The CEO of Roblox on Scaling Community-Sourced Innovation
Por um escritor misterioso
Descrição
When Roblox launched, in 2004, its user base was made up of friends, family members, and about 100 tech enthusiasts recruited via Google ads to serve as impartial advisers. The idea was simple but ambitious: create an online space where people from anywhere in the world could do anything—construct buildings, run businesses, battle enemies, play sports, attend concerts—together. Everyone agreed that user-generated content (UGC) would be the key to making the platform great. Sixteen years later Roblox boasts nearly 50 million active daily users and millions of developers, who have created experiences such as Let’s Be Well, a game about recovering from depression, and Royale High, a virtual high school. Thanks to their own creativity, Robloxers can now walk fashion show runways, experience an eagle’s flight, or figure out how to flee natural disasters with friends. The company’s decision to embrace UGC opened it up to a whole new world of innovation, well beyond what its employees could envision or manage. Roblox achieved it with a culture that values long-term thinking, employees with a founder’s mindset, a laser focus on end users, and an organizational structure that helps them stay creative and engaged.
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