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On the entrepreneurial genesis of new markets: effectual transformations versus causal search and selection

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Abstract

The generation of new markets is an emerging area of interest among researchers working in the traditions of evolutionary economics. And true to those traditions, the current study incorporates empirical evidence from psychology and cognitive science to develop micro-foundations for evolutionary theories of new market generation. In this paper we present an in-depth analysis of how expert entrepreneurs use effectual logic to conceptualize the creation of new markets. Our results challenge received wisdom based on search and selection processes and move beyond combinatorial ideas to develop instead a “transformational” view of market genesis.

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Notes

  1. For a detailed exposition of the logic and its connections to economics and social philosophy, see Sarasvathy (2007).

  2. Two sources were utilized to identify possible expert entrepreneurs for the study: (1) A list of the one hundred most successful entrepreneurs from 1960 to 1985, compiled by the venture capitalist, David Silver (Silver 1985); and, (2) The list of national winners of the Entrepreneurs of the Year awards, compiled by Ernst & Young. Together, the two sources drew their members from a pool that included virtually every major new company created by an entrepreneur in the U.S. from 1960 till 1996. Both publications used several evaluation procedures and qualification criteria to select their lists from the complete populations of entrepreneurial companies in their respective times. Thus the sample of expert entrepreneurs used in this study was drawn from a population of entrepreneurs who were independently verified as having a track record that suggests a high level of entrepreneurial competence and expertise.

  3. We used the helix process described in Ericsson and Simon (1993:280) to generate the coding scheme. This process calls for repeated circles of coding scheme items generated along a particular axis, such as the three axes of general expertise, market creation, and new venture creation in our study. One member of the research team began listing specific items of the coding scheme from four randomly selected protocols, two from experts and two from novices. Thereafter, the same researcher added items to the list from other protocols and refined the list in an iterative fashion until the coding scheme converged into a complete and coherent instrument for analyzing all the protocols. Two other members of the research team then used the coding scheme to independently code the protocols.

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Acknowledgements

We would like to thank an anonymous reviewer at the Journal of Evolutionary Economics for many helpful comments that helped us improve this paper. The usual disclaimers apply.

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Correspondence to Nicholas Dew.

Appendix A: Research instrument

Appendix A: Research instrument

1.1 A.1 Introduction

In the following experiment, you will solve two decision problems. These problems arise in the context of building a new company for an imaginary product. A detailed description of the product follows this introduction.

Although the product is imaginary, it is technically feasible and financially viable. The data for the problems have been obtained through realistic market research—the kind of market research used in developing a real world business plan.

Before you start on the product description and the problems, I do need one act of creative imagination on your part. I request you to put yourself in the role of the an entrepreneur building a company—i.e., you have a little money of your own to start this company, and whatever experience you have to date.

Throughout the experiment you should talk aloud the thoughts you are having. Please start by reading aloud the following instructions.

1.2 A.2 Description of the product

You have created a computer game of entrepreneurship. You believe you can combine this game with some educational material and profiles of successful entrepreneurs to make an excellent teaching tool for entrepreneurship. Your inspiration for the product came from several reports in the newspapers and magazines about increasing demand for entrepreneurship education; and the fact that a curriculum involving entrepreneurship even at the junior high or high school level induces students to learn not only business-related topics but math and science and communication skills as well.

The game part of the product consists of a simulated environment for starting and running a company. There are separate sub-simulations of markets, competitors, regulators, macroeconomic factors and a random factor for “luck”. The game has a sophisticated multi-media interface—for example, a 3D office where phones ring with messages from the market, a TV that will provide macroeconomic information when switched on, and simulated managerial staff with whom the player (CEO) can consult in making decisions. At the beginning of the game, the player can choose from a variety of businesses the type of business he/she wants to start (For example: manufacturing, personal services, software etc.) and has to make decisions such as which market segment to sell to, how many people to hire, what type of financing to go for, etc. During the game, the player has to make production decisions such as how much to produce, whether to build new warehouses or negotiate with trucking companies, etc.; marketing decisions such as which channels of distribution to use, which media to advertise in and so on; management decisions involving hiring, training, promoting and firing of employees, and so on. There is an accounting subroutine that tracks and computes the implications of the various decisions for the bottom line. The simulation’s responses to the player’s decisions permit a range of possible final outcomes—from bankruptcy to a “hockey stick”.

You have taken all possible precautions regarding intellectual property. The name of your company is Entrepreneurship, Inc. The name of the product is Venturing.

1.2.1 A.2.1 Problem 1: Identifying the market

Before we look at some market research data, please answer the following questions—one at a time: (Please continue thinking aloud as you arrive at your decisions)

  1. 1.

    Who could be your potential customers for this product?

  2. 2.

    Who could be your potential competitors for this product?

  3. 3.

    What information would you seek about potential customers and competitors—list questions you would want answered.

  4. 4.

    How will you find out this information—what kind of market research would you do?

  5. 5.

    What do you think are the growth possibilities for this company?

1.2.2 A.2.2. Problem 2: Defining the market

In this problem you have to make some marketing decisions.

Based on secondary market research (published sources, etc.), you estimate that there are three major segments who are interested in the product:

Segment

Estimated total size

Young adults between the ages of 15 and 25

20 Million

Adults over 25 who are curious about entrepreneurship

30 Million

Educators

200,000 institutions

The estimated dollar value of the instructional technology market is $1.7 Billion

The estimated dollar value of the interactive simulation game market is $800 Million

Both are expected to grow at a minimum rate of 20% p.a. for the next 5 years

The following are the results of the primary (direct) market research that you have completed.

Survey #1

Internet users were allowed to download a scaled down version (Game stops after 15 min of playing) of the prototype and were asked to fill out a questionnaire

  • You get 600 hits per day.

  • 300 of them actually download the product.

  • You have 500 filled out questionnaires so far.

Willing to pay ($)

Young adults (%)

Adults (%)

Educators (%)

50–100

45

26

52

100–150

32

38

30

150–200

15

22

16

200–250

8

9

2

250–300

0

5

0

Total

100

100

100

Survey #2:

The prototype was demonstrated at 2 Barnes & Noble and 3 Borders Bookstores

Willing to pay ($)

Young adults (%)

Adults (%)

Educators (%)

50–100

51

21

65

100–150

42

49

18

150–200

7

19

10

200–250

0

8

7

250–300

0

3

0

Total

100

100

100

Survey #3:

Focus Group of educators (high school and community college teachers and administrators) The educators who participated in the focus group find the product exciting and useful—but want several additions and modifications made before they would be willing to pay a price of over $150 for it. As it is, they would be willing to pay $50–80 and would demand a discount on that for site licenses or bulk orders.

Both at the bookstore demo and the focus group, participants are very positive and enthusiastic about the product. They provide you good feedback on specific features and also extend suggestions for improvement. But the educators are particularly keen on going beyond the “game” aspect; they make it clear that much more development and support would be required in trying to market the product to them. They also indicate that there are non-profit foundations and other funding sources interested in entrepreneurship that might be willing to promote the product and fund its purchase by educational institutions.

Based on your market research, you arrive at the following cost estimates for marketing your product.

Internet

$20,000 upfront + $500 per month thereafter

Retailers

$500,000 to 1 M upfront and support services and follow-up thereafter

Mail order catalogs

Relatively cheap—but ads and demos could cost $50,000 upfront

Direct selling to schools

Involves recruiting and training sales representatives except locally

Competition

None of the following four possible competitors combine a simulation game with substantial education materials—you are unique in this respect.

Company

Product

Description

Price

Sales

per unit

($)

Maxis

Sim City

Urban planning simulation

29.95

30 M

Microprose

Civilization

Civilization building simulation

50.00

20 M

Sierra on-line

Caesar

City building simulation

59.95

18 M

Future endeavors

ScholasticTreetop

CD-ROMs of scholastic books

n/a

1 M

(New co. < 1 year old)

The game companies are making a net return of 25% on sales

At this point, please take your time and make the following decisions: (Please continue thinking aloud as you arrive at your decisions)

  1. 1.

    Which market segment/segments will you sell your product to?

  2. 2.

    How will you price your product?

  3. 3.

    How will you sell to your selected market segment/segments?

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Dew, N., Read, S., Sarasvathy, S.D. et al. On the entrepreneurial genesis of new markets: effectual transformations versus causal search and selection. J Evol Econ 21, 231–253 (2011). https://doi.org/10.1007/s00191-010-0185-1

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