Oh, All That Yummy Consumer Data . . .

What do people want?  That's a big question in any business venture or job, and one that is often surprisingly hard to answer.  In many cases people just hope people want what they make, or hope to convince them they want it (that's what marketing departments are for).

Right now in the age of DLC, e-comics, and online purchases from stores with gigantic virtual inventories, we've got an incredible opportunity to find out what people want.  We'd better be ready, because the meandering-forward economy with its eBooks and virtual stores and fermium games is going to be a giant learning opportunity.

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Virtual Stars Part 4: Making it Work

I've explored that

  1. A Virtual Star Seems a Viable Venture.
  2. That such a creation has benefits.
  3. That there are specific challenges one can face.

There's only one more thing for me to examine out of all of this – namely, how do I think you could create a Virtual Star correctly and profitably?  I've been enjoying this analysis, and want to indulge in a little thought experiment on what can work.  So here's How Steve Would Do It:

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Virtual Stars Part 3: The Risks

Last post I noted that making Virtual Stars (those media creations of "stars" that are entirely fabricated) has many reasons to be an appealing endeavor for the right business.  Of course there are also ways it could go drastically wrong, which I want to address.

Without further ado, let me explore the challenges, risks, and disadvantages of a Virtual Star.

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