Showing posts with label mobile games. Show all posts
Showing posts with label mobile games. Show all posts

Friday, 11 July 2014

The amazing and thought provoking / leading career of Seth Godin

I put it here to remind myself (and maybe inspire others) that the road is long with much feedback.

And with many visionaries - they only really become famous after a 10 year struggle / investment.

Overnight successes are very rare and most probably an evil unto themselves.

For my part, and shame, I only started learning from the master himself after 1997.

After University when the real learning begins. 

By then he had done so much - and what amazes me is so much before his time i.e. pre web web stuff, pre processing graphics VR stuff.

A friend and I were laughing yesterday about how I do the same with my eco fashion idea (10 years to early) my public and private sector blend events (5 years to early) my augmented reality development (probably 3 years to early...) hopefully my next one - mobile gaming to do good will not be too early or too late for that matter ;)

My favourite part is "During this seven-year peak period of making over 100 books, my team and I got about a dozen rejection letters a week, or 500 a year, relentlessly, year after year." Amazing. 

But more importantly back to Seth and all his good work!

1984—Telarium, a huge project that started my path with a flourish. I was incredibly lucky to be given the resources to create something magical by David and Bill. A story for another day, but it took me a long time to again come close to an experience like this one.

1985—Tennis and golf on VCR, British video games on floppy disk and other Spinnaker projects.

1986—Business Rules of Thumb, my first book. Followed by 900 rejections in a row, 30 projects dead, including The Fortune Cookie Construction Set and How to Hypnotize Your Friends and Make Them Act Like Chickens.

1987—The Select Guide to Law Firms, an ad-supported directory of fancy law firms given to the most elite law students in the country. I learned an enormous amount about direct mail, rejection and lawyers from this project. It ran for three editions and kept me in business during several really lean years.

1988—Isaac Asimov's Robots, a VCR mystery game. Siskel and Ebert gave it two thumbs up... This one was a leap in complexity, involving Doubleday, Kodak, Asimov, game designers, packaging designers, an editor, a union cast, and yes, robots. Or at least people in robot costumes.

1989—Score More Points, a series of VCR tapes that taught kids how to cheat at Nintendo games. I was certainly waiting for the web to arrive, but it hadn't, yet.

1990—Guts, an online game for Prodigy, launched. It was one of the most popular online promotions of its time, and it contained thousands of hand-built trivia questions incorporated into several different editions of the game. This was a chance to see how much content added to technology, and how it could leverage and spread ideas.

1991—The Worlds of Power series. It took me more than three years to get all the licenses I needed to launch this series of novels, each based on a video game that was popular on Nintendo. We sold more than a million of them.

1992—One day, I saw that Cliffs Notes had published a list of their most popular notes. Using the 80/20 rule as a guide, I realized that the top 30 titles probably accounted for more than 95% of their sales. Hence: Quicklit, a book that should have been incredibly popular, but wasn't. Betting that high school students would plan ahead was a bad idea. I also had the delightful opportunity to work with a giant, Walter Dean Myers, in creating a series of novels for overlooked young adults. Walter died last week, and his impact on millions of kids can't possibly be overstated.

1993—In between multi-year, complex projects, we found time to do things a bit more lighthearted. The Smiley Dictionary started as a phone call with my friend and colleague Michael Cader, was sold the next week and finished a week after that. Without a doubt, my time would have been better spent building a search engine.

[During this seven-year peak period of making over 100 books, my team and I got about a dozen rejection letters a week, or 500 a year, relentlessly, year after year. They were rejections from people who reject things for a living. I wasn't spamming people, I was submitting proposals to people who wanted to get them. This is a useful lesson for project creators...]

1994—This one stretched my philosophy of scaling up to take on bigger book projects. The original Information Please Business Almanac was almost 800 pages of densely-packed facts, advice, resources and more. Five full-time editors worked together (in my attic) and we built a desktop publishing system to collate and manage all the data we organized and presented. Too bad the web made us obsolete, because we were the easiest way to find the phone number for the Honolulu Public Library (open late!). We did this at the same time we built The Guerrilla Marketing Handbook.

1995—For more than five years, I patiently courted Stanley Kaplan (the person) about turning his iconic brand into a series of test prep books. After an arduous development process, we finally launched with five titles (the best part were the cartoons from Bizarro)...

1996—At Yoyodyne, we built an organization that excelled at inventing and launching projects. We created the first million-dollar online sweepstakes, as well as a growing series of promotions from American Express, P&G and others.

1997—The Bootstrapper's Bible was a great idea, and after a few years, I got the rights back and decided to share an abridged edition online for free.

1998—This was a peak year for project craziness, with books and online projects coming out at a feverish pace. At one point, I did project presentations in three different states in one day. I finally (and painfully) realized that entrepreneurs were different from freelancers, sold my companies and shifted gears.

1999—Permission Marketing was, after creating and launching 120 books, seen as my first 'real' book, a solo effort that was marketed the way most books are. I also started writing columns for Fast Company, a monthly launch discipline that suited my need to invent and ship.

2000—Unleashing the Ideavirus was launched, no publisher, no bookstores, no revenue. I went on to quickly create and self-publish a hardcover which became a bestseller, proving to me that the world of projects was going to be different from now on.

2001—I spent ten hours a day, just about every day, researching and writing Survival is Not Enough.
2002—The CD patents were expiring, and Sony launched SACD but forgot to produce original music in that format. I launched Zoomtone records as an experiment with some passionate and talented musicians. Alas, the high-end stereo community wasn't interested.

2003—My first TED talk, Purple Cow in a milk carton and Really Bad Powerpoint all shipped.

2004—This is the year, a decade ago, when this blog really hit its stride, and when it became clear that connecting people online was a useful and powerful platform. I launched the Bull Market ebook as well as Free Prize Inside, a book about how to make a purple cow. The book came in a cereal box, which probably gilded the lily and certainly didn't make bookstores happy. Also! As a summer project, launched Changethis.com, which thrives to this day.

2005—All Marketers are Liars is published, a lousy title for a really important idea. We started Squidoo as a summer project.

2006—This is Broken, a talk I gave exactly once, took months to create. I'm glad Mark filmed it.

2007—The Dip, my shortest book, with the most impact per page by far, launches.

2008—Launched Tribes, a significant shift in my writing focus. If marketing is everything that an organization does that changes perceptions, then leadership is the most important marketing tool. Doing the right thing is at least as important as knowing what the right thing is.

2009—The six month MBA. What a project, one that continues to weave a web of friends, passion and change. We sat together in my office every day for six months, and it directly led to significant shifts in thinking for all of us. Also, unrelated, mini me went to the Minnesota State Fair.

2010—Linchpin was published. This might be my book project that has had the biggest impact. Followed it up with a self-organized event in NYC and then Chicago. Once again, the world says to the project creator... go ahead, pick yourself.

2011—Started as a summer project in 2010, 2011 was devoted to launching a dozen Domino Project books. Each was a bestseller, with special editions, letterpress and experiments in design, pricing and distribution. Publishing the master, Steve Pressfield, was one of my all-time career highlights. After a year of launches, the books remain, but new work goes elsewhere.

2012—The key project of the year was my Kickstarter project, launching four books at the same time (this is not recommended). I learned a lot in closing the circle and turning the reader into the middleman. Writing, designing, marketing and trafficking the four books required most of what I've learned in thirty years. If you're considering a Kickstarter (just one book, please), I hope you'll read this first...

2013—On time, The Icarus Deception, V is for Vulnerable, Watcha Gonna Do With that Duck and the behemoth shipped. The craft of a project is sometimes daring to write a short little book about Smileys and let someone else print it, ship it, promote it and keep it in print for a decade, and sometimes it's about touching every element of the project by hand, hauling boxes, renting storage units and making sure the box got to New Zealand... Thanks to Bernadette Jiwa and Alex Miles Younger for being critical elements of this insane plan. Also, as a bonus, I worked with a fabulous team to build and launch Krypton Community College. (Here's a curriculum on shipping, the heart of the project life).

2014—My Skillshare courses on Entrepreneurship and Marketing both launched and became Skillshare's most successful. The HugDug project launched, raising money for charity: water, Acumen, Save the Children and other worthy causes.

---------------

Truly amazing and a testimony to his work and perseverance.

I am off to watch This is Broken as never seen it... very excited.

What do you take from the last 30 years of his work? What lessons does this teach you?


Friday, 4 July 2014

Happy 4th of July. Happy #indepenceday to you - whatever it means to you. For me it means....

Today is a great day - it's Independence Day in America.

It's also my last full official day for Justaxi - Manchester's taxi comparison and booking app. 

It's been a great time and an amazing experience, which has taught me a great deal. 

I truly appreciate everything that in just six months this start up has taught me about marketing, about myself and about the wider world around us. 

So it is with this thinking I am going to do something to use my skills in marketing and start my own company, which will  specialise in mobile games and tackle some big ideas for society whilst doing so.  

The plan is to make games which help people become better people. Whatever that means. 


Mia as Elsa in nursery. 
Anyhoo - as I was listening to the words from a song from Frozen this morning (and singing along with my daughter Mia) I realised three things: 

1. Mia is the inspiration for the company / new start. 

As I want her to be great and learn through games. 

And I want her to learn to be independent as well. 

2. Mia is already great. 

She is already becoming a character. 

And I want her relationship with games and technology to be a positive one.... 

Not one which will make her sick or overweight. 

3. That the Frozen sound track rocked. 

And that this song was great too. 


Here are the words to part of it :) 


"It's funny how some distance,


Makes everything seem small.


And the fears that once controlled me, can't get to me at all


It's time to see what I can do,


To test the limits and break through.


No right, no wrong, no rules for me.


I'm free!"

(Listen to the rest here - go on you want to) 


Kinda sums up me for today. So Happy Independence Day to you... 

Whatever it means to you. 

To me it means quite a lot this year. 

Wednesday, 19 February 2014

Read this today and thought - goodness - I love what Hubspot are doing. The Power of Culture.

Read this today and thought - goodness - and love what Hubspot are doing. 


If you want the prettier version it is here.... which is full of amazing things. 

Here is the essence of it - according to them - read it and weep 

....for joy.... as we can do this too.

One screen shot I love so much I put it here. I live in the now :) 




Here are some of the highlights from the HubSpot Culture Code:
1) Culture is to recruiting as product is to marketing.  
2) Whether you like it or not, you're going to have a culture. Why not make it one you love?
3) Solve For The Customer -- not just their happiness, but also their success.
4) Power is now gained by sharing knowledge, not hoarding it.
5) "Sunlight is the best disinfectant."
6) You shouldn't penalize the many for the mistakes of the few.
7) Results should matter more than when or where they are produced.
8) Influence should be independent of hierarchy.
9) Great people want direction on where they're going -- not directions on how to get there.
10) "Better a diamond with a flaw than a pebble without."
11) We'd rather be failing frequently than never trying.
(Can we do this in JusTaxi: Manchester's taxi fare comparison app - that's what I want to know) 

Monday, 17 February 2014

How Boris saved my job and how Dan sometimes wants to pivot toooooo much :)


This is a lovely Guest post written by Boris Wertz. Boris Wertz is founder of Version One Ventures, a Vancouver-based early stage investment firm. He was previously COO of AbeBooks.com, which was acquired by Amazon in 2008. So he knows what he is talking about :) And he may well have just saved my job... 


It’s no secret that building a marketplace startup is hard - really hard. The model works extremely well at scale – for example, Ebay, AirBnB and Uber. However, getting to scale is another story as young two-sided marketplaces struggle with the chicken-and-egg problem. If there are buyers but few sellers, the buyers leave. Yet if there are no buyers, what will convince sellers to sign on?

We have had this same hurdle with JusTaxi - a Manchester based taxi fare comparison app - as without the operators the model cannot work - but without the customers the operators lose faith.

With this chicken-and-egg problem of supply and demand, no two-sided marketplace is built overnight. For example it took Wattpad, a community for readers and writers, three years to get to 300,000 uploads; then it only took another three years to reach 10 million. The crowdfunding platform Indiegogo was founded in 2007, but its break-out year didn’t come until four years later.

If you are building an online marketplace, how do you survive the tough times when you’re trying to get traction and build out your supplier and consumer communities? Here are five tips:
  • Don’t be too quick to pivot
This is an interesting one - as myself as the business development manager - I have been screaming out for a good pivot probably from day one (for the record my day one - was day 342 of the business's so it makes a difference)

As Boris says "If you don’t see signs of traction after six to nine months with a SaaS or e-commerce startup, you probably should reassess your market or model." BUT... as he realised "this timetable is too accelerated for most marketplace businesses. Considering you need to establish both buyer and seller communities, you will need more time to prove out your business when building a two-sided marketplace.

As mentioned above, it can take three years for a marketplace to get going. Network effects really start kicking in when there are enough products on the site to encourage buyers to return to look for products in other categories, when sellers start listing more products, and the growth of sellers and buyers is quickly accelerating. However, until you get there, start-up founders: stay focused on the core, and investors: stay patient.
  • Keep the burn as low as possible
Given the slower pace of a two-sided marketplace, you’ll need to give yourself enough time to build your business. This means adjusting your burn rate downwards in order to lengthen the runway as much as possible."

We have done this a little at Justaxi - but as the marketing and business development manager I really want our outgoing to be cut down the minimum - but can people really work together without an office? Boris doesn't answer this - probably more of a question for 37 Signals and rework - but he does say...

"While spending big at the beginning can help some businesses ramp up quickly or become the uncontested market leader, money cannot buy speed when it comes to building out a marketplace.

Take a close look at your burn. There’s no need for a big team or offices early on. Most marketplace businesses only need two functions early on: people building product and people building the buyer and seller communities.
  • Tighten your focus
With limited resources to build a sustainable marketplace, you need to narrow the focus of your business efforts. In most cases, marketplace businesses need to build traction in smaller verticals before expanding their reach into bigger markets. Or in the case of geographical markets, a marketplace should nail one location before expanding into others.

Indiegogo first went after the indie film market before opening up their platform to other categories. Ebay started with Pez dispensers before becoming the world’s largest online marketplace. Expanding outward from the niche often happens organically as sellers start listing items in new categories.

For example, Etsy sellers began listing craft supplies and tools and this category has become one of Etsy’s largest today. If growth outside the niche doesn’t sprout organically, you can help speed up the process by focusing on seller acquisition campaigns targeted for strategic categories and more prominent merchandising of new categories to consumers.

However, be advised that category expansion doesn’t always work as planned. When I was COO at AbeBooks, a marketplace for used, rare and out-of-print books, we thought we could expand our site into new books. Despite a strong selection at competitive prices, the new books category never lived up to expectations, as most of our buyers stayed with their existing retailers (mainly Amazon).
  • Focus on your most passionate users
Great marketplaces are built from the niche to the masses. You need to cement the experience for your early adopters/niche users before you can begin to appeal to a broader audience. By engaging your passionate users and catering to their needs, you increase the likelihood that they will tell their friends about the experience and your marketplace can spread outward.

AbeBooks catered to the seller community through seller-only forums, a seller advisory board, frequent 1:1 conversations with top sellers, and seller meet-ups throughout the country. Etsy has done a fantastic job of involving their buyers in the marketplace, creating a true social commerce platform. With tools to curate sellers and products, and opportunities to connect with other buyers and sellers, Etsy has turned into one of the strongest communities out there and is creating passionate users every day.

  • Believe in your vision
It can be difficult to keep telling your story day in and day out without any external validation from the industry. Indiegogo co-founder Slava Rubin was often ridiculed when he presented his vision of a crowdfunding platform in the early days.

The market’s pervasive thinking back then was “Why would anybody fund someone else’s ideas?”

When trying to create a new marketplace or market category, you’ve got to believe in your idea even when no one else does. However, having faith doesn’t mean turning a blind eye to market reactions. You should continually look for small signals that you’re on the right track.

These include: increased word of mouth from your early adopters, increased repeat usage from buyers, increased listings from sellers, and positive user feedback.

Final thoughts


Building out both sides of the marketplace simultaneously can seem exponentially harder than a one-sided transactional model. However, once you reach scale, things truly start clicking and an established marketplace is hard to unseat due to the strong network effects at play.

 If you can give your business a long enough runway to build out both sides, there are plenty of market niches ripe for the next Uber, Kickstarter or AirBnB. Which is great news - as Uber are one of our competitors in this niche we have found as Manchester's taxi fare comparison app. 

Thursday, 30 January 2014

Funny isn't it how it sometimes takes an "outsider" to make you realise something great about your home town.

A couple of days ago - a friend of a friend had some family from outside of the UK come and visit them.

So they did what you do. They took them on the "tourist" places are where they live. And they were amazed at how beautiful their town and the surrounding countryside really were.

This happens more than we think - and I believe that this same process (which I am sure has a clever psychological name) is what drives us to miss out on local opportunities and the potential of our young people (not just in this country but in the world...) i.e. we see them everyday and we take them for granted.

It's why we don't just book a taxi and go to a local hotel or tourist spot every weekend. However, "oustiders" not having this mental fatigue (which might be the term) they can see the opportunity and the brilliance that we miss every day.

The local dingy pub with weirdos in it, you always walk past, for someone from abroad might be an amazing cultural experience mixing with people telling stories and living the real British lives they read about in books.

Anyhoo, the point of this is not about cultures per se, it is more that a Swedish company (and I am rather proud that it is a Swedish company as I am genetically half Swede) has some to Manchester as, as their CEO puts is

"Manchester is a fast-growing, forward-looking city that has invested in developing its reputation as a global digital and creative hub."

This company  PlaygroundSquad, has come to Manchester and The Sharp Project, as "The UK is the centre of game development in Europe so moving our model over here is a natural step for us..... Manchester is
an exciting place to be and we are delighted to bring our specialist training to the city and reach out to the talented young people who live here. We want to mirror our success in Sweden and create jobs and employment in this growth sector here in the UK."

So the Swedes want to bring growth to the UK through teaching our young people how to make computer games isn't it amazing how it takes someone else to support the next generation of UK gaming creation.

By the by the gaming sector is one of the fastest growing sectors in the world, something that could help the UK economy and something I am rather passionate about.... so this is said for a reason.

All this is possible due to The Sharp Project director Sue Woodward OBE who is rather wonderful herself.

She is quoted in said: "It's fantastic to have persuaded Magnus to make Manchester the first overseas home for PlaygroundSquad. They were targeted as they are world leaders in gaming training. This is the final part of The Sharp Project jigsaw.

"Five years ago we planned to introduce a games facility to the building. It was always part of the plan, so it’s great to see it come to fruition. The Sharp Project is fast becoming a hub for gaming and skills associated with all kinds of creative digital content from network drama to forensics.

"Our talented tenants are producing material for a multi-platform world, a world that once was so fragmented but one we have created under one roof. That was the whole point of The Sharp Project - to shift the north from analogue content to converged media. Job done."

Job done indeed Sue, job done. It doesn't take an outsider to see that.

I wonder if they will be making mobile games? Now that is something Manchester needs to realise the potential of.... see a lovely blog about when I met Ian Livingston with Dojit games a year ago.

And perhaps more importantly what he is now doing since then.... spoiler alert he is starting a school.  


Monday, 27 January 2014

Treat different people differently... but how?

We are just doing some customer research at Justaxi - a mobile phone app which helps you get the best price taxi service in Manchester - and so this blog by Seth Godin is rather well timed.

He has a great point - but in a way - he doesn't have the answer.

His point is treat different people differently.

"Don't teach your students as if they are a monolithic population of learners. They learn differently, they have different goals, different skills, different backgrounds.

Don't sell to your customers as if they are a fungible commodity, a walking ATM waiting for you to punch. Six of one are not like half a dozen of the other. They tell themselves different stories, have different needs and demand something different from you.

Different voters, different donors, different employees--we have the choice to treat them as individuals. Not only do they need different things, but they offer differing amounts of value to you and to your project.

The moment your policy interferes with their uniqueness, the policy has cost you something.

We used to have no choice. There was only one set of data for the student body, one way to put things on the shelf of the local market, one opportunity to talk to the entire audience...

One of the biggest unfilled promises of the digital age is the opportunity to go beyond demographics and census data. Personalization wasn't supposed to be a cleverly veiled way to chase prospects around the web, showing them the same spammy ad for the same lame stuff as everyone else sees.

No, it is a chance to differentiate at a human scale, to use behavior as the most important clue about what people want and more important, what they need.

It's a no-brainer to treat the quarterback of the football team differently from the head of the chess club. We treat our bank's biggest investor with more care than someone who merely wants to trade in a bag of pennies. Instead of reserving this special treatment for a few outliers, though, we ought to consider what happens if we offer it to all of those we value.

The long tail of everything means that there's something for everyone--a blog to read, a charity to donate to, a skill to learn. When you send everyone the same email, demand everyone learn from the same lesson plan or try to sell everyone the same service, you've missed it.

A very long time ago, shoe salespeople realized that shoes that don't fit are difficult to sell, regardless of what you've got in stock. Today, the people you serve are coming to realize that like their shoe size, their needs are different, regardless of what your urgent agenda might be.

So.... what does this mean for an taxi comparison app like JusTaxi - in truth - I don't know. I know that it means that perhaps we aim for personalization but how we do that - is in the hands of the techies - which means.... we will have to ask nicely and tread softly.

Perhaps bringing in the Facebook and social login's will make a difference as the more we know about each customer the more we can personalise the offer. But how much can you personalize the best price on a taxi in Manchester?  

Wednesday, 23 October 2013

Our crystal palace and our fears and what that really means.

    
Here is a blog written by the legend Seth Godin and an email from the Store for Entrepreneurs  platform Appsumo - so nicely are they timed and joined together that I pop them both here.

Seth to start... With our crystal palace...  And AppSumo with an elegant answer to it all.

Emotive stuff.

Our crystal palace


Thanks to technology, (relative) peace and historic levels of prosperity, we've turned our culture into a crystal palace, a gleaming edifice that needs to be perfected and polished more than it is appreciated.

We waste our days whining over slight imperfections (the nuts in first class aren't warm, the subway isn't cool enough, the vaccine leaves a bump on our arm for two hours) instead of seeing the modern miracles all around us. That last thing that went horribly wrong, that ruined everything, that led to a spat or tears or reciminations--if you put it on a t-shirt and wore it in public, how would it feel? "My iPhone died in the middle of the 8th inning because my wife didn't charge it and I couldn't take a picture of the home run from our box seats!"

Worse, we're losing our ability to engage with situations that might not have outcomes shiny enough or risk-free enough to belong in the palace. By insulating ourselves from perceived risk, from people and places that might not like us, appreciate us or guarantee us a smooth ride, we spend our day in a prison we've built for ourself.

Shiny, but hardly nurturing.

So, we ban things from airplanes not because they are dangerous, but because they frighten us. We avoid writing, or sales calls, or inventing or performing or engaging not because we can't do it, but because it might not work. We don't interact with strange ideas, new cuisines or people who share different values because those interactions might make us uncomfortable...

Funny looking tomatoes, people who don't look like us, interactions where we might not get a yes...
Growth is messy and dangerous. Life is messy and dangerous.

When we insist on a guarantee, an ever-increasing standard in everything we measure and a Hollywood ending, we get none of those.

This wonderfully links into a great idea from Appsumo - of how to take this fear and overcome it  with a new iPhone App: called Failure Games.

This email is from Eric Fernandez 

The point of the app is gamify the learning experience through failing and humanising it as well as adding humour so we can get over it. With the app they challenge you to step out of your comfort zone and get what you want in life

This is Eric's rather wonderfully crafted email introducing the idea. Which I really hope works.
"Would you rather have the ability to fly or to become invisible? I was listening to NPR a few days ago when they asked this and it got me thinking ...

For me, instinctively, I’d choose invisibility. As an introvert, invisibility is the quiet and simple answer. I could find solitude whenever I wanted it. I could find out what’s in Area 51. I could sneak into Skywalker Ranch and be disappointed ahead of time in the next Star Wars movie.

It feels a bit unsavory, but it’s the easy answer for me. It’s the answer that lets me stay in the comfort of my private life.

Flight, however, seems like the answer of an adventurer. It’s the answer I wish I would give. It’s the answer that rattles around in my head when I hear stories of climbers who scale Mount Everest or see comedians standing in front of a thousand people with nothing but a microphone. It’s daunting, but it’s the answer that I imagine the people I admire most would give.

We all have an idea of who we are and who we want to be. Stepping out of our comfort zone and taking a risk is the first step towards our ideal versions of ourselves.

For me, it’s writing this email to hundreds of thousands of AppSumo subscribers. For you, maybe it’s cold-calling a client or validating your golden business idea.

Getting over that fear of failure is a hurdle some of us never even attempt to jump and that’s the reason we’ve developed a totally free app for iOS 7 devices called Failure Games.

It works like this. Every day, we’ll release a new challenge. The challenge could be as silly as telling a joke or as socially uncomfortable as asking a complete stranger to have lunch with you.

Some will be harder than others, but every challenge will be designed to get you more at ease with taking chances and with the possibility of failure.

 This is just one of the fun daily challenges. Think you can do it?

If you’re like me, you’ll be inspired by others who are successfully completing challenges and encouraged by your followers commenting on your pictures and videos. And with any luck, we’ll realize together that:

1. The fear of failure is never a good thing if it’s holding you back from what you want.

We get emails daily from people taking our "How To Make A $1,000 A Month Business" course thanking us for pushing them to believe in themselves and take a chance. Here’s just one of them:

Well just made under $1,500 in sales. I will hopefully receive the money on Monday 21st of October.

It's amazing how much fear stops you. I was fearful asking the guys and more so asking an already established guy to help me and more fearful again about whether or not my coaching skills are good enough.

    This is really insightful ... seems like it is just all about overcoming that fear.

    -Brian Halpin

2. When you do fail, you can learn a lot.

I know a guy that got fired from a very early position at Facebook. That period of failure was a defining moment for Chief Sumo and he can tell you better than anyone that he learned a lot about himself and the world of business from that moment.

3. Taking risks can be fun and lead to a more prosperous and full life.

I think this point is self-evident, but we all need to be reminded about it at times. Go on a spontaneous road trip or stay comfortable at home? One leads to excitement and new memories and the other is just like any other night."

The irony for myself is that... to download the app you need iOS7 - and I don't dare download it yet! ;)

I think this Failure Games App  (not my fear) is a great example of modern marketing - creating a social object through an app - of adding value and creating a talking point - doing something remarkable - all of which Seth would be proud!

Modern marketing really has changed - more than perhaps people realise. But it has also in a strange way come full circle over a decade - whereas before you wanted people to come together to be part of  your sponsored event in the real world (like we did with guerrilla marketing with Spearfish) now clever brands and ideas created digital realities and events i.e. apps and games and moments - so people can share them and talk about it all.

Perhaps in the end of differences are just the channels of experience. It's all just #greatmarketing.


(ED ADDED 27/10/2013 To make my life complete Seth Godin apparently just blogged about this as well)

    

Monday, 13 May 2013

Is analytics and apps (especially gaming) where the money really is?

Should I really go into mobile games analytics?

Today I have been juggling a lot of things. One being my increasing work load and my increasingly frustrations.

One of them being about an idea about games analytics and the fact that many UK games developers don't use analytics tools enough.

Believe you me I know this from a 3 month stint in a UK mobile games company and getting to know the industry.

Another thing worries me about the mobile games industry - is the ecology of the ecosystem it is part of i.e. mobile apps.

So this infographic caught my eye and I want to remember it:



I love this and then read something even more inticing.

Which might move me into the creative part of it all once more - a great article by Karsten Strauss,from Forbes.

ILKKA PAANANEN says the best way to make money in mobile gaming is to stop thinking about making money. Think about fun instead. Fighting a mild case of flu and jet lag from a San Francisco flight back home to Helsinki, Paananen says that companies that place revenue above fun (we’re talking to you, Zynga) will ultimately fail. “It really is that simple–just design something great, something that users love,” says the 34-year-old.

Paananen is CEO of Supercell, a startup that has had astonishing growth almost overnight. It has only two titles in Apple AAPL +0.57%‘s App Store–a tower defense game called Clash of Clans and a social-farming game called Hay Day–but it grossed $100 million last year and $179 million in the first quarter of 2013 alone. Supercell netted $104 million in the quarter, after expenses and Apple’s 30% cut.


The growth curve steepens: With daily revenue now at $2.4 million, Supercell is already at a run-rate of more than $800 million for 2013 and could reach $1 billion. That would make it more than twice the size of Electronic Arts’ mobile games division, which has 900-plus iOS apps. Supercell now attracts 8.5 million daily players who play an average of ten times per day.

These gaudy stats attracted a $130 million financing round in February led by Index Ventures, which invested $52.5 million, along with Institutional Venture Partners and Atomico. All shareholders, including Accel Partners (an earlier investor), sold 16.7% of their holdings to the newcomers, pegging the company value at $770 million. That much cash at once can flood the engine of a little company, and will make a VC-worthy return far more difficult. Paananen admits the round was not entirely necessary, more an opportunity to give shareholders a quick payout as both a “thank-you” for hard work and to shrug off any pressure to go public. At the very least, it will pay for much-needed space. There’s an ever growing pile of shoes defrosting near the front door.

Index’s Neil Rimer, whose firm scored with Skype and Dropbox, is convinced Supercell may be as big a deal as any he has seen: “Once in a while you get the opportunity to invest in a studio that has some kind of proprietary technology or alternative take on the market–like a Pixar or a DreamWorks–where they can apply a different methodology and generate a stream of hits over a period of time.”

Most game studios have an autocratic executive producer green-lighting the work of designers and programmers. Supercell’s developers work in autonomous groups of five to seven people. Each cell comes up with its own game ideas. They run their ideas by Paananen (he can’t remember ever nixing a proposal), then develop those into a game. If the team likes it, the rest of the employees get to play. If they like it, the game gets tested in Canada’s iTunes App store. If it’s a hit there it will be deemed ready for global release. This staged approach has killed off four games so far, with each dead project a cause for celebration. Employees crack open champagne to toast their failure. “We really want to celebrate maybe not the failure itself but the learning that comes out of the failure,” says Paananen.

Supercell is new but has a veteran executive team. Paananen and a Supercell cofounder, Mikko Kodisoja, sold their maiden startup Sumea in 2004 for $6 million in cash and another $12 million in stock to Digital Chocolate and stayed for six years before venturing out with three colleagues to start Supercell. “It felt that we had to build something from scratch again.”

Supercell secured $12 million in a 2011 venture round led by Accel at a $52.3 million valuation, then changed strategy, dropping all other game platforms to focus on tablets, namely the iPad. The company released Clash of Clans and Hay Day in the summer of 2012. By year’s end both games had held top-five positions in the App Store longer than any other game that year, and Clash of Clans was the biggest moneymaker more often than any other app to date.

One rabid Clans fan, a Finnish government official, organized a cruise to Stockholm for his 50 Clan friends. A relative of one of the company founders had his car break down and, while waiting for assistance, started playing Clans on his phone and used its chat feature to get a teammate to pick him up.

The games attract players because they’re simple to play and chock-full of immersive details such as bloated farm pigs that draw a chuckle, fish leaping up from a cartoon stream and Clash of Clans characters that resemble Hulk Hogan or Mr. T riding a warthog. “The game should feed the player some emotions,” said Kodisoja.

Players pay the game back with money, time or both. In Hay Day, you can spend to speed up production of eggs and milk, or upgrade silos and barns. In Clash of Clans, players can buy gems to speed the production of troops and convert them into gold or elixir to upgrade buildings, walls and troops.

What's a farm without chickens?

Paananen says the games are not designed to be “pay-to-win.” You can also obtain resources through committed gameplay. Some of the world’s leading players haven’t spent a dime, but Wedbush Securities analyst Michael Pachter found himself on the losing end of most of his Clans battles until he began spending money. “The economy that they’ve built in the game is structured so that you never have quite enough,” says Pachter.

Paananen says Supercell’s plans over the next three years include Android games, Asian expansion, more global hits and “probably” an IPO. That could be a good thing for Supercell workers. In April the board voted to give stock options to all employees, not just to the senior folks. “We thought, ‘This is not in line with our values. We should give equity to everybody.”

Now this is the kind of company I would like to work for - or even build :)

So it sounds like mobile, mobile games and social mobile games might be where the money really is - even though I shouldnt think about it :)