A Quote by Fred Wilson

Games are the most social of all things on the web. — © Fred Wilson
Games are the most social of all things on the web.
The web is at a really important turning point right now. Up until recently, the default on the web has been that most things aren’t social and most things don’t use your real identity. We’re building toward a web where the default is social.
Katalyst is a merger of three industries. A piece of us is connected to ad agencies. Because we get the complex overlay of the social Web, we know how to engage an audience and how to make entertainment for the social Web. And we know how to gain and activate and retain an audience. So we create social networks for brands.
The social web can't exist until you are your real self online. I have to be me. You have to be you. Once we are online as ourselves, connected to each other and our other friends, then you can have the evolution of what becomes the social web.
I'm not super social, don't really go to parties, or basketball games, or football games very often, the big social occasions.
If you look at the evolution of games from console to Internet to mobile, and look at social networking from Web to mobile, everything is fragmenting.
The web is more a social creation than a technical one. I designed it for a social effect - to help people work together - and not as a technical toy. The ultimate goal of the Web is to support and improve our weblike existence in the world. We clump into families, associations, and companies. We develop trust across the miles and distrust around the corner.
We believe ultimately that human co-experience - doing things together as a social platform for play - is a new category. It's differentiated from toys or games or social networking in that it's people doing things together in real time.
We look at the Web as being our basic power plant, kind of like electricity, so the Web and communicating in this fashion is second nature to us now. It's not like we go brochure, television, mail. It's Web, and then everything else. It's social media first, and everything else.
Video games and YouTube.com are creatively booming, even though Web design, as demonstrated by the ugly clutter of most major news sites, is in the pits.
Humankind has not woven the web of life. We are but one thread within it. Whatever we do to the web, we do to ourselves. All things are bound together. All things connect.
I believe in the opportunities for social gaming. It's overlapping with mobile gaming and lots of video gaming, but it's still different. It's all getting more blurry as hardcore games and console games talk about being social.
Phones were created as social tools. Smartphones are especially good at being social, integrating text, voice, video and images in an endless number of apps that can serve a user's needs, and all without the need for a web-based social network.
Studies of social games, puzzle games, and brain-training games have shown they have little effect on the brain despite often being marketed as improving memory and reaction speeds.
Comscore, Nielsen, MediaMetrix and Quantcast studies all show women are the driving force of the most important net trend of the decade, the social web.
Since the founding of Facebook, Twitter, Instagram and other mainstays of what technology writers have come to call 'the social Web' or 'Web 2.0,' a sizable portion of humanity has learned to be together while apart, sacrificing intimacy for control and spontaneity for predictability.
We have our own internal version of Klout. We do rate people in this way - their effectiveness on social media. Tying social into a performance measurement works. The productivity of a sales who has an effective social media presence is 3x an employee who is not active on the web.
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