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Manufacturer-Retailer Channel Interactions and Implications for Channel Power: An Empirical Investigation of Pricing in a Local Market

Marketing Science 2000 19(2), 127-148
The issue of “power” in the marketing channels for consumer products has received considerable attention in both academic and practitioner journals as well as in the popular press. Our objective in this paper is to provide an empirical method to measure the power of channel members and to understand the reasons (demand factors, cost factors, nature of channel interactions) for this power. We confine our analysis to pricing power in channels. We use methods from the game-theory literature in marketing on channel interactions to obtain the theoretical framework for our empirical model. This literature provides us a definition of power—one that is based on the proportion (or percentage) of channel profits that accrue to each of the channel members. There can be a variety of possible channel interactions between manufacturers and retailers in channels. The theoretical literature has examined some of these games. For example, Choi (1991) examines how channel profits for manufacturers and retailer vary if channel interactions are either vertical Nash, or if they are Stackelberg leaderfollower with either the manufacturer or the retailer being the price leader. Each of these three channel interaction games has different implications for profits made by manufacturers and retailers, and consequently for the relative power of the channel members. In contrast to the previous literature that has focused largely on the above three channel interaction games, our model extends the game-theoretic literature by allowing for a continuum of possible channel interactions between manufacturers and a retailer. Furthermore, for a given product market, we empirically estimate from the data where the channel interactions lie in this continuum. More critically, we obtain measures of how channel profits are divided between manufacturers and the retailer in the product market, where a higher share of channel profit is associated with higher channel power. We then examine how channel power is related to demand conditions facing various brands and cost parameters of various manufacturers. In going from game-theory-based theoretical models of channel interactions to empirical estimation, we use the “new empirical industrial organization” framework (Bresnahan 1988). As part of this structural modeling framework, we build retail-level demand functions for the various brands (manufacturer and private label) in a given product category. Given these demand functions, we obtain optimal pricing rules for manufacturers and the retailer. In determining their optimal prices, manufacturers and the retailer account for how all the players in the channel choose their optimal prices. That is, we account for dependencies in decision making across channel members. These dependencies are characterized by a set of “conduct parameters,” which are estimated from market data. The conduct parameters enable us to identify the nature of channel interactions between manufacturers and the retailer (along the continuum mentioned previously). In addition to the demand and conduct parameters, manufacturers' marginal costs are also estimated in the model. These marginal cost estimates, along with the manufacturer prices and retail prices available in our dataset, enable us to compute the division of channel profits among the channel members. Hence, we are able to obtain insights into who has pricing power in the channel. In the empirical application of the model, we analyze a local market for two product categories: refrigerated juice and tuna. In both categories, there are three major brands. The difference between them is that the private label has an insignificant market share in the tuna category. Our main empirical results show that the usual games examined in the marketing literature do not hold for the given data. We also .nd that the retailer's market power is very significant in both these product categories, and that the estimated demand and cost parameters are consistent with the estimated pattern of conduct between the manufacturers and the retailer. Given the evidence from the trade press of intense manufacturer competition in these categories, as well as the “commodity” nature of these products, the result of retailer power appears intuitive.

Bundling and Competition on the Internet

Marketing Science 2000 19(1), 63-82
The Internet has signi.cantly reduced the marginal cost of producing and distributing digital information goods. It also coincides with the emergence of new competitive strategies such as large-scale bundling. In this paper, we show that bundling can create “economies of aggregation” for information goods if their marginal costs are very low, even in the absence of network externalities or economies of scale or scope. We extend the Bakos-Brynjolfsson bundling model (1999) to settings with several different types of competition, including both upstream and downstream, as well as competition between a bundler and single good and competition between two bundlers. Our key results are based on the “predictive value of bundling,” the fact that it is easier for a seller to predict how a consumer will value a collection of goods than it is to value any good individually. Using a model with fully rational and informed consumers, we use the Law of Large Numbers to show that this will be true as long as the goods are not perfectly correlated and do not affect each other's valuations significantly. As a result, a seller typically can extract more value from each information good when it is part of a bundle than when it is sold separately. Moreover, at the optimal price, more consumers will find the bundle worth buying than would have bought the same goods sold separately. Because of the predictive value of bundling, large aggregators will often be more pro.table than small aggregators, including sellers of single goods. We find that these economies of aggregation have several important competitive implications: 1. When competing for upstream content, larger bundlers are able to outbid smaller ones, all else being equal. This is because the predictive value of bundling enables bundlers to extract more value from any given good. 2. When competing for downstream consumers, the act of bundling information goods makes an incumbent seem “tougher” to single-product competitors selling similar goods. The resulting equilibrium is less profitable for potential entrants and can discourage entry in the bundler's markets, even when the entrants have a superior cost structure or quality. 3. Conversely, by simply adding an information good to an existing bundle, a bundler may be able to profitably enter a new market and dislodge an incumbent who does not bundle, capturing most of the market share from the incumbent firm and even driving the incumbent out of business. 4. Because a bundler can potentially capture a large share of profits in new markets, single-product firms may have lower incentives to innovate and create such markets. At the same time, bundlers may have higher incentives to innovate. For most physical goods, which have nontrivial marginal costs, the potential impact of large-scale aggregation is limited. However, we find that these effects can be decisive for the success or failure of information goods. Our results have particular empirical relevance to the markets for software and Internet content and suggest that aggregation strategies may take on particular relevance in these markets.

Consumer Decision Making in Online Shopping Environments: The Effects of Interactive Decision Aids

Marketing Science 2000 19(1), 4-21
Despite the explosive growth of electronic commerce and the rapidly increasing number of consumers who use interactive media (such as the World Wide Web) for prepurchase information search and online shopping, very little is known about how consumers make purchase decisions in such settings. A unique characteristic of online shopping environments is that they allow vendors to create retail interfaces with highly interactive features. One desirable form of interactivity from a consumer perspective is the implementation of sophisticated tools to assist shoppers in their purchase decisions by customizing the electronic shopping environment to their individual preferences. The availability of such tools, which we refer to as interactive decision aids for consumers, may lead to a transformation of the way in which shoppers search for product information and make purchase decisions. The primary objective of this paper is to investigate the nature of the effects that interactive decision aids may have on consumer decision making in online shopping environments. While making purchase decisions, consumers are often unable to evaluate all available alternatives in great depth and, thus, tend to use two-stage processes to reach their decisions. At the first stage, consumers typically screen a large set of available products and identify a subset of the most promising alternatives. Subsequently, they evaluate the latter in more depth, perform relative comparisons across products on important attributes, and make a purchase decision. Given the different tasks to be performed in such a two-stage process, interactive tools that provide support to consumers in the following respects are particularly valuable: (1) the initial screening of available products to determine which ones are worth considering further, and (2) the in-depth comparison of selected products before making the actual purchase decision. This paper examines the effects of two decision aids, each designed to assist consumers in performing one of the above tasks, on purchase decision making in an online store. The first interactive tool, a recommendation agent (RA), allows consumers to more efficiently screen the (potentially very large) set of alternatives available in an online shopping environment. Based on self-explicated information about a consumer's own utility function (attribute importance weights and minimum acceptable attribute levels), the RA generates a personalized list of recommended alternatives. The second decision aid, a comparison matrix (CM), is designed to help consumers make in-depth comparisons among selected alternatives. The CM allows consumers to organize attribute information about multiple products in an alternatives × attributes matrix and to have alternatives sorted by any attribute. Based on theoretical and empirical work in marketing, judgment and decision making, psychology, and decision support systems, we develop a set of hypotheses pertaining to the effects of these two decision aids on various aspects of consumer decision making. In particular, we focus on how use of the RA and CM affects consumers' search for product information, the size and quality of their consideration sets, and the quality of their purchase decisions in an online shopping environment. A controlled experiment using a simulated online store was conducted to test the hypotheses. The results indicate that both interactive decision aids have a substantial impact on consumer decision making. As predicted, use of the RA reduces consumers' search effort for product information, decreases the size but increases the quality of their consideration sets, and improves the quality of their purchase decisions. Use of the CM also leads to a decrease in the size but an increase in the quality of consumers' consideration sets, and has a favorable effect on some indicators of decision quality. In sum, our findings suggest that interactive tools designed to assist consumers in the initial screening of available alternatives and to facilitate in-depth comparisons among selected alternatives in an online shopping environment may have strong favorable effects on both the quality and the efficiency of purchase decisions—shoppers can make much better decisions while expending substantially less effort. This suggests that interactive decision aids have the potential to drastically transform the way in which consumers search for product information and make purchase decisions.

Measuring the Customer Experience in Online Environments: A Structural Modeling Approach

Marketing Science 2000 19(1), 22-42
Intuition and previous research suggest that creating a compelling online environment for Web consumers will have numerous positive consequences for commercial Web providers. Online executives note that creating a compelling online experience for cyber customers is critical to creating competitive advantage on the Internet. Yet, very little is known about the factors that make using the Web a compelling experience for its users, and of the key consumer behavior outcomes of this compelling experience. Recently, the flow construct has been proposed as important for understanding consumer behavior on the World Wide Web, and as a way of defining the nature of compelling online experience. Although widely studied over the past 20 years, quantitative modeling efforts of the flow construct have been neither systematic nor comprehensive. In large parts, these efforts have been hampered by considerable confusion regarding the exact conceptual definition of flow. Lacking precise definition, it has been difficult to measure flow empirically, let alone apply the concept in practice. Following the conceptual model of flow proposed by Hoffman and Novak (1996), we conceptualize flow on the Web as a cognitive state experienced during navigation that is determined by (1) high levels of skill and control; (2) high levels of challenge and arousal; and (3) focused attention; and (4) is enhanced by interactivity and telepresence. Consumers who achieve flow on the Web are so acutely involved in the act of online navigation that thoughts and perceptions not relevant to navigation are screened out, and the consumer focuses entirely on the interaction. Concentration on the navigation experience is so intense that there is little attention left to consider anything else, and consequently, other events occurring in the consumer's surrounding physical environment lose significance. Self-consciousness disappears, the consumer's sense of time becomes distorted, and the state of mind arising as a result of achieving flow on the Web is extremely gratifying. In a quantitative modeling framework, we develop a structural model based on our previous conceptual model of flow that embodies the components of what makes for a compelling online experience. We use data collected from a largesample, Web-based consumer survey to measure these constructs, and we fit a series of structural equation models that test related prior theory. The conceptual model is largely supported, and the improved fit offered by the revised model provides additional insights into the direct and indirect influences of flow, as well as into the relationship of flow to key consumer behavior and Web usage variables. Our formulation provides marketing scientists with operational definitions of key model constructs and establishes reliability and validity in a comprehensive measurement framework. A key insight from the paper is that the degree to which the online experience is compelling can be defined, measured, and related well to important marketing variables. Our model constructs relate in significant ways to key consumer behavior variables, including online shopping and Web use applications such as the extent to which consumers search for product information and participate in chat rooms. As such, our model may be useful both theoretically and in practice as marketers strive to decipher the secrets of commercial success in interactive online environments.