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Disruptive Values Test

by Sean Malstrom


Values.

What is The Blue Ocean about? What is disruption about? Both are about choosing different values than the competitors. In both The Blue Ocean book and in disruption, these new values create a new market. As this new market grows and grows, as some consumers in the old market switch over to the new values, the new values become dominant. The Industry becomes changed.

For twenty years, consoles have been competing over the same values (graphics, horsepower, greater sophistication in software). Even now, it should be clear that Xbox 360 and Play Station 3 compete over the same values. The Wii, however, has adopted different values (interface, pick-up-and-play, 5-95 age group for games).

Blue Ocean Strategy is not about making new markets. It is about adopting new values which opens up not just new markets but also makes your competitors irrelevant (since they have different values). This is why Blue Ocean Strategy matches disruption very closely.

’Competition’ means fighting over the same values. ‘Disruption’ means fighting over different values. When a console outsells another based on same values, it is called ‘CONSOLE WAR’ (or ‘symmetric battles’). When a console outsells another based on different values, it is called ‘disrupting the Industry’ (or ‘asymmetric battles’).

When people turn the marketplace into a Casual Vs. Hardcore, they are really saying Value A Vs. Value B. The words ‘casual’ and ‘hardcore’ have been defined by the hardcore. So the word ‘hardcore’ is viewed as some Olympic skilled video-gamer while ‘casual’ is viewed as a special Olympic, dumb down, ‘everyone-can-win’ retard gamer. (The ‘casual’ side tends to view themselves as ‘normal’ and view the ‘hardcore’ as ‘freaks’).

In “Birdman and the Casual Fallacy”, it pointed out the difference between downmarket and the upmarket with a number of tiers. Many have mistaken that to mean upmarket means ‘hardcore’ while downmarket means ‘casual’. The difference between downmarket and upmarket is the demand of the user. The difference between the so-called ‘hardcore’ and the ‘casual’ is a set of values.
 
DOWNMARKET- The user does not demand much for this product. These users tend to be newer users. Almost all new users begin in the ‘downmarket’ and, should they keep playing, their demands increase so they travel upstream to the upmarket.

UPMARKET- The user demands much for this product. These users tend to be experienced users and/or grew up with the product.

NEXT GENERATION- This is a sustaining upgrade of the Old Values. These Old Values are graphics, horsepower, and greater sophistication in games. By sophistication, ‘next gen’ means for a more immersive, more epic experience. Sophistication is measured in length of playtime.

NEW GENERATION- This is a disruptive upgrade from the Old Values. The New Values are interface, pick-up-and-play, and greater streamline in games. By streamlined, ‘new gen’ means for a more utilitarian, more ‘real world’ type experience (the interface brings the game more to the real world).

UPSTREAM- The user demands more from the product. So the user ‘upgrades’ to higher tiers, to more demanding games. This upgrade is still on the same value line.

DISRUPTION- The user, either completely new, a former user, or overshot, changes values by what they define as quality. Disruption is not about MORE of a quality but CHANGING the definition of quality. As values change, so does what is defined as ‘quality’.

Since there has been much confusion of this subject lately, let us go through a test. The six bolded words above are your choice of answers.

 


Home Before the Revolution Malstrom's Casual Article Division
The Blue Ocean Articles Disruption Chronicles Ludology