Sublime
An inspiration engine for ideas
when digital products have greater and greater reach, it means fewer and fewer people are making the decisions.
Cliff Kuang • User Friendly: How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play
games are highly accessible experiences that gradually monetize over time.
Joost van Dreunen • One Up: Creativity, Competition, and the Global Business of Video Games
The 'deprofessionalization of video games' was on full display at PAX East
Bryant Francisgamedeveloper.comTake the music industry, for example. From Napster to the iTunes Music Store and now Spotify, the last two decades look a lot like an exercise in how to use internet platforms to effectively deny income to musicians while extracting maximum value in content and data.
Tim Maughan • Platforms, Creative Communities, and the Need for a Radical Reimagining - The Reboot
Spotify has already learned that there’s no money to be made with exclusive rights to superstar offerings. “After pouring billions into podcasts and audiobooks to little effect,” explains tech journalist David Pierce, “it seems to have largely given up on the idea that exclusive content is the path to riches.”
The more profitable move is to... See more
The more profitable move is to... See more
Ted Gioia • Nobody Will Tell You the Ugly Reason Apple Acquired a Classical Music Label
“we have entered a different phase for the economy, a new era where production matters less and what matters more is access to that production: distribution, in other words—who gets what and how they get it”[282]. In this context, there
Nicolas Colin • Hedge: A Greater Safety Net for the Entrepreneurial Age
