21. ADVERTISING
• Firms seek maximum exposure if they choose to
compete;
• Demand for advertising is price inelastic;
22. ADVERTISING
• Firms seek maximum exposure if they choose to
compete;
• Demand for advertising is price inelastic;
• As advertising costs increase, likelihood of entry falls;
23. ADVERTISING
• Firms seek maximum exposure if they choose to
compete;
• Demand for advertising is price inelastic;
• As advertising costs increase, likelihood of entry falls;
• Spend positively correlated to gross revenues.
24. ADVERTISING
• Firms seek to beat competitors in terms of quality on
marginal basis (quality investment costs are sunk);
25. ADVERTISING
• Firms seek to beat competitors in terms of quality on
marginal basis (quality investment costs are sunk);
• Advertising generates revenue proportional to reach,
so firms seek to maximize advertising spend.
30. SO WHERE IS MOBILE?
Top 10 Grossing Chart, US / iPhone, November 20 2014
31. SO WHERE IS MOBILE?
Top 10 Grossing Chart, US / iPhone, November 20 2014
32. SO WHERE IS MOBILE?
• Clash of Clans and Candy Crush
Saga have dominated Top Grossing
1 & 2 positions for 2 years;
Top 10 Grossing Chart, US / iPhone, November 20 2014
33. SO WHERE IS MOBILE?
• Clash of Clans and Candy Crush
Saga have dominated Top Grossing
1 & 2 positions for 2 years;
• 8 of Top 10 grossing apps are
games;
Top 10 Grossing Chart, US / iPhone, November 20 2014
34. SO WHERE IS MOBILE?
• Clash of Clans and Candy Crush
Saga have dominated Top Grossing
1 & 2 positions for 2 years;
• 8 of Top 10 grossing apps are
games;
Top 10 Grossing Chart, US / iPhone, November 20 2014
T10 Grossing Dates of first publish:
35. SO WHERE IS MOBILE?
• Clash of Clans and Candy Crush
Saga have dominated Top Grossing
1 & 2 positions for 2 years;
• 8 of Top 10 grossing apps are
games;
Top 10 Grossing Chart, US / iPhone, November 20 2014
T10 Grossing Dates of first publish:
2014: 1
36. SO WHERE IS MOBILE?
• Clash of Clans and Candy Crush
Saga have dominated Top Grossing
1 & 2 positions for 2 years;
• 8 of Top 10 grossing apps are
games;
Top 10 Grossing Chart, US / iPhone, November 20 2014
T10 Grossing Dates of first publish:
2014: 1
2013: 2
37. SO WHERE IS MOBILE?
• Clash of Clans and Candy Crush
Saga have dominated Top Grossing
1 & 2 positions for 2 years;
• 8 of Top 10 grossing apps are
games;
Top 10 Grossing Chart, US / iPhone, November 20 2014
T10 Grossing Dates of first publish:
2014: 1
2013: 2
<=2012: 7
38. SO WHERE IS MOBILE?
• Four companies own apps that
generate 70% of the unique visitors
to the Top 25 mobile apps*
*http://mobiledevmemo.com/the-problem-with-app-store-distribution-in-3-charts/
39. SO WHERE IS MOBILE?
• Most smartphone
owners download 0
new apps per
month*
*http://mobiledevmemo.com/the-problem-with-app-store-distribution-in-3-charts/
40. SO WHERE IS MOBILE?
• Nearly half of all time spent in
mobile apps is devoted to
users’ single favorite apps*
*http://mobiledevmemo.com/the-problem-with-app-store-distribution-in-3-charts/
55. BUT WHAT ABOUT _?
High novelty factor.
Target teen / young adult demographic.
56. BUT WHAT ABOUT _?
High novelty factor.
Target teen / young adult demographic.
Heavily subsidized launches through press / platform
featuring.
57. BUT WHAT ABOUT _?
Betting on virality is not the best strategy!
58. BUT WHAT ABOUT _?
Betting on virality is not the best strategy!
- Dev costs are sunk (if virality doesn’t work, you
lose it all!).
59. BUT WHAT ABOUT _?
Betting on virality is not the best strategy!
- Dev costs are sunk (if virality doesn’t work, you
lose it all!).
- And virality isn’t defensible (your competitors can
be viral, too!).
60. BUT WHAT ABOUT _?
Betting on virality is not the best strategy!
- Dev costs are sunk (if virality doesn’t work, you
lose it all!).
- And virality isn’t defensible (your competitors can
be viral, too!).
- And novelty apps are easily replicated.
66. REFERENCES
• Adamic, L.A. and B.A. Huberman, 2000, “The Nature of Markets in the World Wide
Web,” Quarterly Journal of Electronic Commerce, 1, 5–12.
• Aumann, E. and W. Leininger, 1996, “Asymmetric All-Pay Auctions with Incomplete
Information: The Two-Player Case,” Games and Economic Behavior, 14(1), 1–18.
• Hand, JRM, 2003, “Profits Losses and the Non-linear Pricing of Internet Stocks,” in
J. Hand and B. Lev, eds., Intangible Assets: Value, Measures, and Risk, New York:
Oxford University Press, 248 – 268.
• Noe and Parker, 2005, “Winner Take All: Competition, Strategy, and the Structure
of Returns in the Internet Economy,” Journal of Economics & Management
Strategy, 141 – 264.
Editor's Notes
----- Meeting Notes (20/11/14 09:47) -----
Draw a picture of what the internet looked like 10 years ago
This is when Google went public and the competitive dynamics of the internet were solidified
Not necessarily exactly 10 years ago but the first half of the last decade
----- Meeting Notes (20/11/14 09:47) -----
in building a model of how internet companies operated in that time, establish a few basic maxims
Everyone has to pay to compete. “table stakes”
Also establish maxims about how advertising works in that economy