Explain at least three technology acquisition alternatives.
What will be an ideal response?
1. Licensing: Technologies that are not easily purchased can be licensed for a fee. For example, companies that develop video games often license technology, including the software that models the physics behind the activities depicted in the game. The artwork, characters, and music for a particular game may be unique, but the basic laws of real-world physics apply to the action shown in most of today's sophisticated games, so there is no advantage to programming that aspect of each game. Licensing is more economical.
2. Technology trading: Some companies are willing to share technology.
3. Research partnerships and joint ventures: A research partnership jointly develops a particular new technology. Typically, each member contributes a unique set of skills or resources, as when an established company contributes money and management know-how, and a start-up contributes technological expertise.
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A) they are planning to integrate horizontally B) they purchase in large quantities from supplier firms C) supplier products represent a small portion of the buyers' costs D) the supplier's products are highly differentiated
The transmittal letter or memo that accompanies a formal business report is usually directly organized and written less formally than the report itself
Indicate whether the statement is true or false
Which of the following statements regarding the usefulness of learning curves is FALSE?
A) An external use of learning curves is in supply chain negotiations. B) A strategic use of learning curves is in evaluating company and industry performance. C) An internal use of learning curves is in establishing costs. D) An internal use of learning curves is in labor forecasting. E) A strategic use of learning curves is in establishing budgets.
The cost of debt to the firm is adjusted for _____.?
A. ?marginal revenue generated B. ?taxes C. ?interest rate D. ?internal rate of return E. ?return to investors