None feed 2024年07月18日
Distribution Is King
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本文探讨了企业价值并非仅仅由产品或内容决定,而是通过差异化的渠道将产品送达客户手中。投资者Mitch Lasky提出,渠道创新是构建长期企业价值的关键,这一观点在视频游戏行业得到了验证,并可以推广至软件、内容、市场等所有行业。

🌟 Mitch Lasky认为,虽然“内容为王”是过去十年的口号,但真正的企业价值在于如何将产品送达客户,即渠道创新。他的这一观点来源于对视频游戏行业的观察,该行业常常预示着更广泛的市场趋势。

🎮 Lasky的投资组合包括Discord、Riot Games和Snap等知名公司,他的职业生涯主要集中在视频游戏领域,这一领域在内容、定价或上市策略上的创新常常引领消费者创新的潮流。

🚀 Lasky与投资者Blake Robbins共同主持的播客GameCraft将渠道创新作为核心理念,展示了其在过去40年游戏行业中的有效性。他认为,所有行业的公司都可以从视频游戏行业的经验中学习,以提升自身的价值。

💡 本文中,Lasky的论点被应用于各种比特公司,包括软件、内容和市场,指出这些行业都可以借鉴视频游戏行业的分销创新策略来增加企业价值。

by Evan Armstrong
in Napkin Math
DALL-E/Every illustration.

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Let me tell you about the smartest quote I’ve heard in the last year: “Content innovation grows audiences, and distribution innovation creates enterprise value.”

What does that mean? It’s tempting to think that the stuff we make, the products and content we spend our days delivering, is what makes a company valuable. There’s a reason that "content is king" has been a defining mantra of the past decade. Surely, if you make the coolest product, you’ll produce the most valuable company. But this isn’t as true as you might think. Long-term enterprise value—that is, building a big-ass business—is only possible by having a differentiated way of getting that great product to a customer. The channel through which users receive and access content matters most.

This argument comes from investor and former Benchmark Capital partner Mitch Lasky, and it’s been ping-ponging through my mind for months. Every financial document I read, every analysis I write, Lasky is in my head reminding me about why a company becomes valuable. It’s distribution, stupid.

Lasky is one of the greatest consumer investors of all time with a portfolio that includes Discord, Riot Games, and Snap. Much of his career was focused on video games, a submarket of the tech industry that I’ve found often precipitates broader trends. Nearly every consumer innovation you come in contact with, in one way or another, owes its lineage to some video game company’s innovation in content, pricing, or go-to-market strategy. Nvidia built graphics chips for video game rendering, Slack started as a video game chat system, and that 30 percent fee that Apple takes from developers partially stems from mid-1980s agreements between Nintendo and Pac-Man creator Namco. 

Lasky teamed up with fellow investor Blake Robbins to host a podcast called GameCraft, which takes distribution innovation as its core idea and shows its efficacy at driving the last 40 years of gaming. This piece mostly draws from episode 14, “Distribution.”

His thesis was good enough that I think it can be applied to all bits companies: software, content, marketplaces—all of them mirror video games. If you want to know how to make your startup valuable, you should learn and apply the lessons of the video game industry.


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渠道创新 企业价值 视频游戏行业
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