Dynamic Structures of Control and Generativity in Digital Ecosystem Service Innovation : The cases of the Apple and Google Mobile App Stores »

Référence :  Eaton B., Elaluf-Calderwood S., Sorensen C. Yoo Y. (2011) « Dynamic Structures of Control and Generativity in Digital Ecosystem Service Innovation : The cases of the Apple and Google Mobile App Stores » in London School of Economics and Political Science

Idée dominante : Dans l’écosystème digital du téléphone mobile les relations entre les différentes parties prenantes sont paradoxales car parfois relevant du contrôle parfois de la générativité.

Résumé :

Un écosystème digital comprend une plateforme composée d’éléments matériels sur lequel des modules immatériels peuvent être construits par des acteurs externes pour étendre les possibilités de la plateforme.

La générativité est la capacité d’un système indépendant de produire des nouveaux contenus ou des nouvelles structures sans l’aide des créateurs (dans notre cas les fournisseurs de plateformes). Cette générativité est donc une source d’incitation à l’innovation.

Cependant sans contrôle de cette générativité, les fournisseurs de plateformes ne peuvent profiter des bénéfices économiques qui en sont dégagés. Dans cet écosystème digital les fournisseurs de plateformes peuvent réguler la générativité en acceptant ou rejetant les tentatives des autres parties prenantes de l’intégrer ont va dire qu’ils ont un comportement antagoniste. S’ils vont chercher à influencer l’action des parties prenantes, ils auront un comportement protagoniste.

L’étude va identifier et monter (à partir de faits avérés sur cet écosystème) une typologie mettant en évidence 4 types d’actions dépendant du rôle de protagoniste ou d’antagoniste des parties prenantes : Les protagonistes peuvent influencer, demander, contourner ou se replier. Les antagonistes peuvent permettre, bloquer, ignorer ou affiner.

Une autre typologie est celle d’interaction selon que les protagonistes ou antagonistes aient pris l’avantage grâce à leurs actions et le paradoxe qui en résulte.

Notes d’intérêt : L’intérêt de cette recherche et qu’elle modélise les relations entres les différents acteurs présent dans cet écosystème digital, se basant sur des faits ayant eu lieu et donc ré-applicables.

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If you love something, let it go mobile : Mobile Marketing and mobile social media 4×4

Référence :  Kaplan A.M. (2011) « If you love something, let it go mobile : Mobile Marketing and mobile social media 4×4 » in Business Horizons, Vol. 55, n°2 pp. 565-580.

Idée dominante : L’évolution du marketing mobile et des médias sociaux mobiles donne des nouvelles opportunités d’actions marketing pour les entreprises.

Résumé :

Le marketing mobile se définit comme une activité marketing menée sur un réseau auquel les consommateurs on constamment accès via leur appareil mobile.

Deux variables sont utilisées pour différencier les actions de marketing mobile : le degré de connaissance des consommateurs (forte/faible) et les leviers de communication push/pull). Cela donne lieu à une typologie de 4 groupes cible (Victimes, Patrons, Etrangers, Groupies).

Les médias sociaux mobiles permettent la création et l’échange de contenu par les utilisateurs et ont pour avantage de donner des informations sur leur localisation dans le temps et l’espace. Ces deux dimensions permettent également de dresser une typologie de 4 actions (Quick-timers, Space-timers, Slow-timers, Space-locators). Ces médias sociaux mobiles permettent désormais aux entreprises en suivant suivre les déplacements et donc en comprenant mieux leurs cibles de mettre en place des actions de communication, de promotion (parfois même relayées par la cible elle même) et de fidélisation individualisées.

L’auteur suggère donc sa règle des 4 I pour utiliser au mieux les médias sociaux mobiles : Intégrer leur activité dans le quotidien des utilisateurs, Individualiser selon leurs préférences, Impliquer en engageant la conversation et Initier la création de contenu par l’utilisateur ou le bouche-à-oreille.

Cependant, selon l’auteur les médias sociaux mobiles sont amenés à évoluer encore plus fortement dans les années à venir du fait du progrès technologique et de la pénétration des appareils mobiles mais également du fait du lien qu’ils permettent entre le monde virtuel et le monde réel.

Notes d’intérêt : L’intérêt de cette étude est qu’elle met l’accent sur l’importance croissante du social dans les stratégies mobiles qui doivent être prises en compte par tous les acteurs qui agissent dans cet environnement.

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Mobile and Social : Ten Best Practices for Designing Mobile Application

Référence :  Lica L., (2010) « Mobile and Social : Ten Best Practices for Designing Mobile Application » in Informatica Economica, Vol. 14, n°3, pp. 60-74.

Idée dominante : L’intégration des réseaux sociaux aux applications mobiles doit suivre un certains nombre de pratiques pour être réussite.

Résumé :

Les réseaux sociaux et les téléphones mobiles connaissent depuis quelques années les croissances les plus importantes sur le secteur des NTIC. Ce boom des téléphones mobiles est étroitement lié à la croissance du nombre d’applications. L’importance des réseaux sociaux doit être pris en considération par les développeurs car ils permettent de toucher énormément d’utilisateurs. L’évolution des téléphones mobiles permet désormais d’avoir des appareils extrêmement puissants dont la seule limite est la taille de l’écran. Les appareils doivent donc être assez flexibles pour attirer les développeurs, le succès d’un smartphone étant lié à l’importance de la communauté de développeurs présente sur sa plateforme. Parmi cette communauté de développeurs de plus en plus d’applications de réseaux sociaux ou intégrant des fonctions de ces réseaux sociaux voient le jours.

L’exemple de 4 applications à succès permet de tirer quelques leçons: Les applications n’ont pas à être la réplique exacte du site internet, elles doivent juste fournir les fonctions les plus utiles pour que l’utilisateur puisse rester connecté. Elles doivent prendre en compte le caractère mobile du téléphone. Les applications doivent être complémentaires au service fourni par une entreprise dont le cœur de métier n’est pas le développement d’applications. Enfin elles doivent faciliter au maximum, par le moins de clicks possible, leur utilisation.

L’auteur nous présente alors 10 « best practices » pour développer des applications intégrant des fonctions sociales:
1) L’intégration de fonctions sociales doit apporter de la valeur ajoutée
2) Etre clair sur les informations qui sont publiées au nom de l’utilisateur.
3) Faciliter la connexion par l’enregistrement des mots de passe et la connexion automatique.
4) Utiliser les réseaux sociaux existant en intégrant leurs fonctions sociales pour applications tierces.
5) Afficher l’activité des amis sur l’application.
6) Faire en sorte que l’utilisateur ne se sentent pas seul
7) Rendre l’application amusante
8) L’application doit être facile d’utilisation.
9) Prendre en compte la taille réduite de l’écran
10) Etre parfaitement transparent sur les paramètres de confidentialité.

Notes d’intérêt : La limite de cette recherche est qu’elle repose sur les connaissances de l’auteur l’efficacité de ces 10 « best practices ne sont pas testée empiriquement.

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A comparison of Inter-Organizational Business Models of Mobile App Stores: There is more than Open vs Closed

Référence :  Müller R.L., Kijl B., Martens J.K.J. (2011) « A comparison of Inter-Organizational Business Models of Mobile App Stores: There is more than Open vs Closed » in Journal of Theoretical and Applied Electronic Commerce Research, Vol. 6, n°2, pp. 63-76.

Idée dominante : La concurrence entre les app stores pour smartphone permet de distinguer plusieurs types de stratégies plus complexe que la différentiation binaire de technologie ouverts/fermés.

Résumé :

La différentiation stratégique des plateformes mobile se limitait jusqu’à présent à l’opposition entre technologie ouverte et fermée. D’autres typologies prennent en compte d’autres dimensions pour différencier les plateformes : contrôle/accès à une ressource ; contrôle des actifs/contrôle des clients ; Verticale (prix, qualité)/Horizontale (type d’utilisateurs).

Plusieurs modèles théoriques sont également à prendre en compte car ils ont un impact sur la structure d’un app store (Effets de réseaux, économies d’échelles, coûts de transaction). De même, des mécanismes assurant de la qualité sont mis en œuvre pour réduire les risques liés aux transactions entre développeurs et consommateurs (construction de réputation, systèmes de réputation, garanties, prévisualisation, comptes rendus). De nouveaux business models sont aussi expérimentés par les développeurs (achats in-app).

Les auteurs mettent en place une modélisation (E3 Value Model) pour mettre en avant les interdépendances entre les activités et acteurs de l’écosystème des app stores. Sur cette modélisation générale, la source principale de rentrée d’argent provient des consommateurs et des fournisseurs de publicité alors que les sorties d’argents sont principalement destinées aux développeurs et distributeurs de logiciels. Le propriétaire de l’app store peut influencer ce réseau de valeur en le structurant et en décidant des rôles qu’il va contrôler ou non et de leur exclusivité. L’analyse des différents app store selon ce modèle et le concept d’innovation ouverte et d’ « innovation economies of scope » a permis de déterminer qu’une plateforme n’est ni totalement fermée et ni totalement ouverte car certains services sont ouverts ou fermés selon le business model sous-jacent de la plateforme.

Notes d’intérêt : Texte fondamental car contenant beaucoup de concepts théoriques appliqués spécifiquement au marché des app stores (avec notamment modélisation e3 du réseau de valeur de ce marché). Il donne également des éléments de comparaison entre les différents app stores avec un focus sur Apple et Google.

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