So, apa yang akan kamu lakukan bila lagi dempet2an di Busway tiba2 perut mules gila and keringat dingin segede biji jagung mulai bermunculan ?
Itu yg gw alami pagi ini, lagi dempetean di busway tiba2 perut mules, kaki lemes, keringet dingin muncul dan gaya berdiri gw pun di modifikasi mulai merapatkan ke-2 kaki gw, berusaha memperlambat pergerakan benda yang menyebabkan gw mules itu.
Dengan kaki layaknya pragawati yg ngempit itu, gw pun berusaha menjaga keseimbahan busway yg jalannya maju-mundur dan mirin kanan-kiri, sebuah perjuangan yang gw rasa layak mendapat gelar pahlawan.
Ketika mules gila, dan kaki dirapatkan dan perasaan mules ini gak ilang2 mulailah gw berdoa ke Tuhan, mohon supaya dikuatkan, pararel dengan itu otak pun bekerja keras :
"WC ada dimana ? WC ada dimana ? ini bapak2 busway ini kalo lagi tugas dan mau ke WC lari kemana ya ? WC dimana - WC dimana ?"
"Gw turun dimana ya ? adduuhh.... masih di slipi lagi.. kalo gw turun di JHCC WC ada dimana ? ooo gak ada WC"
"Kalo gw turun di kuningan WC ada dimana ? ada di kedutaan ama kantor2... alaahhhmmaak gak mungkin gw numpang BAB disana"
"Di Pejaten ada Mall, bisa BAB gw disana, jaraknya 30 menit lagi, waadduhh 30 menit mah gw gak kuat nahan, gak bisa-gak bisa"
krriiuikkkkk.. suara diperut keluar dan benda itupun semakin dekat ke pintu keluar..
"Adduuhh.. kalo sampe BAB disini berabe gw... bau-nya.. celana gw basah adduuhhhh"
"Semanggi.. ada WC di semanggi, ada Atmajaya dan ada Plaza Semanggi !, YES !!!, gw turun di semanggi"
Busway berhenti si semanggi dan gw langsung ambil langkah seribu lari menuju Plaza Semanggi, baru jalan 1 menit, perut bunyi lagi.."krriuukkk", waaaddoohhh !!! gak kuat gw nih,.. lalu gw liat rute yg harus gw tempuh !!! alaamaaakk !!! jalannya panjang amat, gw gak bakal kuat neh, bisa 15 menit sendiri cuma buat sampe didepan pintu Plaza Semanggi.. what to do..what to do...
Eh.. didepan itu apa ? waaaahh ada hotel crowne Plaza... yes jembatan ini berhenti pas di depan Hotel Crownw Plaza.. YES!!!! YES !!! FREEDOM !!! FREEDOM FREE - backsound lagu MC Hammer -
harus jaim.. jaim.. ketemu satpam pertama, .. lap keringet, nanti dia liat orang pake backpack sambil keringetan gw dikira mau bom bunuh diri lagi.. "pagi pak" .. "ngangguk" langsung ke lobby,.. lewatin detektor metal, lalu dengan menjaga intonasi suara "kamar kecil dimana mba ?" gw ditunjukkan kamar kecil, langsung ngibrit !!.. sampe di WC dan lalu "blessss... plung" lega :D
And that my friends what you should do kalo di busway kebelet BAB... go to Crowne Hotel :D ha ha ha
Welcome to my playground, blog ini tempat gw sharing pemikiran, ide dan keluhan gw. Kalau mau baca - baca yang ringan bisa cek ke : Cerita Seru, Insipiratif, Kalau mau baca- baca soal kerjaan, cek ke : Management Sharing, Digital Industry. Kalau mau baca-baca soal how to survive di corporate world baca : Corporate Monster And kalo mo baca2 religi, ya pergi aja ke religi Have fun ! The world is my playground
Minggu, 18 September 2011
Senin, 12 September 2011
The Rise and Inglorious Fall of Myspace
It once
promised to redefine music, politics, dating, and pop culture. Rupert Murdoch
fell in love with it. Then everything fell apart
my takeaway form business week article :
The downfall of myspace :
The Big Corporation Culture – makes the business leader out of focus
"I think any time a startup is acquired, there's always a certain amount of culture clash," DeWolfe continues. "There are more meetings during the day with a big company. There are three different levels of finance that you need to go through. There are people that want to meet with you in other divisions, and it's a professional courtesy to see how you can work with them. So from that perspective, you sort of end up taking your eye off the ball.
Money over product – money over user experience à KILLS the product
"There was a lot of pressure to drive revenue," adds
Shawn Gold, Myspace's former head of marketing and content. "There were
things that we knew would be more efficient for the user that we didn't act on
immediately because it would reduce page views, which would have hurt the
bottom line."
Don’t try to be great at all fields, pick a handful and harness it
While Facebook focused on creating a robust platform that allowed
outside developers to build new applications, Myspace did everything itself.
"We tried to create every feature in the world and said, 'O.K., we can do
it, why should we let a third party do it?' " says DeWolfe. "We
should have picked 5 to 10 key features that we totally focused on and let
other people innovate on everything else."
Some ideas, such as classifieds, represented real business
opportunities, DeWolfe says, but didn't get enough manpower. Others, such as
karaoke, were niche products that diverted energy from less glamorous, more
practical concerns. "There were simple things we just didn't execute well
on, like address-book importing," he says. "It's a blocking-and-tackling
sort of feature that we didn't really have nailed down."
"Myspace went too wide and not deep enough in its product
development," Gold says. "We went with a lot of products that were
shallow and not the best products in the world."
Set your organization job function into 2 separate function :
Product Management and Product Development
"Myspace got to a point where they were not innovating
technologically," Boyd says. "They were having to do all technical
innovations to address the various panics that are happening. Basically their
development cycle turned into one of crisis management, not one of
innovation."
Arcade game VS Simple Management Game, blog sederhana perbandingan zynga,playfish n playdom
Beberapa minggu belakangan ini gw lagi melakukan riset
internet via social game, and I bump in to several things, ada info yang bagus,
ada info yang biasa, nah didalam blog gw kali ini, gw mau share findings gw
mengenai minat game yang disukai di oleh user internet global
Beberapa parameter yang dipakai :
MAU : Monthly Active user à
Jumlah active user disebuah portal dalam kurun waktu 1 bulan
DAU : Daily Active User = jumlah active user disebuah portal
dalam kurun waktu 1 hari
DAU/MAU = alat yg gw pakai untuk menentukan seberapa
addictive game tersebut dengan membandingkan jumlah active user selama sebulan
dengan jumlah active user per hari.
Gw membandingkan 3 developer game besar yaitu : Zynga,
EA-Playfish dan Playdom
Secara summary, performa mereka sbb : -tadinya mau mengikut
sertakan data revenue tapi sayangnya data revenue playfish dan playdom gw gak
dapet :(-
developer
|
MAU
|
DAU
|
DAU/MAU
|
#apps
|
Zynga
|
273,700,943
|
47,535,739
|
17%
|
61
|
EA-Playfish
|
77,883,337
|
17,284,939
|
22%
|
44
|
Playdom
|
34,002,544
|
5,290,398
|
16%
|
44
|
average
|
18%
|
Sekilas dari data ini secara garis besar kita bisa lihat
bahwa benchmark untuk DAU/MAU di industry adalah sebesar 18% so di dunia social
game 18% returning visit bisa dianggap baik
1 hal yang perlu dilihat Playfish mempunyai rasio DAU/MAU
yang lebih tinggi dari yang lain dengan jumlah user lebih sedikit dari zynga,
sayang gw gak nemu data revenue, karena kalo ada gw bisa bandingin revenue per MAU antara zynga dengan
EA-Playfish, karena secara logic dengan tingkat rasio DAU/MAU Playfish yang
lebih tinggi dari yang lain, mungkin Playish mempunyai revenue/MAU yang lebih
tinggi
Anyway, balik ke topic, dari 3 developer game ini gw
kategorikan 15 game terbaik mereka (dilihat dari rasio DAU/MAU) menjadi 5
kategori : sports, arcade, easy management (Farmville,petsociety,cittyville,
dkk), war dan RPG, and hasilnya sbb :
|
DAU/MAU
|
Arcade
|
20%
|
easy management
|
14%
|
So it seems, game-game seperti tetris,bejeweled, dan
game-game arcade lainnya lebih menarik orang untuk bermain, mungkin cara
bermain yang sederhana membuat banyak orang kembali mengunjungi game tersebut.
Tapi berbicara mengenai viral effect dan monetizasi,
permainan easy management (Farmville,cityville,petsociety,dkk) memiliki lebih
banyak tools dan kesempatan.
Game arcade memang bisa dibuat menjadi viral, namun message
apa yang di viral-kan ? di benak gw paling isinya : nilai tertinggi atau level
tertinggi, lalu yang bisa di monetize adalah pembelian token untuk judi mungkin,
yang pasti pembelian virtual item di game arcade lebih terbatas.
Sayangnya gw gak punya data financial yang mendukung
statement gw diatas, but my firm believe is :
Monetization ada di game “easy management” seperti pembelian
token untuk virtual item, lalu penggunaan fitur viral untuk meningkatkan member dan loyalty lebih bisa dilakukan di game “easy
management”
So takeaway dari blog simple ini adalah :
1.
Average industry number social game versi sander
= DAU/MAU = 18%
2.
Game arcade lebih diminati daripada game “easy
management”
3.
Kalau bisa menemukan cara ciamik untuk
me-monetize game arcade -> that will be great
Oks, daku coba “belah-belah” lagi data2 zynga,playfish and
playdom n I’ll share it in the future J
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