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<channel>
	<title>Jon Radoff's Entrepreneur 2.0 Blog</title>
	
	<link>http://radoff.com/blog</link>
	<description>Game and social media entrepreneurship</description>
	<pubDate>Mon, 09 Nov 2009 18:10:40 +0000</pubDate>
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		<title>Engagement Drives Virtual Goods</title>
		<link>http://radoff.com/blog/2009/11/09/virtual-goods-engagement/</link>
		<comments>http://radoff.com/blog/2009/11/09/virtual-goods-engagement/#comments</comments>
		<pubDate>Mon, 09 Nov 2009 18:05:08 +0000</pubDate>
		<dc:creator>Jon</dc:creator>
		
		<category><![CDATA[Economics]]></category>

		<category><![CDATA[Facebook]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[social media]]></category>

		<guid isPermaLink="false">http://radoff.com/blog/?p=140</guid>
		<description><![CDATA[I was quoted in the Boston Sunday Globe in an article by Scott Kirsner on virtual goods.  My excerpt from the article: 

&#8220;The most important factor in any online game or social network is the user engagement - the addictiveness and the fun factor,’&#8221; says Jon Radoff, chief executive of GamerDNA, an online community [...]]]></description>
			<content:encoded><![CDATA[<p>I was quoted in the Boston Sunday Globe in an <a href="http://www.boston.com/business/technology/articles/2009/11/08/to_build_up_real_business_selling_virtual_goods_2_mass_firms_change_tactics/">article by Scott Kirsner on virtual goods.</a>  My excerpt from the article: </p>
<p/>
<em>&#8220;The most important factor in any online game or social network is the user engagement - the addictiveness and the fun factor,’&#8221; says Jon Radoff, chief executive of GamerDNA, an online community for gamers based in Cambridge. &#8220;If you can combine that engagement with a high desire for virtual goods, then you have something that is both a good experience for the user, and also monetizes well.&#8221;<br />
</em>
<p/>
That&#8217;s right.  Online experiences <strong>actually need to be fun</strong> to make money.  Surprisingly, it isn&#8217;t clear to a lot of people rushing into the online game space that this is important.</p>
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		<item>
		<title>The Blurring of Casual and Hardcore Games</title>
		<link>http://radoff.com/blog/2009/09/21/the-blurring-of-casual-and-hardcore-games/</link>
		<comments>http://radoff.com/blog/2009/09/21/the-blurring-of-casual-and-hardcore-games/#comments</comments>
		<pubDate>Mon, 21 Sep 2009 19:13:21 +0000</pubDate>
		<dc:creator>Jon</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://radoff.com/blog/?p=135</guid>
		<description><![CDATA[I gave a talk at Austin GDC 2009 titled &#8220;Emerging Trends in Gameplay: The Blurring Lines Between Casual and Hardcore.&#8221;  One of the main points I made&#8211;and which I think was well received&#8211;is the notion that you shouldn&#8217;t be thinking of casual and hardcore as two separate market silos.  Instead, think of how to utilize [...]]]></description>
			<content:encoded><![CDATA[<p>I gave a talk at Austin GDC 2009 titled &#8220;Emerging Trends in Gameplay: The Blurring Lines Between Casual and Hardcore.&#8221;  One of the main points I made&#8211;and which I think was well received&#8211;is the notion that you shouldn&#8217;t be thinking of casual and hardcore as two separate market silos.  Instead, think of how to utilize what works in each category (casual = accessible, hardcore = immersive/engaging) in whatever games you are creating.</p>
<p>If you have been to one of my talks on market trends before, some of the data will look familiar&#8211;but there&#8217;s something here for everyone, new or old!  However, I was able to include some very recent data from Twitter that shows the stellar growth in game-related conversations for the last three months (7.6% compound week-over-week growth!) as well as shifts in Twitter conversation regarding games (e.g., the huge impact that The Beatles: Rock Band made on game-related attention in the week of 9/9/09).</p>
<p>The Twitter data is in the form of heatmaps, which are on slides 15, 16 and 45.  Here is the slide showing the heatmap of conversation growth for June through mid-September 2009.</p>
<p><img alt="" src="http://radoff.com/twitter-heatmap-3mo.png	" title="Twitter Game Conversation Heatmap" class="aligncenter" width="337" height="208" /></p>
<p>The entire presentation is available in its entirety on Slideshare.  You can view it here:</p>
<div style="width:425px;text-align:left" id="__ss_2032782"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/jradoff/gaming-blurring-lines-between-casual-and-hardcore" title="Gaming: Blurring Lines Between Casual and Hardcore">Gaming: Blurring Lines Between Casual and Hardcore</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamerdnagdcaustin2009v3-090921134221-phpapp02&#038;stripped_title=gaming-blurring-lines-between-casual-and-hardcore" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamerdnagdcaustin2009v3-090921134221-phpapp02&#038;stripped_title=gaming-blurring-lines-between-casual-and-hardcore" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object>
<div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/jradoff">jradoff</a>.</div>
</div>
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		<title>PAX 2009</title>
		<link>http://radoff.com/blog/2009/09/06/pax-2009/</link>
		<comments>http://radoff.com/blog/2009/09/06/pax-2009/#comments</comments>
		<pubDate>Sun, 06 Sep 2009 01:42:01 +0000</pubDate>
		<dc:creator>Jon</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://radoff.com/blog/?p=132</guid>
		<description><![CDATA[At PAX, I got to watch Sam Houston (online marketing manager at GamerDNA) who sat on a panel about social media.  Usually it&#8217;s me doing this sort of thing, so it was relaxing to kick back and watch him work the crowd of a few hundred folks at PAX.  He did a great job!
Between the [...]]]></description>
			<content:encoded><![CDATA[<p>At PAX, I got to watch Sam Houston (online marketing manager at <a href="http://gamerdna.com">GamerDNA</a>) who sat on a panel about social media.  Usually it&#8217;s me doing this sort of thing, so it was relaxing to kick back and watch him work the crowd of a few hundred folks at PAX.  He did a great job!</p>
<p>Between the panel and a few business meetings with industry folks, I was able to squeeze in some time of my own at PAX.  A few of the highlights:</p>
<ul>
<li><a href="http://games.kidswb.com/scribblenauts/">Scribblenauts</a> on the Nintendo DS was the game that really grabbed my attention.  Very unique game design.  I think it&#8217;s going to be a lot of fun for all ages.  This is a game you&#8217;ll love your kids to play.</li>
<li>Played Diablo 3 as a Barbarian.  Fun times!  Looking extremely polished for a game that isn&#8217;t going to be done for quite a while.</li>
<li>Messed around as a Goblin Warlock in World of Warcraft: Cataclysm.  I went off the beaten track and tried to explore the world, but they dropped some invisible barriers around the island, and I couldn&#8217;t get to a cool-looking zone.  This should be fun to play once it&#8217;s out.</li>
<li>Played Dante&#8217;s Inferno on a PS3.  Gorgeous graphics &#8212; plays a bit like God of War, which isn&#8217;t really my thing, but I bet lots of people are going to like it.</li>
<li>Watched Dragon Age, Mass Effect 2, Left 4 Dead II and Darksiders &#8212; all of which look fun although I didn&#8217;t feel like waiting in line to try them hands-on.</li>
<li>Picked up a copy of the Concept Art book for Guild Wars 2, which I&#8217;m certain I&#8217;ll play.  A few of the artists from the GW2 team were there to add their signatures to the book.</li>
<li>Bought a box of Magic the Gathering 2010 Core Set boosters, plus a bunch of recent expansion boosters.  I haven&#8217;t gotten to play MTG much in the last year, but figured it was time to refresh my collection.</li>
<li>Bought a box of &#8220;Call of Cthulhu: the Card Game.&#8221;  No idea if the game is any good&#8230; but it&#8217;s Cthulhu, y&#8217;know?  Had to get it.</li>
<li>Someone from Upper Deck taught me to play the WoW trading card game.  It was easy to learn and surprisingly fun.  I bought a box of the Death Knight starter, plus 10 recent boosters to mess around with.</li>
</ul>
<p>Later tonight I&#8217;m heading out to a party run by one of our customers at GamerDNA (CCP Games, the makers of Eve Online).  Should be a fun time!</p>
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		<title>Twitter Misunderstandings and Social Media Evolution</title>
		<link>http://radoff.com/blog/2009/06/16/twitter-misunderstandings-and-social-media-evolution/</link>
		<comments>http://radoff.com/blog/2009/06/16/twitter-misunderstandings-and-social-media-evolution/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 23:47:07 +0000</pubDate>
		<dc:creator>Jon</dc:creator>
		
		<category><![CDATA[Facebook]]></category>

		<category><![CDATA[Twitter]]></category>

		<category><![CDATA[Uncategorized]]></category>

		<category><![CDATA[social media]]></category>

		<guid isPermaLink="false">http://radoff.com/blog/?p=115</guid>
		<description><![CDATA[There&#8217;s a big difference between how Twitter is currently used versus its original stated intentions. It&#8217;s clear that a lot of folks don&#8217;t understand the shift that has taken place, and they&#8217;re missing out on the real value presented by Twitter.
To illustrate the shift, let me share some of the feedback we&#8217;ve gotten on a [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a big difference between how Twitter is <em>currently used</em> versus its original stated intentions. It&#8217;s clear that a lot of folks don&#8217;t understand the shift that has taken place, and they&#8217;re missing out on the real value presented by Twitter.</p>
<p>To illustrate the shift, let me share some of the feedback we&#8217;ve gotten on a new product that <a href="http://gamerdna.com">GamerDNA </a>launched just over a week ago: <a href="http://TweetMyGaming.com">TweetMyGaming.com</a>.  It&#8217;s an awesome way to see real-time tweets about games on Twitter.  We&#8217;re thinking of it as the &#8220;games channel&#8221; for the Twitter universe, and soon we&#8217;ll be rolling out even more functionality which will reinforce that.</p>
<p>The immediate feedback from the Twitter community was electric&#8211;most people loved it.  For example:</p>
<div class="msg">
<ul>
<li>
<div class="msg"><a onclick="pageTracker._trackPageview('/exit/to/muckp');" href="http://twitter.com/muckp" target="_blank">muckp</a>: <span id="msgtxt2131080145" class="msgtxt en"><a onclick="pageTracker._trackPageview('/exit/to/TweetMyGaming')" href="http://twitter.com/TweetMyGaming" target="_blank">@<strong>TweetMyGaming</strong></a> is going to restart my interest in gaming and save me money from buying crappy games. <a href="http://search.twitter.com/search?q=%23hunch">#hunch</a></span></div>
</li>
<li><a onclick="pageTracker._trackPageview('/exit/to/djWHEAT');" href="http://twitter.com/djWHEAT" target="_blank">djWHEAT</a>: <span id="msgtxt2107162182" class="msgtxt en"><a onclick="pageTracker._trackPageview('/exit/to/TweetMyGaming')" href="http://twitter.com/TweetMyGaming" target="_blank">@<strong>TweetMyGaming</strong></a> is pretty awesome.  Watching the Real-Time Feed is mesmerizing.  Saw some chick asking for a Wii Fit review to lose weight!</span></li>
<li>
<div class="msg"><a onclick="pageTracker._trackPageview('/exit/to/matthewpruitt');" href="http://twitter.com/matthewpruitt" target="_blank">matthewpruitt</a>: <span id="msgtxt2046053882" class="msgtxt en">RT <a onclick="pageTracker._trackPageview('/exit/to/EAmobile')" href="http://twitter.com/EAmobile" target="_blank">@EAmobile</a>: Have you guys checked out <a onclick="pageTracker._trackPageview('/exit/link/2046053882')" rel="nofollow" href="http://tweetmygaming.com/" target="_blank">http://<strong>tweetmygaming</strong>.com</a> yet? Awesome site. It&#8217;s a Real time feed of VG convos happening on Twitter!</span></div>
</li>
<li>
<div class="msg"><a onclick="pageTracker._trackPageview('/exit/to/Sk1t3');" href="http://twitter.com/Sk1t3" target="_blank">Sk1t3</a>: <span id="msgtxt2057025692" class="msgtxt en">Just got addicted to tweetmygaming.</span></div>
</li>
<li>
<div class="msg"><a onclick="pageTracker._trackPageview('/exit/to/ghowley');" href="http://twitter.com/ghowley" target="_blank">ghowley</a>: <span id="msgtxt2105982063" class="msgtxt en">Wow. tweetmygaming.com is pretty cool.</span></div>
</li>
</ul>
</div>
<div class="msg"><span class="msgtxt en">In the above, @muckp picked up on a big part of the value for the site&#8211;revealing in real-time what people think about the games on the market.  However, if you go outside Twitter&#8211;to the blogs and articles (primarily in the videogame press) you&#8217;ll find that there are always commenters such as the following:</span></div>
<div class="msg"><span class="msgtxt en"><br />
</span></div>
<div class="msg">
<ul>
<li><span class="msgtxt en">&#8220;I still think twitter is incredibly stupid, how self absorbed do you have to be to think that people actually care what you are doing right that second&#8221; &#8212; </span><span class="msgtxt en">commenter on <a href="http://www.destructoid.com/track-top-trending-games-on-tweet-my-gaming-135987.phtml">Destructoid</a></span></li>
<li><span class="msgtxt en">&#8220;Tell me I&#8217;m not the only one who doesn&#8217;t understand the fascination with Twitter, specifically the infatuation the media seems to have with it. From what I gather, Twitter is just basically a social networking status updater (a la Facebook&#8217;s status updates) just without anything else&#8221; &#8212; commenter on  <a href="http://www.joystiq.com/2009/06/10/tweetmygaming-com-tracks-the-twitterverse-of-gaming/">Joystiq</a><br />
</span></li>
</ul>
</div>
<div class="msg"><span class="msgtxt en">I completely understand where those posters are coming from.  18 months ago, I said some of the same things about Twitter.  But two things have  really changed, particularly in the last year: </span></div>
<div class="msg"><span class="msgtxt en"><br />
</span></div>
<div class="msg">
<ul>
<li><span class="msgtxt en">The emergence of cool applications of Twitter&#8217;s API (aside from TweetMyGaming, this ranges as broadly as desktop applications like <a href="http://www.twhirl.org/">Twhirl</a> to companies like Summize, which was acquired by Twitter and became <a href="http://search.twitter.com">search.twitter.com</a>);</span></li>
<li><span class="msgtxt en">The shift away from the use of Twitter as a pure status-update tool to something that&#8217;s much more conversational.  The latter took place once twitter introduced &#8220;replies&#8221; (using the @ sign in Twitter posts) which forever changed the way people interact on Twitter.  Today, it&#8217;s much closer to a public messaging system that can be <em>either</em> asynchronous &#8212; or as close to real-time as you want.</span></li>
</ul>
</div>
<div class="msg"><span class="msgtxt en"><br />
</span></div>
<div class="msg"><span class="msgtxt en">It shouldn&#8217;t come as a huge surprise that the ultimate use of Twitter departed a bit from the original idea.  Myspace started as a tool for indie bands to promote themselves.  Facebook began as little more than a tool for checking out who is hot or not on your campus.  And Flickr made perhaps the most dramatic shift&#8211;it <a href="http://en.wikipedia.org/wiki/Game_Neverending">started as an online game!</a></span></div>
<div class="msg"><span class="msgtxt en"><br />
</span></div>
<p>The bottom line:  if you remember Twitter when it first came out, and still think of it as a status-update tool&#8211;then you&#8217;re missing out on the innovation that&#8217;s happening here.  Give it another look.  If so, you might join some of these other commenters from the publicity surrounding TweetMyGaming:</p>
<ul>
<li>&#8220;I hated twitter when it came about but I&#8217;m a changed man now. I sign up to shit I want news on like Man United, Dtoid, Total Film, bands I like and it keeps me up to date on my mobile when I&#8217;m at work or whatever.&#8221;" &#8212; Kris S from Destructoid</li>
<li>&#8220;Finally, something useful on Twitter!!&#8221; &#8212; ArchiGamer on Joystiq</li>
<li>&#8220;Sure, there&#8217;s plenty of shit on Twitter that&#8217;s totally inane. Here&#8217;s the key, though: that&#8217;s true of any communication tool. The arguments against Twitter are absolutely the same things people said about blogs when they were novel; &#8220;Well, who cares what Joe Average thinks?&#8221; The answer is the same: probably not many people. But for content providers you already find interesting, it&#8217;s just a very fast real-time communication tool.&#8221; &#8212; eakolb on <a href="http://kotaku.com/5285906/what-games-are-we-tweeting-about">Kotaku</a></li>
<li>&#8220;wow. That&#8217;s pretty strange&#8230;I just joined the dark side and signed up for a twitter account this morning :P&#8221; &#8212; kobeashi on Kotaku</li>
</ul>
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		<title>Slicehost and Cloud Computing</title>
		<link>http://radoff.com/blog/2009/06/08/slicehost-and-cloud-computing/</link>
		<comments>http://radoff.com/blog/2009/06/08/slicehost-and-cloud-computing/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 20:48:11 +0000</pubDate>
		<dc:creator>Jon</dc:creator>
		
		<category><![CDATA[cloud computing]]></category>

		<guid isPermaLink="false">http://radoff.com/blog/?p=107</guid>
		<description><![CDATA[Up until the other day, I ran Radoff.com at a hosting provider at a major Internet media/hosting company (who I&#8217;ll refrain from naming).  It was a clunky service with lots of cumbersome interfaces, but it ran PHP (without a command-line!) which made it able to run some cool stuff like Wordpress.  However, there [...]]]></description>
			<content:encoded><![CDATA[<p>Up until the other day, I ran Radoff.com at a hosting provider at a major Internet media/hosting company (who I&#8217;ll refrain from naming).  It was a clunky service with lots of cumbersome interfaces, but it ran PHP (without a command-line!) which made it able to run some cool stuff like Wordpress.  However, there were always tons of limitations, customer service was non-existent, and basic changes always required me to navigate a ton of annoying interfaces.</p>
<p>Over the weekend, I switched Radoff.com to <a href="http://slicehost.com">Slicehost</a>&#8230;  And wow, what a relief.  If you&#8217;re comfortable with a command-line Linux environment, I don&#8217;t know why you&#8217;d ever want something else.  You get a full Linux distro up in the cloud; you can run whatever operating system build you want (I went with Ubuntu Hardy).  It took only minutes to get Wordpress up-and-running (although it took hours to extract my data from the aforementioned major Internet hosting/media company).</p>
<p>A few of the things I like:</p>
<ul>
<li>Even the cheapest &#8220;slice&#8221; ($20/month) has more than enough computing power for most people.  I imagine that the early stages of a big commercial application would have no problems getting started with some of the bigger slices.</li>
<li>You can do anything you want with it.</li>
<li>Backups are built-in and a very simple interface; easier than anything I&#8217;ve seen on dedicated hosts.</li>
<li>Customer service isn&#8217;t available by phone, but that&#8217;s a good thing.  The customer service folks are all in Campfire, and they&#8217;re just a click away from answering anything you might need help with.</li>
</ul>
<p>It also seems that while services like Amazon EC2 seem to get significantly more expensive once any real scale is achieved, but that the pricing economics of Slicehost appear to remain superior to dedicated colocation even at commercial-grade scale.</p>
<p>Rackspace bought Slicehost last year.  I&#8217;m excited to see how they grow this business.</p>
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		<title>Distributed Community and TweetMyGaming.com</title>
		<link>http://radoff.com/blog/2009/06/04/distributed-community-and-tweetmygamingcom/</link>
		<comments>http://radoff.com/blog/2009/06/04/distributed-community-and-tweetmygamingcom/#comments</comments>
		<pubDate>Thu, 04 Jun 2009 14:33:24 +0000</pubDate>
		<dc:creator>Jon</dc:creator>
		
		<category><![CDATA[Games]]></category>

		<category><![CDATA[Twitter]]></category>

		<category><![CDATA[gamerdna]]></category>

		<category><![CDATA[social media]]></category>

		<guid isPermaLink="false">http://radoff.com/blog/?p=74</guid>
		<description><![CDATA[Destination websites are hard to scale large enough so that they can become successful businesses.  Really hard.  But if you expand your thinking, and challenge yourself with, &#8220;how can I be more than a destination?&#8221; you can unlock immense value.
One of the biggest opportunities is for certain websites to become a platform for [...]]]></description>
			<content:encoded><![CDATA[<p>Destination websites are hard to scale large enough so that they can become successful businesses.  Really hard.  But if you expand your thinking, and challenge yourself with, &#8220;how can I be more than a destination?&#8221; you can unlock immense value.</p>
<p>One of the biggest opportunities is for certain websites to become a platform for distributed community on the Web.  What that means is making it possible to consume your content or application from many different distribution points.</p>
<p>One of the reasons Twitter is so successful is because they&#8217;ve achieved that.  Twitter has worked its way into things as wide-ranging as CNN and <a href="http://gamerdna.com">GamerDNA</a> and has even spawned a whole new group of desktop applications.</p>
<p>Our core mission with GamerDNA is to help gamers find out what&#8217;s really happening in the games they&#8217;re interested in playing.  That&#8217;s why we&#8217;re building the <a href="http://www.gamerdna.com/forumdisplay.php?f=80">Helix API</a>, which makes it possible to dig into the same real-time gameplay trends, player information, etc., that we&#8217;ve built the GamerDNA service with.</p>
<p>Yesterday, we launched <a href="http://TweetMyGaming.com">TweetMyGaming</a> &#8212; which carries on our core mission in a new way.  We want everyone to learn about the buzz surrounding games they might be interested in playing, and to do that in whatever community you participate in.  For us, the latest community is Twitter.  Using a combination of the GamerDNA and Twitter APIs, we can surface conversations on Twitter around games that we know are being played and talked about&#8211;revealing trends in conversations, and allowing you to drill-down into game-specific conversations.  We&#8217;ve gotten some great feedback on it, and will be adding some of our community&#8217;s suggestions in the coming revisions.</p>
<p>We also think TweetMyGaming represents a new type of application.  Mashups have been popular for combining data from multiple sources around a specific context that streamlines the process of consumption.  TweetMyGaming is what I&#8217;ll call a &#8220;real-time mashup,&#8221; which is built upon multiple real-time APIs, where the information you view provides some type of new analysis (rather than just a composite set of information) that can only be generated by finding interesting intersections between data and real-time conversations.</p>
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		<title>Shifting Demographics in Online Game Play</title>
		<link>http://radoff.com/blog/2009/05/14/shifting-demographics-in-online-game-play/</link>
		<comments>http://radoff.com/blog/2009/05/14/shifting-demographics-in-online-game-play/#comments</comments>
		<pubDate>Thu, 14 May 2009 22:52:16 +0000</pubDate>
		<dc:creator>Jon</dc:creator>
		
		<category><![CDATA[Business]]></category>

		<category><![CDATA[Favorites]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[Uncategorized]]></category>

		<category><![CDATA[gamerdna]]></category>

		<guid isPermaLink="false">http://radoff.com/blog/?p=71</guid>
		<description><![CDATA[I gave a talk at the LOGIN 2009 conference today on the subject of shifting demographics within online gameplay.
If you have been to one of my talks before (or looked at one of the slide decks I&#8217;ve posted online), then the introductory section (slides 1-13) will look familiar&#8211;in line with my consistent position that games [...]]]></description>
			<content:encoded><![CDATA[<p>I gave a talk at the <a href="http://www.2009.loginconference.com/">LOGIN 2009</a> conference today on the subject of shifting demographics within online gameplay.</p>
<p>If you have been to one of my talks before (or looked at one of the slide decks I&#8217;ve posted online), then the introductory section (slides 1-13) will look familiar&#8211;in line with my consistent position that games are getting more diverse in terms of audience and game types.</p>
<p>After that, you&#8217;ll see a lot of new data we&#8217;re releasing at the conference.  Some of the cool stuff you&#8217;ll find inside includes:</p>
<ul>
<li>Some new ways to think about market segmentation rather than &#8220;casual versus hardcore.&#8221;</li>
<li>Updated top-15 lists of Xbox Live games, broken down by male versus female players.</li>
<li>Detailed breakdown of all Guitar Hero and all Rock Band games, showing how daily engagement shifted during the course of each franchise as games were released.</li>
<li>Data on the games most played by Bioshock players, showing the emergence of a new market segment that is more about setting (gritty, story-oriented, dark) rather than by game genre.</li>
<li>Competitive set analysis in the MMORPG marketing, demonstrating how World of Warcraft is played by people who don&#8217;t really play many other MMOs, versus the last three big releases (Age of Conan, Warhammer and Lord of the Rings Online) which tend to cater the a niche of players who try almost every new MMO release.</li>
</ul>
<p/>
<div style="width:425px;text-align:left" id="__ss_1437232"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/jradoff/shifting-demographics-in-online-game-play?type=powerpoint" title="Shifting Demographics in Online Game Play">Shifting Demographics in Online Game Play</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamerdnalogin2009-090514174027-phpapp02&#038;stripped_title=shifting-demographics-in-online-game-play" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamerdnalogin2009-090514174027-phpapp02&#038;stripped_title=shifting-demographics-in-online-game-play" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object>
<div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/jradoff">jradoff</a>.</div>
</div>
<p/>
Enjoy!  If you have comments, I&#8217;d love to hear from you &#8212; either on this blog, or posted on Twitter.  And if you aren&#8217;t following me yet, <a href="http://twitter.com/jradoff">click here to join my conversations.</a></p>
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		<title>Star Trek Fun: Replicator versus Holodeck</title>
		<link>http://radoff.com/blog/2009/05/10/star-trek-fun-replicator-versus-holodeck/</link>
		<comments>http://radoff.com/blog/2009/05/10/star-trek-fun-replicator-versus-holodeck/#comments</comments>
		<pubDate>Sun, 10 May 2009 11:12:39 +0000</pubDate>
		<dc:creator>Jon</dc:creator>
		
		<category><![CDATA[Science Fiction]]></category>

		<guid isPermaLink="false">http://radoff.com/blog/?p=67</guid>
		<description><![CDATA[Usually, I post stuff that&#8217;s about technology, social media, or entrepreneurship &#8212; often all three.  But sometimes I&#8217;ll post about something a little different.
The other day I asked on Twitter whether people would prefer to have a replicator or a holodeck (credit for the question idea goes to @fattychubs).  Here are the results:

Replicators won with [...]]]></description>
			<content:encoded><![CDATA[<p>Usually, I post stuff that&#8217;s about technology, social media, or entrepreneurship &#8212; often all three.  But sometimes I&#8217;ll post about something a little different.</p>
<p>The other day I asked on Twitter whether people would prefer to have a replicator or a holodeck (credit for the question idea goes to @fattychubs).  Here are the results:</p>
<ul>
<li>Replicators won with 61% of the votes.</li>
<li>The holodeck got 36% of the votes.</li>
<li>About 3% voted ambiguously, including someone who said they&#8217;d rather have a transporter than either of those two.</li>
</ul>
<p>Many people also shared their reasoning.  Amongst people who voted for replicators, the most popular reasons given were:</p>
<ul>
<li>Food.</li>
<li>Various get-rich-quick schemes involving replicating money.</li>
<li>A theory that you could construct a holodeck by replicating all of the parts you&#8217;d need.</li>
<li>Real objects are better than simulacra.</li>
</ul>
<p>Amongst people who chose the holodeck:</p>
<ul>
<li>Sex.</li>
<li>Various applications in gameplay or game design.</li>
<li>Ability to experience the impossible.</li>
<li>A number of Star Trek experts claimed that replicator technology was part of the holodeck, so you&#8217;d sort of get one anyway.</li>
</ul>
<p>So  how about me?  I&#8217;d choose the Holodeck.  I&#8217;m a bit dubious about claims that the replicator can duplicate any advanced technology, including the holodeck (particularly whether it can simply generate all the software it would need!)  Plus, I think I have enough &#8220;stuff&#8221; &#8212; but my head has plenty of room left for experiences.</p>
<p><em><a href="http://twitter.com/jradoff">Join me on twitter</a> for more discussions about technology, social media, entrepreneurship and science fiction.</em></p>
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		<title>Humans Are Still Hunter-Gatherers</title>
		<link>http://radoff.com/blog/2009/05/04/humans-are-still-hunter-gatherers/</link>
		<comments>http://radoff.com/blog/2009/05/04/humans-are-still-hunter-gatherers/#comments</comments>
		<pubDate>Mon, 04 May 2009 22:57:05 +0000</pubDate>
		<dc:creator>Jon</dc:creator>
		
		<category><![CDATA[Business]]></category>

		<category><![CDATA[Economics]]></category>

		<category><![CDATA[social media]]></category>

		<guid isPermaLink="false">http://radoff.com/blog/?p=50</guid>
		<description><![CDATA[I just finished reading Guns, Germs and Steel, in which Jared Diamond presents his basic thesis: that it was the shift from hunter-gatherers to food production (i.e., animal husbandry and agriculture), based upon fortunate geographical circumstances, that resulted in the emergence of today’s dominant human societies.  If, like me—you’ve got a hunger for history and [...]]]></description>
			<content:encoded><![CDATA[<p>I just finished reading <a href="http://http://www.amazon.com/Guns-Germs-Steel-Fates-Societies/dp/0393061310/ref=pd_bbs_sr_1?ie=UTF8&amp;s=books&amp;qid=1241477014&amp;sr=8-1">Guns, Germs and Steel</a>, in which Jared Diamond presents his basic thesis: that it was the shift from hunter-gatherers to food production (i.e., animal husbandry and agriculture), based upon fortunate geographical circumstances, that resulted in the emergence of today’s dominant human societies.  If, like me—you’ve got a hunger for history and science—then you’ll find it deep and intellectually stimulating for its exploration of that topic alone.</p>
<p>What surprised me is how much of it inspires me with thoughts of our future technological and economic development.  And I’ve concluded one thing: <em><strong>we’re still mostly hunter-gatherers in almost every way other than food.</strong></em></p>
<p>Let&#8217;s take energy as one example.  The vast majority of our energy is created because we travel from place to place, hoping to find a source of energy (sort of like our nomad ancestors who searched long and hard for the calories to gain from a few tubers, a few nuts, or a rare piece of meat).  When we find the energy, we consume it, and it’s gone . The quest continues.  We’re hunter-gatherers of energy.   Right now, many scientists, engineers and businesspeople are trying to figure out how we can truly become producers (rather than gatherers) of energy—that’s what the whole cleantech and renewable energy industry is about.  The possibility here is that in the long-term, we’ll spend far less of our aggregate human resources hunting and gathering energy—freeing up more people to do everything else that’s valuable to us.</p>
<p>Energy was one obvious case where we’re still in hunter-gatherer mode… but how about information? Certainly, we’ve come a long way on the distribution of information (the development of the alphabet, paper, the printing press and the Internet are great examples of this) but we’re still at the very beginning of becoming information producers.  Scientists and engineers labor hard to discover information (information hunter-gatherers), and information services companies are in the business of cross-tabulating and aggregating information so that it can be applied to problems too thorny for individuals to uncover (which might be the primordial version of information production)—but my sense is that we’re still at the very beginning of making the shift</p>
<p>It took millennia for people to shift from hunter-gatherers to food production, so perhaps it will take a while.  Applications like the new <a href="http://bit.ly/87Bvc">Wolfram Alpha</a> are exciting to me because that’s the sort of technology that might enable an information-production age.  <a href="http://http://en.wikipedia.org/wiki/Semantic_web">The Semantic Web</a>, which remains unrealized, is another.  And social media such as <a href="http://yelp.com">Yelp</a>, <a href="http://gamerdna.com">GamerDNA</a>, <a href="http://last.fm">Last.fm</a>, etc. are good examples of software that can autonomously help individual people discover information that’s relevant by mining large amounts of consumer behavior.</p>
<p>The people who first leveraged food production to  allow significant parts of their population to become bureaucrats, soldiers, priests and artisan could probably not possibly imagine the complex outcome of their actions: the rise of states, technology diffusion, literature, etc.  What are the other parts of today’s economy that are still in hunter-gatherer mode, and what sort of things might we dare to imagine for the future?</p>
<p><em>Photo credit: this is a picture I took of a hunter-gatherer during a trip I made to Papua New Guinea; feel free to use however you like.</em></p>
<p><em>If you found this article thought-provoking, please leave a comment&#8211;or <a href="http://twitter.com/jradoff">follow me on Twitter</a> and leave a message there.</em></p>
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		<title>Top Trends in Online Games</title>
		<link>http://radoff.com/blog/2009/04/21/top-trends-in-online-games/</link>
		<comments>http://radoff.com/blog/2009/04/21/top-trends-in-online-games/#comments</comments>
		<pubDate>Tue, 21 Apr 2009 13:39:49 +0000</pubDate>
		<dc:creator>Jon</dc:creator>
		
		<category><![CDATA[Business]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[social media]]></category>

		<guid isPermaLink="false">http://radoff.com/blog/?p=49</guid>
		<description><![CDATA[I just got back from Las Vegas, where I took part in the Independent MMO Game Developers Conference.  One of the highlights for me was meeting Richard Bartle, whose research is the origin of the Bartle MMO Personality Analyzer we run over at gamerDNA.
On Sunday I gave a presentation on &#8220;Top Trends in Online Games.&#8221;  [...]]]></description>
			<content:encoded><![CDATA[<p>I just got back from Las Vegas, where I took part in the <a href="http://www.imgdc.com/">Independent MMO Game Developers Conference</a>.  One of the highlights for me was meeting Richard Bartle, whose research is the origin of the <a href="http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology">Bartle MMO Personality Analyzer</a> we run over at gamerDNA.</p>
<p>On Sunday I gave a presentation on &#8220;Top Trends in Online Games.&#8221;  Below is a Slideshare deck of what I presented:</p>
<div style="width:425px;text-align:left" id="__ss_1321011"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/jradoff/top-trends-in-online-games?type=presentation" title="Top Trends in Online Games">Top Trends in Online Games</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamerdnaimgdc2009-090421083218-phpapp01&#038;stripped_title=top-trends-in-online-games" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamerdnaimgdc2009-090421083218-phpapp01&#038;stripped_title=top-trends-in-online-games" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object>
<div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/jradoff">jradoff</a>.</div>
</div>
<p>Top points:</p>
<ul>
<li>Online games are tribal; social elements are key.  Games, including non-MMORPG products (such as games on Xbox Live Arcade) are becoming increasingly social.</li>
<li>The combination of a strong social fabric, plus newer platforms (XBLA, iPhone, Web) are making some games a lot more capital efficient to develop.  Capital efficiency comes from lower cost of customer acquisition (social elements) plus lower costs of development (the new platforms cost a fraction of typical PC-based AAA titles), which means it is fertile ground for independent developers.</li>
<li>The market is becoming a lot more diverse, fueled by the fact that 97% of teenagers now play games.</li>
<li>There&#8217;s an opportunity for game developers to shift from &#8220;shipping the box&#8221; to delivering long-term entertainment value (i.e., attention), which has more lucrative business models.</li>
</ul>
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