Classroom Companion: Business
Download 5.51 Mb. Pdf ko'rish
|
Introduction to Digital Economics
- Bu sahifa navigatsiya:
- Digital Market Modeling Contents 18.1 Introduction – 260 18.2 Bass Diffusion Model – 261 18.3
- 18.5 Analysis of Real Markets – 275 18.6 Conclusions – 277 References – 279 18
- 18.1 Introduction
Further Reading
Laudon, K. C., & Traver, C. G. (2017). E-commerce 2017: Business, technology, and society. Pearson. Chapter 17 · Digital Markets © The Author(s), under exclusive license to Springer Nature Switzerland AG 2021 H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business, https://doi.org/10.1007/978-3-030-78237-5_18 259 Digital Market Modeling Contents 18.1 Introduction – 260 18.2 Bass Diffusion Model – 261 18.3 Model for Markets with Competition and Churning – 268 18.4 Models for Massive Multiplayer Online Games – 271 18.5 Analysis of Real Markets – 275 18.6 Conclusions – 277 References – 279 18 260 18 n Learning Objectives After completing this chapter, you should be able to: 5 Identify the growth mechanisms of evolving markets. 5 Set up departmental mathematical models for simple digital markets. 5 Apply strategic issues such as latency, effects of churning, growth rate, and inflexion on the evolution of real markets. 18.1 Introduction This chapter presents quantitative models for the temporal evolution of digital markets. The chapter requires some basic knowledge of elementary calculus such as ordinary differential equations and simple algebraic manipulations. Some of the mathematical derivations are placed in separate boxes to make the text more easily available also to those who are less skilled in calculus. The objective is to uncover the dynamic behavior of markets that are common in the digital economy, for example, social media, interactive games, communica- tion services, and sales of electronic gadgets. An evolving market is not in an equi- librium state, and standard supply-demand theories do not apply to these markets. Moreover, in several of these markets, the marginal cost and the price of products is zero (e.g., Facebook and Google Search) making supply-demand curves mean- ingless. The purpose of this chapter is to show: 5 How the markets for certain products (e.g., durables and certain digital ser- vices) evolve and mature as a function of time ( 7 Sect. 18.2 ) 5 Why competition may, in some cases, lead to winner-takes-all markets and, in other case, to stable markets shared by several suppliers ( 7 Sect. 18.3 ) 5 How markets like interactive games grow, mature, and die ( 7 Sect. 18.4 ) The temporal evolution of the market can, to a first approximation, be modeled using single first-order differential equations or coupled sets of such equations. For simplicity, all markets that are considered consist of a fixed number, N, of potential customers buying the good; that is, market variations owing to births and deaths processes are ignored. The equations then become simpler, and the solutions are easier to understand. The simplification does not alter the validity and generality of the conclusions. In some markets, eventually all potential customers have purchased the good at some time, and no more sales take place. It is also assumed that there are no other saturation effects (e.g., insufficient supply) influencing the likelihood that a product is purchased. There are several examples of services that have evolved in this way— for example, mobile phone subscriptions and Internet access. In both cases, no significant saturation effects caused by overload in the technical infrastructure have been observed during the evolution of these networks. Similar observations are made regarding the evolution of several social media services—the providers of the Download 5.51 Mb. Do'stlaringiz bilan baham: |
Ma'lumotlar bazasi mualliflik huquqi bilan himoyalangan ©fayllar.org 2024
ma'muriyatiga murojaat qiling
ma'muriyatiga murojaat qiling