Red Ocean Trap Ten: The belief that blue ocean strategy is synonymous
with creative destruction or disruption.
Creative destruction or disruption occurs when an innovation disrupts an existing
market by displacing an earlier technology or existing product or service. The
word “displacement” is important here, as without displacement, disruption
would not occur. In the case of photography, for example, the innovation of
digital photography disrupted the photographic film industry by effectively
displacing it. So today digital photography is the norm, and photographic film is
seldom used. Disruption is, hence, largely consonant with Schumpeter’s concept
of creative destruction, whereby the old is incessantly destroyed or replaced by
the new. Unlike disruption, however, blue ocean strategy does not necessitate
displacement or destruction. Blue ocean strategy is a broader concept that goes
beyond creative destruction to embrace nondestructive creation, which is its
overriding emphasis.
Take Viagra, which created a blue ocean in lifestyle drugs. Did Viagra
effectively disrupt an existing industry by displacing an earlier technology or
existing product or service? No. It created a blue ocean via nondestructive
creation. By reconstructing existing market boundaries, blue ocean strategy
creates new market space within and beyond existing industries. When new
market space is created beyond existing industry boundaries, as with Viagra,
reconstruction tends to bring about nondestructive creation. When, on the other
hand, new market space is created within an existing industry, like disruptive
innovation, displacement tends to occur. However, in many cases, even when the
reconstruction occurs within industries, blue ocean strategy also produces
nondestructive creation. Nintendo’s Wii, for example, created a blue ocean in the
nondestructive creation. Nintendo’s Wii, for example, created a blue ocean in the
video game industry. It had an element of creative destruction. However, the
new market space it created of physically active, family-centered video gaming
had an even larger element of nondestructive creation that complemented, more
than disrupted or displaced, existing video games.
The important question for practice is, What drives blue ocean strategy to go
beyond creative destruction to nondestructive creation, which is a key goal of
most companies as well as of governments in their quest to stimulate economic
growth? The essential point here is that blue ocean strategy is not about finding a
better or lower-cost solution to the existing problem of an industry, both of
which trigger disruption and displacement of existing products and services.
Instead, blue ocean strategy is about redefining the problem itself, which tends to
create new demand or an offering that often complements rather than displaces
existing products and services. The six paths framework in
chapter 3
is critical in
this regard as it provides systematic ways to redefine industry problems to open
up new market space.
To put the ideas and methodologies contained in this book into proper practice,
you need to have a robust understanding not only of the building blocks of blue
ocean strategy, but also of the assumptions that lurk behind the red ocean traps.
While some of these misconceptions are more conceptual than others, they all
matter if you are to use the blue ocean strategy tools and methodologies to
achieve their intended objectives in practice. This is why we felt the need to end
this expanded edition by clarifying the red ocean traps. Only then can we move
one step closer to achieving our ultimate goal of bringing blue ocean strategy
theory closer to practice.
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