There’s a big difference between how Twitter is currently used versus its original stated intentions. It’s clear that a lot of folks don’t understand the shift that has taken place, and they’re missing out on the real value presented by Twitter.

To illustrate the shift, let me share some of the feedback we’ve gotten on a new product that GamerDNA launched just over a week ago: TweetMyGaming.com.  It’s an awesome way to see real-time tweets about games on Twitter.  We’re thinking of it as the “games channel” for the Twitter universe, and soon we’ll be rolling out even more functionality which will reinforce that.

The immediate feedback from the Twitter community was electric–most people loved it.  For example:

In the above, @muckp picked up on a big part of the value for the site–revealing in real-time what people think about the games on the market.  However, if you go outside Twitter–to the blogs and articles (primarily in the videogame press) you’ll find that there are always commenters such as the following:

  • “I still think twitter is incredibly stupid, how self absorbed do you have to be to think that people actually care what you are doing right that second” — commenter on Destructoid
  • “Tell me I’m not the only one who doesn’t understand the fascination with Twitter, specifically the infatuation the media seems to have with it. From what I gather, Twitter is just basically a social networking status updater (a la Facebook’s status updates) just without anything else” — commenter on  Joystiq
I completely understand where those posters are coming from.  18 months ago, I said some of the same things about Twitter.  But two things have  really changed, particularly in the last year:

  • The emergence of cool applications of Twitter’s API (aside from TweetMyGaming, this ranges as broadly as desktop applications like Twhirl to companies like Summize, which was acquired by Twitter and became search.twitter.com);
  • The shift away from the use of Twitter as a pure status-update tool to something that’s much more conversational.  The latter took place once twitter introduced “replies” (using the @ sign in Twitter posts) which forever changed the way people interact on Twitter.  Today, it’s much closer to a public messaging system that can be either asynchronous — or as close to real-time as you want.

It shouldn’t come as a huge surprise that the ultimate use of Twitter departed a bit from the original idea.  Myspace started as a tool for indie bands to promote themselves.  Facebook began as little more than a tool for checking out who is hot or not on your campus.  And Flickr made perhaps the most dramatic shift–it started as an online game!

The bottom line:  if you remember Twitter when it first came out, and still think of it as a status-update tool–then you’re missing out on the innovation that’s happening here.  Give it another look.  If so, you might join some of these other commenters from the publicity surrounding TweetMyGaming:

  • “I hated twitter when it came about but I’m a changed man now. I sign up to shit I want news on like Man United, Dtoid, Total Film, bands I like and it keeps me up to date on my mobile when I’m at work or whatever.”" — Kris S from Destructoid
  • “Finally, something useful on Twitter!!” — ArchiGamer on Joystiq
  • “Sure, there’s plenty of shit on Twitter that’s totally inane. Here’s the key, though: that’s true of any communication tool. The arguments against Twitter are absolutely the same things people said about blogs when they were novel; “Well, who cares what Joe Average thinks?” The answer is the same: probably not many people. But for content providers you already find interesting, it’s just a very fast real-time communication tool.” — eakolb on Kotaku
  • “wow. That’s pretty strange…I just joined the dark side and signed up for a twitter account this morning :P” — kobeashi on Kotaku

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Slicehost and Cloud Computing

by Jon on June 8, 2009

Up until the other day, I ran Radoff.com at a hosting provider at a major Internet media/hosting company (who I’ll refrain from naming). It was a clunky service with lots of cumbersome interfaces, but it ran PHP (without a command-line!) which made it able to run some cool stuff like Wordpress. However, there were always tons of limitations, customer service was non-existent, and basic changes always required me to navigate a ton of annoying interfaces.

Over the weekend, I switched Radoff.com to Slicehost… And wow, what a relief. If you’re comfortable with a command-line Linux environment, I don’t know why you’d ever want something else. You get a full Linux distro up in the cloud; you can run whatever operating system build you want (I went with Ubuntu Hardy). It took only minutes to get Wordpress up-and-running (although it took hours to extract my data from the aforementioned major Internet hosting/media company).

A few of the things I like:

  • Even the cheapest “slice” ($20/month) has more than enough computing power for most people.  I imagine that the early stages of a big commercial application would have no problems getting started with some of the bigger slices.
  • You can do anything you want with it.
  • Backups are built-in and a very simple interface; easier than anything I’ve seen on dedicated hosts.
  • Customer service isn’t available by phone, but that’s a good thing.  The customer service folks are all in Campfire, and they’re just a click away from answering anything you might need help with.

It also seems that while services like Amazon EC2 seem to get significantly more expensive once any real scale is achieved, but that the pricing economics of Slicehost appear to remain superior to dedicated colocation even at commercial-grade scale.

Rackspace bought Slicehost last year.  I’m excited to see how they grow this business.

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Distributed Community and TweetMyGaming.com

June 4, 2009

Destination websites are hard to scale large enough so that they can become successful businesses. Really hard. But if you expand your thinking, and challenge yourself with, “how can I be more than a destination?” you can unlock immense value.
One of the biggest opportunities is for certain websites to become a platform for [...]

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Shifting Demographics in Online Game Play

May 14, 2009

I gave a talk at the LOGIN 2009 conference today on the subject of shifting demographics within online gameplay.
If you have been to one of my talks before (or looked at one of the slide decks I’ve posted online), then the introductory section (slides 1-13) will look familiar–in line with my consistent position that games [...]

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Star Trek Fun: Replicator versus Holodeck

May 10, 2009

Usually, I post stuff that’s about technology, social media, or entrepreneurship — often all three.  But sometimes I’ll post about something a little different.
The other day I asked on Twitter whether people would prefer to have a replicator or a holodeck (credit for the question idea goes to @fattychubs).  Here are the results:

Replicators won with [...]

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Humans Are Still Hunter-Gatherers

May 4, 2009

I just finished reading Guns, Germs and Steel, in which Jared Diamond presents his basic thesis: that it was the shift from hunter-gatherers to food production (i.e., animal husbandry and agriculture), based upon fortunate geographical circumstances, that resulted in the emergence of today’s dominant human societies.  If, like me—you’ve got a hunger for history and [...]

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Top Trends in Online Games

April 21, 2009

I just got back from Las Vegas, where I took part in the Independent MMO Game Developers Conference.  One of the highlights for me was meeting Richard Bartle, whose research is the origin of the Bartle MMO Personality Analyzer we run over at gamerDNA.
On Sunday I gave a presentation on “Top Trends in Online Games.”  [...]

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Numerati by Stephen Baker

November 21, 2008

I just finished reading The Numerati by Stephen Baker.
I really enjoyed the book–and I expect it will become “required reading” for everyone in the Internet technology universe. The book is about how mathematics is being used to model our behaviors, desires and conversations online. Here’s an overview of the chapters:

Worker covers how mathemeticians [...]

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MTLC ‘Video Game Gold’ Panel next week

November 11, 2008

No, it isn’t about gold farming or anything like that.  It’s about all the money that’s being made in Massachusetts in the game industry.  I’ve put together a panel, hosted by the Massachusetts Technology Leadership Council, to introduce some of the top companies in the game industry to other technology and business leaders.
We’ll have people [...]

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Repeal Sarbanes-Oxley

November 10, 2008

One of the things the new Congress can do is repeal — or at least, curtail — the Sarbanes-Oxley regulations.
To those who aren’t familiar with it, Sarbanes-Oxley (also known as “Sox” or “Sarbox”) was implemented after the financial accounting scandals of companies like Enron.  For huge companies, the cost of Sox is relatively small compared [...]

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