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Jim Plamondon's avatar

Coming from the computing industry, I tend to favor definitions of "platform" that center on a technical interface that standardizes the interactions between modules on either side of that interface, with a platform being a curated collection of said interfaces that makes it easier for those on opposing sides of said interfaces to accomplish a given purpose. Most importantly, the interface enables modules on opposing sides of the interface to innovate independently, thus accelerating the overall rate of innovation of the platform's ecosystem. A great example is Microsoft's Direct3D API, which enabled 3D Graphics Processing Units (GPUs) to innovate independently of game software. This created the first profitable, large-scale niche for GPUs, which led directly to their being used in today's most valuable GPU application: AI.

This definition lends itself to non-computing examples, such as the lens mount (https://en.wikipedia.org/wiki/Lens_mount), the Picatinny Rail (https://en.wikipedia.org/wiki/Picatinny_rail), the tractor's three-point hitch (https://en.wikipedia.org/wiki/Three-point_hitch), and potentially the most valuable physical interface of all time: the shipping container (https://en.wikipedia.org/wiki/Intermodal_container).

The Picatinny Rail is a particularly informative example, as it enabled guns (notably the AR-15) to transition from product to platform, which has made the military's guns much more flexible but which has also complicated the heck out of civilian gun control legislation.

I have been unable find any academic papers in the platform-related literature that study ANY of these non-computing platforms. This is, IMHO, a serious oversight! These examples demonstrate that novel physical interface standards can unlock enormous value, just as digital interfaces can do -- value that could be unlocked in *many* other physical industries, if only the theory and practice that is now known wrt computing platforms were applied to non-computing platforms.

I encourage you to aim a grad student at this research question. 🙂

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Anindya Roy's avatar

Hello Andrei and Julian. I have a query. You categorized Xbox and Playstation consoles as platforms. They enable users to play games produced by third-party developers for those consoles. However, both the consoles do not allow the third-party developers to interact with the end users directly, which is a core characteristic of a platform. Both Sony and Microsoft do not allow that direct interaction. Pls educate me how Xbox and Playstation consoles are platforms.

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