Classroom Companion: Business
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Introduction to Digital Economics
Value model
Company A 10,000 users Company B 20,000 users Company C 30,000 users Gain in percent Sarnoff 10,000 20,000 30,000 0 Metcalf 1 × 10 14 4 × 10 14 9 × 10 14 80 Odlyzko-tilly 1.6 × 10 8 3.4 × 10 8 5.2 × 10 8 4 6. Look for information on Wikipedia or the web for your choice of social media network. 7. Value of Facebook. V Facebook 5 6 10 2 2 10 27 6 10 9 9 2 9 . . . (a) This value can be a measure for (i.e., proportional to) the number of user interactions, revenues, or stock market value. (b) To have value 1, the number of users must be: n 1 5 7 10 13 245 9 . . . 8. Value model: 1. Google Search: Sarnoff (no interaction between users). 2. Gmail: Sarnoff (there are other email services). 3. World of Warcraft: Reed (formation of groups of players). 4. Wikipedia: none of them—the value of Wikipedia is independent of the num- ber of users. 5. Netflix: Sarnoff (no interaction between users). 6. Twitter: Metcalf (depends on the number of followers). 7. YouTube: Metcalf (number of viewers depends on the number of videos producers). 8. eBay: Metcalf (depends on the size of the marketplace). 9. Facebook: Metcalf (depends on the number of friends). Chapter 9 · Network Effects 147 9 References Arthur, W.B. (1990). Positive feedbacks in the economy. Scientific American, No. 262. Dunbar, R. (1998). Grooming, gossip, and the evolution of language. Harvard University Press. Idland, E., Øverby, H., & Audestad, J. (2016, November 23–25). Economic Markets for Video Streaming Services: A Case Study of Netflix and Popcorn Time. NIK 2016, Ålesund, Norway. Knapton, S. (2016, January 20). Facebook users have 155 friends – But would trust just four in a crisis. The Telegraph. Merton, R. K. (1968, January 5). The Matthew Effect in Science. Science, 159. Milgram, S. (1967). The small world problem. Psychology Today, No. 2. Odlyzko, A., & Briscoe, B. (2006, July 1). Metcalfe’s law is wrong. IEEE Spectrum: Technology, Engineering, and Science News. Øverby, H., & Audestad, J. A. (2019) Temporal market evolution of interactive games. SSRN. Available at https://ssrn. com/abstract=3412902 Reed, D. P. (2001, February). The law of the pack. Harvard Business Review. Roberts, P. (n.d.). The most important Facebook statistics for 2017. Our Social Times, Cambridge. Shapiro, C., & Varian, H. R. (1999). Information rules: A strategic guide to the network economy. Harvard Business School Press. The Erdös Number Project. Oakland University. Wiener, N. (1948). Cybernetics: Or control and communication in the animal and the machine. MIT Press. Zhang, X.-Z., Liu, J.-J., & Xu, Z.-W. (2015). Tencent Facebook Data Validate Metcalfe’s Law. Journal of Computer Science and Technology, 30(2). Download 5.51 Mb. Do'stlaringiz bilan baham: |
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