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David K.H. Begg, Gianluigi Vernasca-Economics-McGraw Hill Higher Education (2011)

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12.8 E-products<br />

100<br />

80<br />

60<br />

- - - - - - - - - - -- - ----<br />

CD player _ - - - -<br />

_ _ _ _ .. ...... ...... -::·<br />

-··<br />

- - - -<br />

..·<br />

,<br />

,<br />

Digital television service<br />

.. ·<br />

40<br />

,<br />

•' DVD player<br />

,<br />

20<br />

Figure 12.3<br />

0 -+-<br />

1996/97 1999/2000 2002/03 2005/06<br />

Household use of digital technology<br />

Source: www.statistics.gov.uk. © Crown c opyright 2002-2008.<br />

valued at 2004 prices. Today, the richest people on the planet are in the information business. Bill Gates of<br />

Microsoft (www.microsoft.com) is currently worth about $55 billion. The information revolution is here.<br />

It is big business and it is changing people's lives.<br />

Figure 12.3 shows the rapid rise in digital technology in UK households, for entertainment, communication<br />

and information. The same applies in the corporate world, where 93 per cent of UK businesses had<br />

information and communications technology by 2006 and 70 per cent had a website. UK sales over the<br />

internet - from last-minute plane tickets to used car sales - topped £100 billion for the first time in 2005.<br />

The use of email has led to a collapse in the use of letters and the sale of stamps.<br />

Examples of e-products include music, films, magazines, news, books and sport. Information is expensive<br />

to assemble and produce but very cheap to distribute. The fixed cost of creating a usable product is large;<br />

the marginal cost of distributing it is tiny. This cost structure implies vast scale economies in production.<br />

We discuss the key attributes of information products as viewed by users. These users or consumers of<br />

information are not merely households but businesses themselves.<br />

Consuming information<br />

From the viewpoint of users, e-products have four key features: experience, overload, switching costs and<br />

network externalities.<br />

Experience<br />

Information is an experience product. The first time we try something we find out<br />

how useful it is to us. Most goods and services that we buy are repeat purchases.<br />

We no longer buy them just to find out what they are like. What is different about<br />

information is that it is nearly always new. If we already had the information, we<br />

would not need to buy it. We say 'nearly always' because we all have a DVD that we<br />

like to watch more than once. People buy DVDs of Manchester United's Champions'<br />

An experience good or<br />

service must be sampled<br />

before the user knows its<br />

value.<br />

297

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