Digital Market Simulations - QUEST

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Digital Market Simulations

Joe Bailey, University of Maryland

Chris Dellarocas, Boston University

Special thanks to

Il-Horn Hann, University of Maryland

Gordon Gao, University of Maryland

Background

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

Enter: Interactive games

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

Game Structure

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

Our current list of games

4.

5.

6.

1.

2.

3.

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/

Today’s Game: Two-sided markets

Suppliers

(Content

Creators)

Consumers

Platform

Today’s Game: Two-sided markets

Content creators care about price but they care even more about the size of the consumer audience

Suppliers

(Content

Creators)

Platform

Consumers

Today’s Game: Two-sided markets

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

Today’s Game: Two-sided markets

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.

Let’s Play !

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