
36ccca9015c699a76615554b24cfac20.ppt
- Количество слайдов: 16
Generic Strategies Lessons from Crown Cork & Seal and Matching Dell
There are two major routes to competitive advantage Low Cost Competitive Advantage Differentiation
The impact of positioning on firms’ profits n n 10 -20% of variation in firms’ profits are explained by industry effects 30 -45%, of variation in firms’ profits are explained by within-industry “firm” effects u result of strategic position F F relative cost position ability to differentiate and capture value from delivering higher-value added products (relative to industry competitors)
The interplay between cost and differentiation in generating competitive advantage $ Industry average competitor Successful differentiated competitor Successful low-cost competitor Competitor with dual advantage
How to Gain Competitive Advantage in a Structurally Unattractive Industry n n Find attractive growing segment of the market Provide quality of service leading to WTP comparable or above others in the industry Outperform industry on costs Interlinked strategies
Dell’s Low-Cost Strategy Dell WTP Cost Compaq
Dell’s Approach n Attractive segment: u n Raise (or equalize) WTP: u u u n Educated business consumers Speed of delivery Reliability After sales service Lower costs: u u u Direct channel Build to order Speed of delivery
Crown’s Approach n Attractive segment: u u n Raise (or equalize) WTP u u u n Hard to hold International Sale engineers Co-location Rapid delivery (30 days inventory) Lower costs: u u u Co-location Owner-operator mentality “Lean and mean” SGA
Complementary ways to view the creation of competitive advantage n Hamel and Prahalad (1990), “Core Competence of the Corp. ” u difficult-to-imitate core competences should be built F n Collis and Montgomery (1995), “Competing on Resources” u possessing unique, valuable resources, which cannot be procured in efficient factor markets, is the key to out performance F n foundation of core products, which in turn support new product development and growth can be physical (a low-cost mine), intangible (brands, capabilities, know-how, etc. ) Porter (1996), “What is Strategy? ” u trade-offs are required F systems of interlocking, complementary activities which are guided by these tradeoffs generate sustainable competitive advantage Note the common emphasis on barriers to imitation!
Differentiation n Quality – Vertical Differentiation u Attributes that all consumers agrees upon, such as: (underlined product indicates the product that everyone prefers at a given price) F Pentium 4 2. 66 GHz vs Pentium 4 3. 2 GHz F 2004 BMW 330 i getting 28 mpg vs 2004 BMW 330 i getting 24 mpg F Anti-biotic that makes you nauseous vs. Anti-biotic with no side effects n Variety – Horizontal Differentiation u Attributes that consumers have different preferences about: F F F car color sweetness of a drink country music vs. hip-hop vs. classical time of day at which a direct flight from SFO to JFK leaves location of a grocery store
Product Differentiation Experiment: Deciding where to locate in a differentiated market n Consumers are located on a number line from 1 to 63. u n There is one consumer at each location. (i. e. , one consumer at location 1, one consumer at location 2, …, one consumer at location 63). Every consumer will pay $1 to buy one unit of the product and will buy it from the nearest store. If there is a tie, then a consumer buys fractional units from all the equally distant stores. u A monopolist operating in this market will earn $63, since all consumers will pay the monopolist $1
Product Differentiation Experiment (2) n Costs: u u n It costs nothing to supply each consumer It costs $20 to set up shop Strategy: u If you decide to set up shop, you get to choose a location on the number line (1 through 63) F You must pick an integer (i. e. , a counting number 1, 2, 3, … not 3. 5)
Product Differentiation Experiment (3) n The game: u First person to raise a $20 bill pays me and gets to choose a location F u u u Your entry decision and choice of location is public information Second person to raise hand pays me $20 and gets to choose a location etc. You can locate anywhere on the number line. There is no prohibition against co-location
Product Differentiation Experiment (4) n Examples of strategies and payoffs: u Two entrants, one locates at #1 and one locates at #63. Both receive a gross payoff of $31. 50, net profit $11. 50 u Two entrants, one locates at #1 and one locates at #2. Company at location #1 gets gross payoff of $1 (net $-19) and company at location #2 gets gross payoff of $62 (net $42)
Equilibria of the Product Differentiation Experiment n Requirements for an equilibrium 1. All players must make a positive profit 2. No one else in the room can make a positive profit by entering 3. No entrant wishes to move to another position n Equilibrium #1: Three entrants u u n 11, 32, 53 Each player makes $1 Equilibrium #2: Two entrants u u u 21, 42 Each player makes $11. 50 (if constraint 2 is changes to no one else makes a loss, then 20 and 43 are also acceptable positions)
Intuition from the Product Differentiation Experiment n Between two entrants u n Between another player and an endpoint u u n Moving toward the other player increases market share Moving toward the other player makes it more likely that someone else will enter Optimal location is to enter in a way that guarantees that you make a profit and that no one else can enter profitably u n Entry is profitable if players are more than 40 units apart How about location 21 as a starting point? In real games (as opposed to ideal ones) players make mistakes u Good strategist will take advantage of these mistakes