Joe Bailey, University of Maryland
Chris Dellarocas, Boston University
Special thanks to
Il-Horn Hann, University of Maryland
Gordon Gao, University of Maryland
2007-08: Curriculum change prompted development of new digital markets course at R. H. Smith
MBA-style combination of information economics and twosided market concepts
Based on lectures, cases
Lots of part-time sections, 3.5h late evening sessions
Needed an additional resource to bring concepts to life
Student teams compete against each other in a series of stylized settings that simulate elements of competition in digital markets
Played at beginning of each weekly session, 40-50 minutes to complete
Allow teams of students to teach digital market concepts to each other
Build excitement and curiosity that stimulates learning
Each game is played on a spreadsheet that’s displayed on the projection screen and available to all students
Game has 5-6 rounds
On each round each team has 3-5 minutes to make a relatively simple decision (about the current round’s prices, investments, etc.)
After each round, instructors collect all responses, plug them into spreadsheet and briefly comment
Team that has highest profits at end of last round wins
Winners receive sandwiches the following week
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Pricing Information
Network Effects
Lock-In
Two-Sided Markets
Competition among Shared and Proprietary Platforms
Networked Competition with Government Intervention
All games and spreadsheets available to workshop participants
Creative commons license
No technical support http://www.quest.umd.edu/~jpbailey/622/
Suppliers
(Content
Creators)
Consumers
Platform
Content creators care about price but they care even more about the size of the consumer audience
Suppliers
(Content
Creators)
Platform
Consumers
Content creators care about price but they care even more about the size of the consumer audience
Suppliers
(Content
Creators)
Platform
Consumers
Consumers care about the number of content creators but they care even more about price
Suppliers
(Content
Creators)
Consumers
Content creators care about price but they care even more about the size of the consumer audience
Consumers care about the number of content creators but they care even more about price
Platform
Rules:
Initially, each group has 10 suppliers and 100 consumers.
In each round you release a new version; you are able to sell new releases of the software to all existing customers (suppliers and consumers).
In each round your group will charge two prices: one price for the supplier and another price for the consumer.
The supplier and buyer price shall be an integer from $0 to $40.
Assume the average cost (think of it as SG&A) for each customer (suppliers and consumers) is $10.
The goal of this game is to have the largest cumulative profit after 5 rounds.