Exploring the Entry Point for Growth Steps: A Real-time Case Study of the Platform Development Process

Takahiro Inada
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Abstract

Recent advances in information and communication technology have led to the rapid growth of platform businesses that provide a place for two or more sides (i.e., groups of participants), such as sellers and buyers, to interact and transact. This business has structural characteristics that are different from conventional businesses, and its development process is also considered unique. However, previous studies have mainly focused on established and successful platforms, and have not paid enough attention to the early stages of the process. As a result, scholars assumed that platforms would be built according to a blueprint that clearly stated which side and segment to approach. However, identifying and exploiting entrepreneurial opportunities is not a linear process and involves learning under uncertainty and trial and error. In light of the above, this study conducted a longitudinal case study to examine the process of defining the sides and segments approached by Company V, a startup that provides a platform to connect manga (cartoon) artists with readers and companies. Consequently, this study demonstrates that it is essential for platform startups to attract participants, and identify the optimal entry point for the company’s growth steps. In particular, when entering an industry such as the manga industry, where information technology is not widely used, it is possible to build a platform by leveraging technology in challenge areas, based on a deep understanding of the market structure and other companies’ trends. The study also suggests that it is effective to use the existing networks as a foothold, to identify on which side and segment to focus.
探索成长步骤的切入点:平台开发过程的实时案例研究
最近信息和通信技术的进步导致了平台业务的快速增长,这些业务为双方或多方(即参与者群体),如卖家和买家,提供了一个互动和交易的场所。该业务具有不同于传统业务的结构特点,其发展过程也被认为是独一无二的。然而,以往的研究主要集中在已建立和成功的平台上,并没有对过程的早期阶段给予足够的重视。因此,学者们认为平台将根据蓝图建造,该蓝图清楚地说明要接近哪一边和哪一部分。然而,识别和利用创业机会不是一个线性过程,它涉及在不确定性和试错中学习。鉴于上述情况,本研究进行了纵向案例研究,以检查V公司(一家为漫画(卡通)艺术家与读者和公司提供连接平台的初创公司)所接触的方面和细分的定义过程。因此,本研究表明,平台初创公司必须吸引参与者,并确定公司成长步骤的最佳切入点。特别是在进入像漫画这样信息技术应用并不广泛的行业时,可以在对市场结构和其他公司趋势的深刻理解的基础上,通过利用挑战领域的技术来建立一个平台。研究还表明,利用现有的网络作为立足点是有效的,可以确定要关注哪一方和哪一部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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