface, knowledge of behavior, preferences (like & do not like)
Communities of customers : Group behavior, pattern recognition, management of groups / clans / communities.
Industry Knowledge License management & preemption : interpersonal knowledge
between negotiators R&D and creative streams : upstream head hunting ; early
preemption of innovations ; downstream co-development (implication of lead users in product design)
Tacit collective knowledge : “style” Patterns of implicit learning valued by the customers
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The Field : The on-line entertainment industry
“What value can be placed on game players ? The ability to manage such a potential customer base will ultimately be very valuable. Online games are moving us from orientation of audiences to capturing and retaining them.” BNP Equities, September 1999
“One group of companies looks particularly interesting to us from the “buy” standpoint. No one knows how to entertain viewers on the small screen better than those who have been successfully doing so for 15 years.” First Boston, February 1999
“[Gaming] communities have the following attributes : “stickiness”, a steady stream of traffic and large existing cutomer base, highly focused communities, a high-degree of user interaction, flexible, rich media advertising and sponsorship opportunities, compelling opportunities to sell merchandise to targeted audiences” Thomas Weisel Partners, February1999
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The on line game industry
20 millions on-line gamers 8.5 M on Microsoft’s Game Zone, 7 millions on Vivendi’s Won
(formerly Cendant Software), 2.2 millions on Battle.Net…
A learning laboratory for large telecommunications & entertainment group
Apprenticeship of real-time multimedia entertainment Technical laboratory for high speed connection and
interoperability
A large source of income From 88 millions $ in 1999, to 2,3 billions $ in 2002.
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Recent strategic moves
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Buyer
CheckOut.com
Eidos
Electronic Arts
CMGI
Lycos
AOL
Vivendi
Target
Gamespy
Maximum
Kesmai
Gamers.com
Gamesville
Electronic Arts
Cendant Soft.
Date
Août 99
Oct. 99
Oct. 99
Oct. 99
Oct. 99
Oct.99
Nov. 99
Strategic objective
The Michael Ovitz entertainment site is taking a major share in a « gaming community » site
Downstream integration : a software publisher builds his own on-line gaming platform
The leader of video games buy out the world pioneer in on-line gaming
The CMGI network acquires a gaming tools website, reaching the largest tools portfolio in the world.
The Lycos platform buys the largest casual gaming community & highly profitable, with 2.2. Millions users
AOL takes a major share in a leading simulation & sports video game producers
Vivendi integrates all Cendant software’s companies into a new entertainment unit, under Havas Interactive. Vivendi becomes the world’s second largest game producer.
Case study : www.goa.com
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Presentation of the company
The French leading on-line gaming platform 650.000 on-line gamers, with more than 239.000 hard-core
gamers (+25h/week). Strong leadership in gaming communities Pioneer in persistent games, massive multiplayer games (MMG)
A key weakness : no upstream integration All 120 games are negotiated through license agreements
A key strength : 50% market share Largest single user market share
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On-line gaming
Casual - per round on line gaming Chess, backgammon, fun games
On line strategy games Limited number of players (2-16) Rounds & contests Limited gameplay (2 to 16 hours)
Massive Multiplayer Games (MMG) No limits in the number of players (generally 20 to 200) Mapping and user’s design (map, skins, scenarios)
Persistent MMG Persistent environments (the game evolves independently from the player)
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The future of on-line gaming Competing with real life
French developer, Kalisto confirmed its first foray into online gaming this week with a game concept that will reportedly marry real life sporting events with Internet gameplay. According to Kalisto, its "Sportners" concept will enable unlimited online gamers to compete against sport professionals, live and in real-time. No word on what specific sport they will focus on first.
Sportners is protected by strong international patents. A software development company, Interactive Online Sports has been created in December 1999 by Kalisto Entertainment and the inventors of the project, Jacques Levasseur and Gérard Benkel.
Sportners utilizes Kalisto’s advanced 3D racing engine to recreate live sports events. The technology is based on the proprietary capture of real-time racing information. It enables players on the Internet to immerse themselves in the race, and compete against actual, real life participants from their personal computers or televisions.
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Grounding virtual experience in real life
Decreasing game life span Software producers have tripled R&D budgets to increase game
play from 15 hrs to 30+ (1998-2000) Budgets of games have jumped to US$5 - 10 Millions Life cycles have shrunk from 8 to 4 months
Growing demand for constant diversity Explosion of the map & scenario phenomena Success of Ultima & Everquest
There is nothing more diverse and surprising than real life Permanent input of independent variables Unpredictable behavior of real life competitors
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Capturing and retaining customers
Building a personal relation Organizational & interpersonal memory
Customers are known by their names or aliases Software engines learn their on-line and off-line behavior so to
adapt the mode of interaction to behaviors (on line text, vocal chat on IP, voice)
Implication Lead users (hard core gamers) are involved in the constant
design of the man-machine interface Creation of GOA-Aids and GOA-Leaders : recognition
Appropriation All users are given Extranet tools to build their own knowledge &
practice sharing space
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Encouraging stickiness
Definition of “stickiness” A high degree of loyalty of customers that leads to long
continuous periods of platform use by a single user, exclusive to other platforms’ use
Adhesion + Appropriation + Involvement Stickiness increases brand adoption, brand equity Stickiness is sine qua none to community marketing
Tools and strategies that increase stickiness Customer’s autonomy : freedom to design and develop Customer’s identity : recognition of inputs and value Their own knowledge & design tools
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Adapting the business model to communities
Community behavior “Word of mouth” / “Word of chat” :
Informal reputation building with informal leadership A strong sense of hierarchy among users :
Demand for acknowledged leadership and authority of a clan, community, squad, group.
Self-assessment & competitive assessment : Demand for tools that rank the clan’s performance, relative to
other gamers and other clans
Allergies to mass-customization & mass media No spamming
Traditional direct marketing techniques have constantly failed Respect of communities’ dissident nature
Alternative ways of addressing customers’ demands
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Discussion : Knowledge and Competition “Valid Learning” vs. Deep Understanding
To believe that firms favor a deep understanding of their environments is an “academic bias” : findings are consistent with Starbuck’s “action generators” (1983) or March, Sproull, Tamuz’s “learning from samples of one” (1991)
Profitability of studied firms does not appear to be linked with their consultants’ expertise
Formal knowledge structures serve as institutional “façades” Observations corroborate Fahey & King’s findings (1977) : firms
are informal and unsystematic in their interpretation. They favor collateral and transient organizations (Zand, 1981 ; Wilensky, 1967).
Poor knowledge favors determination Aggression is an auto-reinforced process. Excess of knowledge
impedes determination (i.e. success of Branson in the airline industry)
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Limits and Future Research
Limits Knowledge practice relies on accuracy and value for action
Abstractive and cumulative knowledge is not the purpose ; the same research could be conducted in the professional firms industry (Anderson, Coopers & Lybrand, etc.)
External validity is limited by the fewness of numbers Participant observation may impeded internal validity
Future research Field research on innovation processes : are “valid learning”-
driven firms more innovative than “abstractive/exhaustive learning”-driven firms ?
The superiority of “double loop learning” in consumer interactions, vs. Single-loop learning ?
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