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The purpose of this paper is to use Game Theory to model and analyze the various ‘games’ being
played in the PC industry to predict the outcomes, explain the situations and/or recommend the
appropriate strategies in the marketplace. These insights can be applied in other high-tech, fast-
growth industries as well.
Game Theory
Game Theory provides a mathematical model to study situations of strategic interdependence
where there exists varying degree of conflict and cooperation. Game theoretic concepts apply
whenever the actions and the outcomes of these actions are interdependent among several agents.
These agents may be individuals, groups, firms or any combination of these. The concepts of game
theory provide a ‘language’ to formulate, structure, analyze and understand strategic scenarios.
There are two major types of non-cooperative games: sequential and simultaneous. In a sequential
game (game of perfect information), there exists a strict order of play; one player makes a move
and the other has a chance to study it before reacting. This creates a situation where one player
makes a move in consideration of future consequences. A simultaneous game is one where both
players make decisions independently without knowing what the other player’s actions are or what
they will do (game of imperfect information).
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Apple, Atari, etc. have launched their personal computers prior to 1981 but IBM created the first ‘open architecture’ PC platform.
The solution concept employed to predict and/or explain what players will do in a given game is
equilibrium analysis. In equilibrium, no changes in behaviour are expected as players are assumed
to use their equilibrium (rational) strategies to maximize their respective payoffs. Sequential
games are represented in the extensive form (game tree) and solved through backward induction
(rollback analysis). Simultaneous games are represented in the strategic/normal form as a payoff
matrix. One can start with the Dominance approach (through the iterated deletion of dominated
strategies) and/or the Nash Equilibrium approach (through cell-by-cell inspection) to locate any
equilibrium where each players are playing their best reply in response to one another.
Solving for equilibrium, neither player has any dominant strategy and there are 2 pure strategies
Nash Equilibria at (1,1) and (0,0). Solving for Mixed-Strategy-Equilibrium, there is one MSE
when p=0.5 and q=0.5 where each will be indifferent to the other player’s strategies.
p+(-1)(1-p)=0 q+(-1)(1-q)=0
p=0.5 q=0.5
However, it can be seen that both players will gain higher payoffs if they play
(Coordinate,Coordinate) instead of their respective MSE strategies. All they need to do is for either
one to ‘signal’ to the other player the desired outcome, if it is not obvious already. This game is
known as an Assurance Game as there is perfect alignment of interest without any conflicts. In
such a game, no enforceable agreement is required as the (Coordinate,Coordinate) outcome is a
Nash Equilibrium which is self-enforcing. It is also Pareto-efficient and Hicks-efficient – it has the
best collective outcome.
The predicted preferred outcome (Coordinate,Coordinate) helps explain why Microsoft and Intel
have been so successful. Through their coordination, they have created the de-facto “Wintel”
standard. Its mass adoption by other computer manufacturers has undermined ‘proprietary’
offerings from IBM (PS/2 computers), Apple (Macintosh), etc. Microsoft and Intel have created a
virtuous cycle which is self-reinforcing; resulting in greater demands, greater applications
availability and better cost-competitiveness. Both players recognized that they are better off
coordinating their efforts.
Solving for equilibrium, both players have Undercut Price as their dominant strategy resulting in a
Dominant-Strategy-Equilibrium at (2,3) which is also Pareto-efficient. There is no common
interest at all and both players are in constant conflict. This is not a repeated Prisoners’ Dilemma
game as there is no room for cooperation at all.
The predicted outcome (Undercut,Undercut) explains why Dell was aggressive in its pricing.
Dell’s COO James Vanderslice (25 May 2001, CNN) declared an all-out price war in a push to
gain more market share and potentially drive competitors out of business. Compaq, in order to
maintain its market-share position, and without a better strategy, has no choice but to join in the
price-war (playing its best-reply), even though it is not in its best interest to do so in the long-term.
Compaq was at the losing end due to its price disadvantages. Compaq did make some strategic
moves to try and change the rules of the game. It tried to change its payoffs through its Compaq
Direct online initiative, hoping to achieve Dell’s efficiency. However, due to its business model of
relying on distributors and resellers and the immediate negative impact on its business should it go
direct, Compaq was never able to bring its payoffs inline with Dell’s. This helps explain why
Compaq made other strategic moves to acquire Tandem (1997) and DEC (1998), hoping that it
can ‘play’ another game in the enterprise computing space (changing players) where margins
(changing payoffs) were much healthier. However, in this fast-pace industry, Compaq did not
have the luxury of time for its strategy to work out as Dell continued charging ahead. Compaq was
eventually acquired by HP and now HP is caught in the same game with Dell.
Dell once again proved that it can execute its strategies flawlessly to deliver an impressive result
where Printing and Imaging commanded an 11% worldwide market share in inkjet printers after
just over a year into the business. Dell has also changed the ‘rules’ of the game by incorporating
pro-active ink-usage tracking software and providing free recycling of empty cartridges,
effectively increasing its ‘payoffs’ through a ‘lock-in’ effect.
Dell Services has also successfully ‘commoditized’ certain services and won over major customers
like AXA, Boeing, Ford and JP Morgan with a run-rate of US$3 billion annually as of May 2004.
IBM
IBM, the creator of the first IBM PC and the world’s largest IT company have decided to exit
(changing strategies) the PC game completely in December 2004 when it sold its PC business
unit to Lenovo of China. However, IBM has taken other strategic moves earlier to focus its
business on IT services (playing another game) under then CEO, Lou Gerstner when he joined in
1993. This strategic move proves to be important as IBM turned around from a record loss of
US$8 billion (1993) to a profit of US$8.4 billion (2004). IBM Global Services revenue
contribution grew strongly from 25% in 1992 to 48% in 2004. It acquired PWC Consulting for
US$3.5 billion in 2002 to create the world’s largest IT services organization, with more than twice
the revenue of its nearest competitor.
In the assurance game, Microsoft and Intel demonstrated that through a coordination of efforts,
they are able to maximize individual as well as collective payoffs, without the need of an
enforceable agreement. Both understand this important ‘truth’ and have coordinated in other
industry-standards setting efforts such as USB, PCI, etc.
In the price-war game, Compaq might have taken different strategic approaches in halting Dell’s
move instead of engaging in a series of price-war that left it ‘battle-weary’ and ultimately led to its
demise as predicted in the game theoretic model. Between 1994 and 1997, Compaq was at its peak
with revenues of US$14.8 billion (1995) and US$24.7 billion (1997) versus Dell’s revenues of
US$3.5 billion (1995) and US$7.8 billion (1997). Compaq was 4.2 times and 3.2 times the size of
Dell in 1995 and 1997 respectively. Could Compaq used its bigger size then to stop a charging
Dell? Compaq’s strategic moves in acquiring Tandem (1998) and DEC (1999) was a bit too late
and left it straddling in different games of which it has no competitive advantage.
Lastly, we noted how Dell perfectly understands the game it is playing and executing its strategies
by leveraging on its competitive advantage and changing the rules (typically through
commoditization) of the games it entered. IBM realized early it was playing a losing price-war
game and ceded the consumer PC market earlier before ultimately selling off its PC business to
Lenovo to play the IT services game where it is now by far the largest IT services organization in
the world.
These lessons and strategies can be applied to other industries, especially in high-tech and fast-
growth industries like telecommunications, consumer electronics, etc. where standardization is the
‘name of the game’. By taking a pro-active approach in analyzing a game, one can be prepared
to execute the right strategy, and if need be, to make strategic moves to change the rules of the
game.