Sublime
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Sonya Huang • Generative AI’s Act Two
The music industry’s motivations to embrace gamification are arguably more financial than cultural: Newzoo estimates that the gaming industry generated over $175 billion in revenue in 2020, whereas official figures for the music recording and publishing sectors sum up to only around $27 billion in the same time period.
Water & Music • Rethinking “gamification” for DAOs
The result? “As opposed to preserving and letting it run as it is, it just got really, really corporate. Politics, greed, all the horrible things that come with big corporations, slowly sort-of crept in,” said Percival.
Stuart Dredge • MySpace – what went wrong: ‘The site was a massive spaghetti-ball mess’
According to Microsoft, there are around 2 billion players in the world, all platforms taken into account. The industry has grown rapidly from $55.8 Bn in 2012 up to an impressive $152.1Bn in 2019, a CAGR of 15,4%! Consumer spending on games is expected to grow to $196 Bn by 2022 🤯
Clement Parramon • Finance in the Gaming Industry

retailer then invested heavily in systems integration over the several years to get the online and in-store experience on the same page. By 2009, Nordstrom said, the company had arrived.
Ray Velez • Converge: Transforming Business at the Intersection of Marketing and Technology
What's driven the growth of this industry for the last five to 10 years is this emergence of streaming. We just talked about how it's more than half the business today. It was single digit seven years ago and so that's just been rapid. All of the growth of the value of streaming has basically come from a few developed markets, historic markets that... See more
Colossus • Universal Music Group: The Gatekeepers of Music
What happens to music when fan-made content eclipses the original IP?
Tatiana Cirisanomidiaresearch.com
“Does this game meet our social and community goals?”