Title: Topic 5: Changing Added Values
1Topic 5 Changing Added Values
- Monopoly and Competition
- Paul Kerin Sam Wylie
- MBS Term 3, 2004
2Co-operation vs Competition
- Your payoff or profits depend ultimately on your
added value - At the time of negotiations, your added value is
fixed - But can you gain by taking unilateral
(non-cooperative) actions prior to negotiations
to improve your (relative) added value?
3Actions that Change Added Value
- Improving total value
- Reducing own costs
- Improving product quality
- Network effects
- Limiting others added values
- Creating scarcity
- Encouraging competition
- Raising rivals costs
- Caveat avoid sunk expenditures prior to
negotiations that can harm relative added value - Can lead to the hold-up problem
- Better to contract prior to sinking costs
4Mini-case
5Some Surprising Facts ...
- 1991 Average Market Value
- Nissan 2.0 Trillion Yen
- Sony 2.2 Trillion Yen
- Nintendo 2.4 Trillion Yen
- Why is this so?
- Added value ...
6Nintendos Strategy The Good
- Increase total value
- Cheap hardware
- Great software (games)
- revitalised the video game business (which had
died after Atari) - created a virtuous cycle increased sales lead to
more software house lining up to be part of
Nintendo. - Exclusivity clause in licensing agreement
- increased demand drives down manufacturing costs
- growing base of machines attracts more outside
game developers - increases demand further exploiting network
effects
7Nintendos Strategy The Bad
- Limit added value of others
- Restricting supply
- As demand increased Nintendo was careful about
flooding the market. - Controlled the number of copies of games produced
and retailed - 1988 Christmas season saw a massive shortfall in
supply - paradoxically, the shortfall lead to increased
demand. Why? - Raising rivals costs hard to replicate platform
- software prevented by exclusivity
- hardware leapfrog Nintendo with new technology
- Other players
- Combat buying power of retailers by keeping
cartridges in short supply. - Software security chip allowed them to manage
licensing restrict to 5 titles develop games
in-house and by multiple independents. - Suppliers Mario was a hit and reduced the power
of Mickey Mouse.
8Nintendos Strategy The Result
- Nintendo had rebuilt home video games to a 5
billion worldwide business - 90 share of US and Japanese 8-bit video game
market - Nintendo products accounted for over 20 of the
entire US toy industry - Mario was more popular than Mickey Mouse with US
children
9Monopoly
- What is a monopoly and is it bad?
10What is a monopoly?
- A monopoly is a market with a single producer
- Close substitutes (if any) are controlled by the
same player
11Examples
- Trains
- Water service
- Australia Post?
- Large employer in a small town
- Quality monopolies Sony Trinitron, Nintendo
Entertainment System - Microsoft ?
12Its All in the Cards
- I have 10 red cards
- 10 students each have 1 black card
- A red card and a black card together are worth
10 (paid by the Dean) - Who will get what?
13Its Mostly in the Cards
- We get another chance to play the game
- But I find there are 3 red cards missing
- Pie is smaller by 30
- Is everyone worse off?
14CORE Bargaining the basis of Added Value
- Basic idea
- Individuals and Groups should never get less than
their outside option - That is, what the group could get if they split
off went on their own - Why cant you get more than your Added Value)?
- Because if you get more than your Added Value,
the group would get more by refusing to cooperate
with you.
15CORE Bargaining is an extreme approach
- Gives a simple prediction of what the outcome
will be - can be a good start
- But we need to remember that the results are a
little too extreme - in the second card game, students got nothing
- Bear in mind that real life may not produce such
extreme results
16Application Several Customers
- Assume that there is a monopolist seller and
three buyers - Also assume that there is sufficient capacity to
cover all three customers - Sellers costs are 2 per unit
- Each buyer has a WTP of 8
17Surplus Created
- What is surplus created in this market?
-
8 - 2 8 - 2 8 - 2
Produce sell
Surplus 3 x 6 18
Seller and buyers
No trade
0
If the seller has capacity to produce 3 (or more)
units, does it capture all of the surplus?
18Added Value of a Buyer
- What is the Added Value of Buyer 1?
8 - 2 8 - 2 8 - 2
Sell to 1
AV1 18 - 12 6
Seller and buyers
Dont sell to 1
8 - 2 8 - 2
If the seller has capacity to produce 3 (or more)
units, each buyer has an added value of 6?
19Value Created
- AV of each buyer 6
- AV of monopolist 18
- ? What is the range that the price of goods can
take, in each transaction? - The monopolist derives no bargaining power from
monopoly its like one buyer facing one seller,
for each unit. - ? If prices split the difference, the price will
be 5 and the monopolist will earn 9 3 ? 5 -
3 ?2
8
2
20Limited Supply
- Now suppose that the monopolist produces only two
units. Cost per unit is still 2 - What is total value in this market?
- (8 - 2) 2 12
- What is the added value of a buyer?
- (8 - 2) x 2 (8 - 2) x 2 0!
- the Added Value of buyers has fallen drastically
- According to the core, the monopolist may earn
12 rather than 9
21Competition Among Buyers
- Potential competition from buyer 3
- 3 is the excluded buyer (s)he would like to
replace 1 or 2 - If either 1 or 2 leave the game, the seller can
still sell to 3 - No buyer is needed to sell a unit each buyer
has zero added value - However, the presence of excluded buyer 3 is very
valuable to the monopolist she pushes 1 and 2s
added value to zero, and they earn less
22CORE Bargaining
- CORE bargaining players never get more than
their added value - ? What do the buyers get if monopolist sells 2
units to 3 buyers, each with WTP of 8?
- Any one buyer has zero added value if he does
not buy from the monopolist, another buyer will - ? get nothing
- ? P ? 8
23How much capacity?
- Usual trade-off is about uncertainty or
variability in sales - Underbuild - lose sales
- Overbuild - pay for unused capacity
- Added-value trade-off
- Underbuild - limit customers added value
- Overbuild - every customer is powerful
24Good vs Bad Monopoly
- Bad monopoly power refers to the practice of
firms restricting output (or otherwise destroying
value) in order to diminish buyers added value - Good if a monopolist can capture most of the
value without destructive strategies, this is bad
for its buyers, but good for society - Can you name some good and bad monopolies?
25Water and Diamonds
- Nothing is more useful than water but it will
purchase scarce anything scarce anything can be
had in exchange for it. A diamond, on the
contrary, has scarce any value in use but a very
great quantity of other goods may frequently be
had in exchange for it - Adam Smith, Wealth of Nations, 1776.
- In 1776, diamonds were relatively rare
26Why are diamonds so expensive?
- Relative scarcity caused high value
- Created incentives to find new deposits. This
was done over the next two centuries - There is now an abundance of diamonds
- Why do they cost so much? DeBeers ...
27The DeBeers Monopoly
- Almost all of the worlds diamonds sold through
DeBeers distribution system or Central Selling
Organization (including Russia) - DeBeers restricts supply invites a selected
number of dealers. If they try and speculate they
are not invited back - DeBeers manages demand through marketing
- How much longer will the monopoly persist?
28Conditions for Monopoly Power
- When can a firm exercise monopoly power?
- Credibly restrict output (DeBeers)
- Reputation for output reductions (Disney)
- Insufficient plant (Nintendo)
- When cant a firm exercise monopoly power?
- Banking, unions
29Lessons for a monopoly
- A monopoly needs to consider the costs and
benefits of limiting supply - Benefits
- Get bigger slice of the pie
- Prestige value
- May gain free publicity
- May encourage customers to buy slower moving
parts of range
30Lessons for a monopoly
- A monopoly needs to consider the costs and
benefits of limiting supply - Costs
- Reduces total pie
- May affect customer relationship and future sales
- May create general buyer ill will
- Leaves a hole in the market that may encourage
entry