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Book
Summary: Co-Opetition
Printed
with permission from TCI
Management Consultants. A group of senior-level management
consultants, offering strategic planning and marketing services
to a wide range of public and private sector clients.
Co-opetition
Adam J. Brandenburger and Barry J. Nalebuff,
Doubleday, New York, 1997
'Co-opetition', a word coined by Ray Noorda (the founder
of Novell), is defined by Brandenburger and Nalebuff on
the cover of their book to be:
a
revolutionary new mindset that combines cooperation and
competition
the game theory strategy that's changing the game of business
Despite
being not all that revolutionary and only loosely related
to game theory, the book does offer some valuable insights.
The
basic idea is that business is a game where you are sometimes
competing and sometimes cooperating with other players in
your industry. Cooperation generally leads to an expansion
of the business pie and competition to a slicing up of the
pie. Both cooperation and competition are necessary and
desirable aspects of a business enterprise. An exclusive
focus on competition (which is the predominant mindset of
much that has been written about strategy in recent years)
largely ignores the potential for changing the nature of
business relationships, and thus the potential for expanding
the market or creating new profitable forms of enterprise.
A 'co-opetition' mindset actively looks for ways to change
and expand the business, as well as newer and better ways
to compete.
First
of all, the authors introduce us to the concept of the 'Value
Net'. This is a way of looking at a business situation that
recognizes that the company (or industry) operates in an
environment having four main groups that influence the course
of any business. These four groups are: suppliers, customers,
competitors and complements. The basic framework is illustrated
in the diagram below:

Suppliers
and customers are clearly part of the production process.
Competitors obviously influence the environment within which
the company or organization does business. However, the
oft-overlooked players in the game, according to Brandenburger
and Nalebuff, are the 'complements' - other organizations
with whom reciprocal and mutually advantageous relationships
exist. Hardware and software manufacturers are a simple
example: both depend upon each other (to the point where
they couldn't exist separately: they are mutually dependent).
"Though
the idea of complements may be most apparent in the context
of hardware and software, the principle is universal. A
complement to one product or service is any other product
or service that makes the first one more attractive. Hot
dogs and mustard, cars and auto loans, televisions and videocassette
recorders, television shows and TV Guide, fax machines and
phone lines, phone lines and wide area networking software,
catalogs and overnight delivery services, red wine and dry
cleaners, Siskel and Ebert. These are just some of the many,
many examples of complementary products and services."
(p. 12)
Central
to the concept of complements is the notion of added value,
which is essentially the incremental benefit that you (your
company or organization) brings to the game (the industry
or situation). They define added value as:
ADDED
VALUE = the size of the pie when you are in the game, minus
the size of the pie when you are out of the game.
With
this framework in place, Brandenburger and Nalebuff then
go on, in the second section of the book, to discuss the
PARTS of business strategy. 'PARTS' is an acronym:
P stands for the players in the game (following the 'Value
Map' approach outlined earlier);
A
stands for the added value that a company can bring to any
of the players;
R
represents the rules of the game or business in which a
company or organization is participating;
T
represents tactics, which are essentially ways of influencing
perceptions of how your organization fits into the game;
and
S
stands for the scope of the business, or the linkages between
you and any of the other players in your Value Net (who
in turn may be linked to other games, thus representing
opportunities for you to expand or change your own operation).
The rest of the book shows how by changing any one of these
dimensions, you can in turn change the game, potentially
to your own advantage.
In their
discussion of 'players', they make the point that, in most
cases, when you want to enter a market, you have to 'pay
to play'. Sometimes, if you are just being asked to submit
a quote on a piece of work, the price to play can be fairly
low. In other cases, for example if you have to build a
new factory to compete, the price can be quite high. Another
way to view market entry, though, is from a game theory
perspective. Here the view is that your entry into the game
may benefit somebody else - for example, you may be an alternative
source of supply to a customer, or provide a complementary
good or service. This added value (to whomever you are benefiting)
that you bring to the game of business may be worth something.
Recognizing this, you may be able to get the beneficiaries
to 'pay you to play'. Brandenburger and Nalebuff provide
several examples in the book where this has been the case.
They also provide a full discussion of the pros and cons
of changing the game of business by bringing in any one
of the other players in the Value Net.
Turning
next to 'added values', the authors debate the relative
merits of a number of strategies for creating incremental
value, including:
if you're a monopoly supplier, limit supply (which will
naturally increase the value of your product or service)
if
you're in a competitive environment, look for what they
term 'trade-ons' (ways in which you can simultaneously cut
costs yet increased perceived value)
also,
if you're in a competitive environment, develop a relationship
with the customer (for example, through affinity programs
such as frequent flyer schemes which create added value
to the customer at little cost to the company, while at
the same time enhancing customer loyalty)
The next section of the book deals with 'rules'. Here the
basic idea is, not surprisingly, that if you can alter the
rules to the game, then you can change the game itself in
your favour. The authors go on at some length here discussing
'most favored customer clauses' (MFCs) and 'meet the competition
clauses' (MCCs), again from a game theory perspective.
MFCs give a purchaser the right to buy supplies at the lowest
price offered to anybody else. The only problem with this
arrangement is that once you offer a lower price to a customer,
everyone else who has negotiated MFCs with you will automatically
be entitled to that lower price too. Consider the case of
giving a government customer (who will often be insistent
on paying the lowest price possible) an MFC in order to
secure their business. After this, whenever anyone else
is negotiating a price with you, you'll have in the back
of your mind that you will have to offer this new lower
price to the government customer also. Consequently, you
will try to keep the price higher than it otherwise might
be, because you're in effect dealing with more than just
the one customer - you're dealing with all customers who
have MFCs. As a result, the price you negotiate will likely
be higher than it would be otherwise for that one buyer
alone. Consequently, MFCs can have the somewhat paradoxical
effect of keeping higher prices across the board than would
otherwise be the case (if there were no MFCs). Game theory
at work!
The
authors apply the same sort of reasoning in discussing the
effects of MCCs (most often found in commodity markets where
they are contractual arrangements giving an incumbent supplier
the right to meet a competitor's lower bid).
The
next element of the framework is 'tactics', which Brandenburger
and Nalebuff define as "actions that players take to
shape the perceptions of other players". (p.199) The
game of business is played in an arena of uncertainty, where
each of the players has an idea (perception) of the situation
and strategies of the other players, but ultimately is uncertain
about the reality of those players' situations and strategies.
Thus there is a certain 'fog' in which the game of business
is played. The authors discuss certain situations where
it is advantageous to lift the fog with other players, other
situations where it is best to preserve the fog, and finally,
situations where it may be best to mix it up a bit. (They
quote Harry Truman at the beginning of the section where
they discuss the merits of creating fog: "If you can't
convince 'em, confuse 'em.")
Finally,
the authors discuss the 'scope' of the business game being
played. 'Scope' is simply the links that exist between the
game of business that you are currently playing, and other
games being played by those in your Value Net. The underlying
logic here is that other enterprises in your Value Net,
in addition to being part of the game that you are in, are
also parts of other games that you are not in, and that
linking to them in various ways can expand your scope. If
this can create a larger pie, in which you can have a significant
added value, then your profitability is potentially enhanced.
At the
end of the book is a useful checklist of questions that
a business should ask itself, following the 'PARTS' framework
outlined in Co-opetition:
Players
Questions
Have
you written out the Value Net for your organization, taking
care to make the list of players as complete as possible?
What
are the opportunities for cooperation and competition in
your relationships with customers and suppliers, competitors
and complementors?
Would
you like to change the cast of players? In particular, what
new players would you like to bring into the game?
Who
stands to gain if you become a player in a game? Who stands
to lose?
What
is your added value?
How
can you increase your added value? In particular, can you
create loyal customers and suppliers?
What
are the added values of the other players in the game?
Is
it in your interest to limit their added values?
Which
rules are helping you? Which are hurting you?
What
new rules would you like to have? In particular, what contracts
do you want to write with your customers and suppliers?
Do
you have the power to make these rules? Does someone else
have the power to overturn them?
How
do other players perceive the game? How do these perceptions
affect the play of the game?
Which
perceptions would you like to preserve? Which perceptions
would you like to change?
Do
you want the game to be transparent or opaque?
What
is the current scope of the game? Do you want to change
it?
Do
you want to link the game to other games?
Do
you want to de-link the game from other games?" (p.262.
263)
This
is a useful set of questions for any organization to ask
itself, particularly if it is undergoing a strategic planning
exercise.
On a
final note: Brandenburger and Nalebuff have set up a web
site for those interested in exploring the ideas presented
in Co-opetition further. It's at : http://mayet.som.yale.edu/coopetition
There
is some interesting stuff presented here, following the
ideas and approaches outlined in Co-opetition - it's worth
a visit.
The
above summary has been provided to you compliments of TCI
Management Consultants
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