Gauravonomics

Poet. Storyteller. Nomad. "Gaurav" helps global brands inspire, oprganize and energize their stakeholders by rethinking purpose, participation and performance. "Gauravonomics" thinks, talks and writes about minimalism, mythology and movements. For more, see http://gauravonomics.com

Sep 24


Aug 19
“Open and closed are in a great dance, always have been. Openness is where innovation happens; closedness is where value is captured. And then it all begins over again.” Tim O’Reilly in Wired

“While Google may have controlled traffic and sales, Apple controls the content itself. Indeed, it retains absolute approval rights over all third-party applications. Apple controls the look and feel and experience. And, what’s more, it controls both the content-delivery system (iTunes) and the devices (iPods, iPhones, and iPads) through which that content is consumed.” Michael Wolff in Wired

“The delirious chaos of the open Web was an adolescent phase subsidized by industrial giants groping their way in a new world. Now they’re doing what industrialists do best — finding choke points. And by the looks of it, we’re loving it.” Chris Anderson in Wired

Aug 18
“You find out whether people truly like a product in the second phase after launch. In the first phase, you get a lot of curious people. Only after the buzz has died down do you truly understand what’s going on.” Rashmi Sinha in SlideShare Pro Case Study



“Don’t worry about what happened yesterday (or five minutes ago). Focus on what happened ten years ago and think about what you can do that will make a huge impact in six months.” Seth’s Blog

“We will likely continue to see new game publishers burst onto the scene. At the same time, there will likely be further consolidation activity on three dimensions from giants buying the scale independent social game publishers, from the scale independent social game publishers buying smaller developers, and from some smaller developers coming together to create scale players.” Jeremy Liew on Mashable

Aug 13

Aug 10
“Farmville isn’t actually a computer game–it’s a computer hobby. We can understand more about why people play games like Farmville by looking hard at stamp collections, sewing circles, and model railroads than by looking at the history of computer “games.” Amy Bruckman

“Many games these days “come with the answers” — there’s only one way to solve the puzzles they present — a “through line” that was created by the designers. Could games like this, as opposed to ones that provide truly emergent answers, be an issue in terms of creative development?” Raph Koster

“Games have the power … more than any other medium, to put you in the perspective of another, and most social change happens by having a fuller understanding of a point of view that was initially alien to you… Giving players choices that could change their habits or expand their perspectives or modeling good decision making in story lines, give developers ways to make their games improve the player in some way.” Jesse Schell via Michell Goodman on AdWeek

“Foursquare boasts that users have gone to the gym more since it introduced a gym rat badge… Brands, like Nike+, are already tapping into the life-as-a-game trend. The site began as a way for people to track their running behavior. Nike soon found the most popular feature of the site was challenges, where people could use the data collected to make their training a game. Nike subsequently introduced more game-like features, like having users compete to achieve accomplishment levels.” Brian Morissey on AdWeek

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