Business Models Summary PDF

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This document provides a summary of different business models. It covers definitions, characteristics, and frameworks, such as the Business Model Canvas, for understanding how organizations create, deliver, and monetize value. It also discusses customer relationships, pricing models, and various types of business models.

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Zusammefassung Business Models Chapter 1-6 A.1.1.: I.Introduction to Business Models DEFINITION OF A BUSINESS MODEL What is a business model? describes how a type of organization or ente...

Zusammefassung Business Models Chapter 1-6 A.1.1.: I.Introduction to Business Models DEFINITION OF A BUSINESS MODEL What is a business model? describes how a type of organization or enterprise: −Creates value with its activities, −Delivers or transfers value to its customers, and −Monetizes that value in order to retain/ appropriate some of it A biz model comprises the relevant: −Parties or entities and Relationships, esp. flows of goods, money, and information What is not a business model? A business benefit or value alone An isolated pricing plan or model A mere financial model, e. g.: −Payback/ ROI analysis, A competitive approach, e. g.: −Strategy, A business plan ➔ A business model describes how, on the outside, a business generates and delivers value to customers…and monetizes it. ➔ A business ➔ s model also describes the components for creating and capturing value that are located insidea business… ➔ The Business Model Canvas is a widely employed (or standard) framework for developing business model, …which can help to design (or formulate) submodels and components.(For example: Procurement model, value creation model, finance model, revenue and customer model) Business Model Canvas: External components of a business model: Internal components of a business model: Lecture #2: Characteristics of a business model Part 1 characteristics: ➔ A key element for assessing the viability of a business model is the value-add it generates, delivers and (partially) appropriates. The value-add justifies the Business Model. It is divided into: o Effectiveness: Providing customers with bigger benefits than existing offerings, e. g.: (i. e. new features), new benefits or increasing their profit o And Efficiency: Providing customers with an existing offering at lower cost ➔ understand the underlying drivers of: revenues and costs: o revenues through: ▪ usage or purchase ▪ pricing model ▪ network effects (critical mass) o costs: ▪ fixed cost (assets, employees, intellectual property) ▪ variable cost (customer acquisition, production, delivery and service, working capital) ➔ The respective quantity structures should be studied using KPIs. ➔ Scalability describes the ability of a business model to grow, considered in relation to the necessary amount of financing. BUT: Important: A business model does not need to be scalable in order to be viable! ➔ Capital requirements are: ➔ 1. Capital required for a business model to become self-sustaining(0. e. to get to cash break-even) ➔ 2. Capital required for lifting up a business model from one growth trajectory to a steeper one 2.4. RISK FACTORS AND BUSINESS-SPECIFIC RISKS Part 2: value capturing & value creation models ➔ value capturing model describes the relationships between a business and its customers … and the monetization of value (it is the front end of a BM and can be designed independently from the value creation model). So cusotomers and customer’s customers I.B.1.2. CUSTOMER RELATIONSHIPS AND REVENUE STREAMS ➔ questions who the customer is and how the money (revenue) flows are the starting point for every business model ➔ Who is the customer? o Who uses it, what drives their experience, what influences their decision, (in-)direct customer relationships ➔ How does the money flow? o Just once (one-time payment)?, Several times (instalments)? Or regularly (recurring payments)? o At which terms?,Directly or via third parties? ➔ Implications for: −Volume of revenues −Revenue development −Customer lifetime value −Cash management I.B.1.3. TARGET CUSTOMER SEGMENTS -> target customer segment is an important characteristic of a business model, influencing its dynamics and stability. I.B.1.4. ANALYSIS OF CUSTOMER RELATIONSHIPS ALONG THE LIFECYCLE -> Value capturing models can be characterized by analyzing typical customer relationships along their lifecycle I.B.1.5. PRICING MODELS -> determine what the customer pays for. is key for maximizing a business' income. Session #3: I.B.1.6. EXAMPLES FOR MULTICOMPONENT PRICING MODELS ➔ Multicomponent pricing models enable businesses to capture value from several aspects of value delivery 1. example: Printers & ink car-tridges ▪ coffee machines & capsules, cars & spare parts, razor & blades 2. Systems & service: cars/ industrial machines/ software & MRO services 3. Mobile communication plans (Handyverträge) : Basic features and service volume are sold at low price/ margin (initially) -> After the initial period (upon automatic renewal) the price increases Additional features (e. g. short messages, international calls), and service volume are sold at high margin Value Creation models: ➔ it is the other important segment next to the value capturing model ➔ describes how a business generates ("produces") its offering from various supplies. ➔ Several typical –or fundamental –value creation models can be distinguished: o I.B.2.2. ASSET MODEL o I.B.2.3. PRODUCT MODEL o I.B.2.4. SERVICE MODEL o I.B.2.5. SOLUTION MODEL o I.B.2.6. LICENSE MODEL o I.B.2.7. PLATFORM MODEL I.B.2.2. ASSET MODEL -> the operation of production or generation equipment usually yields a fixed incomeis considered a quite predictable (i. e. "safe") model where it works. I.B.2.3. PRODUCT MODEL -> based on the provision of standardized goods; it scales well with the number of units sold -> Due to the investment necessary for development, it has a sharp risk-return profile I.B.2.4. SERVICE MODEL -> relies on people working for and with individual customers to create incorporeal value -> very flexible, but only slowly scalable I.B.2.5. SOLUTION MODEL -> combines elements from the product and the service models to deliver customer-specific goods. -> risk-return profileis therefore a blend of those of the two models I.B.2.6. LICENSE MODEL -> special form of the product model with intellectual capital (IP) at its center -> As IP is the only asset, this model has a very sharp risk-return profile. I.B.2.7. PLATFORM MODEL -> benefits from attracting third parties and facilitating their business with one another -> challenge is to attract a critical mass of participants and offerings. Lecture # 4: II.Digital Business Fundamentals I.B.2.8. POT. RETURNS OF VALUE CREATION MODELS VS. MARKET FIT ➔ The higher the potential returns, the higher the market fit needs to be. ➔ Risk-return profiles of business models vary in their sharpness –or flatness –depending on the value creation model. 1. Key terms and characteristics: SIGNAL TYPES & DIGITIZATION: ORIGINAL, TECHNICAL DEFINITIONS ➔ "Digitization" originally means to transform a continuous signal into a discrete signal, i. e. a sequence of integers (by sampling). ➔ In business administration "Digitization" refers to moving documents and processes online/ onto information systems ➔ Comprehensive constructed definition acc. to Vial [2.6]: "a process that aims to im-prove an entity by triggering significant changes to its properties through combina- tionsof ICCC*)technologies" ➔ Own working definition: "Remodeling an organiza-tion, so that data and information products in ICT systems become the source of value creation" II.A.1.5. DEFINITIONS: DIGITAL BUSINESS, E-BUSINESS, AND E-COMMERCE ➔ The concept of "Digital Business" encompasses that of"E-Business", which –in turn –includes "E-Commerce". "Digital Business comprises the initiation, processing, and fulfillment of economic activities over electronic networks with data and digital information goods playing a prominent (or even central )role." "Electronic/E-Business" is the initiation as well as the partial or full support, transaction [,] and maintenance of service exchange processes between economic partners through information technology (electronic networks)". "Electronic/E-Commerce involves the electronic support of activities that are directly related to the purchase and sale of products or services through electronic networks." ➔ Due to their different conceptual breadth/ scope, the three con-ceptscover companies from different levels of digital maturity. This scheme also reflects the historical evolution of the three concepts. ➔ Digital business models can be differentiated into digit(al)izedand "native" digital models, reflecting two levels of maturity ➔ Digit(al)izedmodel: o the provision of "analog" goods (i. e. physical objects) or services(i. e. in the real world) constitutes the core of the model o Data is acquired and processed via digital channels in order to support and administer that purpose o Electronic commerce and electronic business models (contained in broad definition of digital business) ➔ "Native" digital models o The provision of digital goods (i. e. information objects) or services(i. e. in the virtual world) constitutes the core of the model o Data is acquired and processed via digital channels as the raw material, main input, and basis for value creation ("oil of the 21stcentury") o Not (necessarily) electronic commerce/ business models ➔ The key difference lies in the role data plays in each type of model. II.A.1.8. "VALUE-ADD" OF DIGITAL BUSINESS: CHARACTERISTICS Effectiveness: ➔ Speed –instantaneous fulfillment if no physical component is involved ➔ Reach–the "long tail"can be addressed and served o Customer segments of one (with special preferences) o Highly specific niche offerings (especially if fully digital) ➔ Independence of time and location (only Internet connection required) ➔ New product and service offerings (i. e. by advanced analytics, AI) Efficiency: ➔ Transaction cost for sales processes near zero ➔ Variable production cost for digital goods and services near zero ➔ Automation enables low-touch customer service (customer self-help) ➔ But: additional cost for ensuring data quality (authenticity, integrity etc.) ➔ Disintermediation can lower distribution cost ( direct sales) ➔ Digital goods and services facilitate the disruption of markets II.A.1.9. LONG TAIL THEORY ➔ refers to the market segment of niche offerings; theory suggests it could grow at the expense of the Short Tail. ➔ Offerings sorted by sales rank/ popularity/ market share Left side:"short tail" ("hits") –most of the overall market Right side:"long tail" ("niche products") –traditionally underserved segment ➔ Yet, empirical evidence suggests that digital business might lead to the opposite. II.A.1.10. DISINTERMEDIATION ➔ means bypassing stages in the value chain –especially sales channels–i. e. "cutting out the middle man". ➔ Since the early days of E-Commerce this has been causing channel conflicts. Lecture # 5 II.A.1.11. DISRUPTION/ DISRUPTIVE INNOVATIONS ➔ Disruption happens when a new entrant launches an inferioroffering at a low price, then rolls up a market from the low end ➔ Digital examples: Photography, Smartphones, Wikipedia, YouTube, Audio/ video streaming ➔ Disruption does not need to be digital, and not every game changer is "disruptive". Chapter 2, part 2: Segmentation & framework for analysis: II.B.1.1. SEGMENTATION OF DBM ACCORDING TO WIRTZ: Business models can be segmented into the 4 Cs and DBM in the B2B-space can be segmented into the 4S-Framework II.B.1.3. SEGMENTATION OF DBM FOR THE PURPOSES OF THIS MODULE ➔ Segmented mainly according to their complexity and visibility ➔ the boundaries between the segments overlap to a certain extent II.B.2.1. FRAMEWORK FOR ANALYSIS: EXTERNAL/ CUSTOMERS' PERSPECTIVE ➔ start the analysis from the external customer perspective ➔ Principle ("general idea"): o What is the content of the business? What makes up the offering? o Who are the relevant stakeholders –customers, suppliers, and partners? o Roughly speaking, how does the business model "work"? How do goods, services, money, and information flow? o How is value monetized, i. e. what do customers pay for and how? ➔ Examples: o Which company examples do you know… o Serving different customer segments (e. g. B2A, B2C, B2M, B2X2Y)? ➔ Value-add: o Which new/ additional benefits or cost savings does a model provide? o How is that value generated and delivered? o What do customers pay for and at which terms? II.B.2.2. FRAMEWORK FOR ANALYSIS: DRIVERS (DETERMINING FACTORS) ➔ you analyze the revenues (how often, purchase behavior, structure?) and the costs (variable and fix) ➔ Which are the relevant KPIs? How do they act together in quantity structures? ➔ A subsequent driver analysis reveals the mechanisms for creating and monetizing value II.B.2.3. ANALYSIS OF CUSTOMER RELATIONSHIPS ALONG THE LIFECYCLE Acquisition > development > termination Siehe: I.B.1.4. von der Zusammenfassung II.B.2.4. FRAMEWORK FOR ANALYSIS: ASSESSMENT AND EVALUATION ➔ In the last step of the analysis the properties of the business model are assessed and evaluated; conclusions are drawn 3rd Chapter: Basic/ Core Models Electronic commerce models ➔ Electronic commerce is about selling goods and services online and delivering them in the physical world ➔ Principle: o Selling goods and services online o Using website, app and devices (PC, phone) o Delivering goods and services offline to/ at customers' site (fulfillment) ➔ Examples: o B2B tools: Würthonline; B2B/ B2C tools: contorion, Conrad electronic o −International: Asos(UK); Zozo(Japan); Nastygal(US) ➔ Value-add: o Convenience: independence of time and (largely) of location, assortment o Drawbacks: Search cost and time for fulfillment o Customers pay for product or service (plus shipping and payment) ➔ Electronic commerce reportedly started in 1994 with the online purchase of a CD. ➔ Despite changes in technology the core business model has remained unchanged. III.A.3. ELECTRONIC COMMERCE MODELS: MATURITY STAGES Onlinesales 1.0: o E-tailing/ online Shops (e. g. zappos/ zalando, zooplus, …) o Booking sites (e. g. Expedia, GetYourGuide, …) Onlinesales 2.0: o Shopping clubs (e. g. Veepee, Westwing, Secret Escapes,…) o Subscription models (e. g. birch-/ glossybox, HelloFresh, …) o Curated shopping (e. g. Outfittery/ Modomoto, Lyst, …) Onlinesales 3.0: o Omnichannelmgt.: clicks& mortar(e. g. Tesco, Carrefour, …) III.A.4. ELECTRONIC COMMERCE: RETAILING MODELS ➔ In the context of electronic commerce three categories of retailers (or three retailing models) are distinguished. ➔ There is a strong move to the medium category, especially from the left. Lecture 6: III.A.5. ELECTRONIC COMMERCE: FRONT-END CORE PROCESS ➔ An electronic commerce business generates revenues by attracting visitors to its web site and convertingthem into buyers. Online, e. g.:Search engines, Social networks and Offline, e. g.: TV, Print ads ➔ Operating costs in electronic commerce are mainly driven by the activities of the fulfillment (back-end) process. III.A.7. ELECTRONIC COMMERCE: CUSTOMER ACQUISITION COSTS (CACS) ➔ electronic commerce CACS increase disproportionally with the number of customers acquired. ➔ Observations: o Individual CAC increases with every additional customer acquired (incremental CAC) o As a consequence, total CACS increase disproportionally (sum/ "integral" of all individual CACS) o How many customers should be acquired in the given time period? → customer economics ➔ That limits businesses' growth dynamics…or increases their capital requirements Customer Economics: Questions to be asked: o After how many purchases does a customer become profitable? o How many purchases does a customer usually make? o How much time elapses between the (repeat) purchases? o How does the contribution margin develop with purchases? o What is the resulting CLV? o How do these figures change across different customer cohorts? ➔ For many electronic commerce businesses, customers need to make several purchases in order to become profitable Revenues of: ELECTRONIC COMMERCE: ➔ New customers–acquisition via various channels: o −Online or Offline, numbers depend on marketing spend ➔ Customer base/existing customers ➔ Purchase behavior/ revenue per customer: o −Basket size (cross-/ upselling) o −Repeat purchases o −Clubs/ subscriptions (recurring rev.) Costs of: ELECTRONIC COMMERCE: ➔ Mostly stable –fixed cost: o −Technical platform (shop) o −Employees (shop-/ category-/ product management) ➔ Main driver –variable cost: o −Customer acquisition o −Customer (re-)activation o −Fulfillment:shipping and returns (in case of physical goods) o −Working capital(inventory, receivables) ➔ In summary, business models based on electronic commerce are quite scalable, However, their capital requirement increases with revenue growth rate. ➔ EXAMPLE: ZALANDO: it may take more than € 1bn. in funding to build a leading online retailer. ➔ The money is needed to cover initial losses and to build fulfillment infrastructure. 3rd Chapter: Basic/ Core Models Content(-driven) and service models ➔ … are based on making digital mediacontent available and delivering it to users. ➔ One basic pattern of content models is to make own or third-party content available to users and charge them directly. ➔ The challenge: Users are often unwilling to pay for content (adequately). ➔ Another basic pattern is to sell ad(vertising) space generatedfrom user interaction or based on user data. ➔ Then users "pay" for the content by receiving ad(vertisement)s or with their data. From an external perspective: TYPES OF MEDIA COMPANIES: ➔ As content is easy to digitize, most media companies have already "gone hybrid" Revenues of content models: ➔ Revenues with users directly: o Size of the user base o One-time revenues: number and volume of purchases o Recurring revenues: number., vol., and duration of subscriptions ➔ Revenues with ad customers: o Size of the user base, Usage: frequency & intensity of use o Traffic: number of page impres-sions(PI)generated by humans Cost of content models: ➔ Mostly stable –fixed cost: o Technical platform (shop), Employees (except production) o Slightly variable: user support ➔ Cost for content production: o Employees (dev. & realization), Project exp. (e. g. for series/ movies) ➔ Cost for licenses/ rights: o Fixed cost: basic fee, Variable cost: usage-dependent fees (structure can be complicated!) Summary of content models: ➔ Cost is largely determined by content sourcing/ acquisition. ➔ Scalability: o Growth follows user base and (human) usage o Capital mainly required for sourcing/ acquiring content o Highly scalable, as digital content can be multiplied easily o Challenge: minimum user base vs. minimum content offering ➔ Risks: o Flexible with respect to offering and scale/ size of the business o Depth of value creation depends on content production and marketing ad space o Imitability is determined by ownership of/ access to exclusive content o Employable content (more or less) restricted by regulation ➔ Implications: o Consumers' media usage has changed fundamentally: "free lunch"-mentality and expectation of a broad offering o Longtime crisis of established (offline) publishers digital transformation o Boundary Lecture # 7 1.) Basic/ Core Models - Content (-driven) and service models Principal/ General Idea: - Service models are based on working/ interacting with users in order to create some personalized, incorporate benefit for them - Delivery of digital services - Users pay directly for consuming the service Examples: - Personal development, training, and coaching: Babbel, Weight-loss programs (Weight watchers) Value-add: - Replaces physical contact - Quick and easy help or instruction, independent of time and location Service models differ in their degree of automation: - Architecture and Delivery Scalability: - Growth follows user base and usage - Depends on degree of automation/ need for human involvement Risks: - Flexible with respect to offering and scale/ size of the business - Depth of value creation depends on service development and marketing ad space - Imitability is determined by ability to render exclusive/ personalized services - Employable content (more or less) restricted by regulation Implications: - Consumers increasingly willing to consume automated services 2.) Platform Models - Marketplaces and Crowdsourcing - Evolved from basic core models, represent the next level of complexity - Platform models are more complex and depend on attracting and managing communities of users, business relationships: N-to-N or N-to-M - A typical platform keeps developing with its community of users Technology and business perspective on platforms: Business model perspective: - a site for the exchange of contacts, goods, or services between third parties, attracting and managing third parties (community of users) - virtual site: online exchange of information (goods) - facilitating third-party transactions and monetizing them Technology perspective: - concepts supporting the modular development of products, enabling product/services variety on a common base - an IT-system, offering functionality for a broader user base → not every digital technology platform enables/ empowers a platform business model → a digital business platform needs a digital technology platform at its base Examples: 3.) Platform Models: Social networks and aggregator models - Growth of a platform is driven by network effects - Network effects can also be negative: acting in a vicious circle, they counteract growth and may even shrink the platform Strategies for Initiating platform Growth: Options for Platform Monetization: Segmentation of Social Networks: Professional (B2B) - Addressing users in their business role - E. g. for self-marketing/job search, recruiting and organizing educational programs Personal/Private (B2C) - Addressing users as private individuals - E. g. sharing personal interest and experiences, exchanging hobbies Segmentation of Aggregator/ Coordinator models: Strong own brand - Own customer interface - Customer has little contact to service provider - E. g. virtual transporter operators (Uber, Lyft, Cargonexx) Weaker own brand - Own customer interface - Customer knows services provider - E. g. food-ordering delivery platforms (Lieferando, Delivery Hero) 4.) Ecosystems: Consumer-/ End-user-oriented - Ecosystem= House - A biological community of interacting organisms and their physical environment Applications of the ecosystem concept to dig. Business: Definition of Ecosystem in the digital business concept: - “An Ecosystem is a set of actors with varying degrees of multilateral, nongeneric complementarities that are not fully hierarchically controlled” Distinguishing ecosystems from platform models: Segmentation of Ecosystems by target customers: Consumers/end users: Amazon, Apple, Facebook, Google, Alibaba Businesses/industrial users: Ilot platform: Adamos Definition of openness in the context of ecosystems → the degree of openness is reflected b several of the differentiating characteristics of ecosystems: loose coupling, centralized power and centricity → the degree of openness needs to be determined for four basic groups of actors/players who form an ecosystem: Strategies for producers Develop own channel: - Use “business-in-a-box” solutions - “Multi-home”, enlist in several large platforms - Use large platforms as showrooms for limited offering, then try to build direct customers relationship Focus own activities: - “going deep” focus on certain goods or services - “going abroad” offer certain competence to other producers Turn to others for support: - Team up with other producers - Take legal actions against key actors 5.) Ecosystems: Business-oriented/industrial- Only example above 6.) Back-End/Enabling Models: Cloud computing/ XaaS - Cloud computing refers to the provision of computing resources (hard- and software) over the internet - Virtualization is technology for dividing one physical machine into several distinct logical machines as perceived by the user Cloud computing: XaaS – Variable scope of services: Rational for and against XaaS offerings: XaaS offerings and examples: BPaaS: Business processes as a service – outsourcing beyond IT (Capgemini, Cognizant) SaaS: Software as a service (salesforce, pipedrive) PaaS: Platform as a service (MS Azure, AWS, commercetools) IaaS: Infrastructure as a service (dropbox, any internet service provider) 7.) Back-End/Enabling Models: Asset managers Asset management models by type of asset and examples: - Physical: B2C- smart home platforms (Kiwi, nest) - Financial: Banking, investing & wealth mgt. (N26), transaction services (PayPal) - Digital: Advertising networks (Taboola), Ad exchanges (AppNexus)

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