The Mobile User Acquisition Show podcast

đŸ’” Creator economies & user generated content: what makes virtual social worlds tick with Anton Bernstein, CEO at Pocket Worlds đŸ“±

0:00
30:35
Spola tillbaka 15 sekunder
Spola framÄt 15 sekunder

In this episode, Anton Bernstein unpacks the strategies behind building thriving virtual communities and empowering creators on platforms like HighRise. Anton explains how user-generated content and immersive social experiences drive engagement and shares insights on monetizing through cosmetics and in-game purchases. He also breaks down the development of creator tools that allow users to build and monetize their own games and experiences. Additionally, Anton discusses the balance between early monetization and fostering long-term social connections. This conversation is packed with actionable insights for anyone interested in virtual worlds, creator economies, and platform growth.

KEY HIGHLIGHTS
🔑 The development of Highrise as a virtual world platform was driven by the desire to connect users through immersive social experiences.

📊 User-generated content (UGC) plays a central role in the growth and engagement of the Highrise community, enabling users to create and monetize their own content.

đŸ’” Highrise Studio, a tool for creators, allows users to build games and experiences within the platform, providing monetization opportunities through creator-driven economies.

🔼 The platform’s monetization strategy primarily focuses on cosmetic items, which users purchase to express their identity and enhance their social presence.

🎁 Weekly events and mini-games are run on Highrise to offer top-tier cosmetic rewards, incentivizing user participation and driving engagement.

🧹 A key challenge for the platform has been balancing early monetization with fostering long-term social connections among users.

💈 Virtual worlds and social platforms are evolving to include more cooperative gameplay elements to facilitate social connections between users.

📍The platform is working to reduce the barriers for users to become creators by offering accessible tools and running regular game jams.

đŸ•č The transition from speculative NFT-driven models to a focus on creating virtual goods and communities that hold real, sustained value within the platform has been a significant learning point.

📟 The creative flywheel at Highrise revolves around attracting users, converting them into creators, and having those creators build experiences that attract more users, thereby reinforcing growth.

Check out the show notes here: https://mobileuseracquisitionshow.com/episode/ugc-creator-economies-anton-bernstein/

**
Get more mobile user acquisition goodies here:
http://RocketShipHQ.com
http://RocketShipHQ.com/blog



Fler avsnitt frÄn "The Mobile User Acquisition Show"