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๐Ÿ’ต Creator economies & user generated content: what makes virtual social worlds tick with Anton Bernstein, CEO at Pocket Worlds ๐Ÿ“ฑ

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Manage episode 439582800 series 2575608
Content provided by Shamanth Rao. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Shamanth Rao or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ppacc.player.fm/legal.

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
๐Ÿ”‘ The development of Highrise as a virtual world platform was driven by the desire to connect users through immersive social experiences.
๐Ÿ“Š 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.
๐Ÿ’ต Highrise Studio, a tool for creators, allows users to build games and experiences within the platform, providing monetization opportunities through creator-driven economies.
๐Ÿ”ฎ The platformโ€™s monetization strategy primarily focuses on cosmetic items, which users purchase to express their identity and enhance their social presence.
๐ŸŽ Weekly events and mini-games are run on Highrise to offer top-tier cosmetic rewards, incentivizing user participation and driving engagement.
๐Ÿงจ A key challenge for the platform has been balancing early monetization with fostering long-term social connections among users.
๐Ÿ’ˆ Virtual worlds and social platforms are evolving to include more cooperative gameplay elements to facilitate social connections between users.
๐Ÿ“The platform is working to reduce the barriers for users to become creators by offering accessible tools and running regular game jams.
๐Ÿ•น 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.
๐Ÿ“Ÿ 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

  continue reading

273 episodes

Artwork
iconShare
 
Manage episode 439582800 series 2575608
Content provided by Shamanth Rao. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Shamanth Rao or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ppacc.player.fm/legal.

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
๐Ÿ”‘ The development of Highrise as a virtual world platform was driven by the desire to connect users through immersive social experiences.
๐Ÿ“Š 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.
๐Ÿ’ต Highrise Studio, a tool for creators, allows users to build games and experiences within the platform, providing monetization opportunities through creator-driven economies.
๐Ÿ”ฎ The platformโ€™s monetization strategy primarily focuses on cosmetic items, which users purchase to express their identity and enhance their social presence.
๐ŸŽ Weekly events and mini-games are run on Highrise to offer top-tier cosmetic rewards, incentivizing user participation and driving engagement.
๐Ÿงจ A key challenge for the platform has been balancing early monetization with fostering long-term social connections among users.
๐Ÿ’ˆ Virtual worlds and social platforms are evolving to include more cooperative gameplay elements to facilitate social connections between users.
๐Ÿ“The platform is working to reduce the barriers for users to become creators by offering accessible tools and running regular game jams.
๐Ÿ•น 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.
๐Ÿ“Ÿ 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

  continue reading

273 episodes

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