The Intention Economy

Doc Searls writes:

The Intention Economy grows around buyers, not sellers. It leverages the simple fact that buyers are the first source of money, and that they come ready-made. You don’t need advertising to make them.

The Intention Economy is about markets, not marketing. You don’t need marketing to make Intention Markets.

The Intention Economy is built around truly open markets, not a collection of silos. In The Intention Economy, customers don’t have to fly from silo to silo, like a bees from flower to flower, collecting deal info (and unavoidable hype) like so much pollen. In The Intention Economy, the buyer notifies the market of the intent to buy, and sellers compete for the buyer’s purchase. Simple as that.

The Intention Economy is built around more than transactions. Conversations matter. So do relationships. So do reputation, authority and respect. Those virtues, however, are earned by sellers (as well as buyers) and not just “branded” by sellers on the minds of buyers like the symbols of ranchers burned on the hides of cattle.

The Intention Economy is about buyers finding sellers, not sellers finding (or “capturing”) buyers.

Google Mobile

Business Week has an interview with Deep Nishar, Google’s director of product management who also heads the company’s wireless efforts worldwide. Excerpts:

How important strategically is the mobile business to Google?

For Google, it’s extremely strategic. Our mission is, take the world’s information and make it universally available and useful for our users. And we don’t believe all the users will use PCs to access content. Especially in emerging markets where cell phone penetration is deeper than PC penetration, cell phones might become — or, in some cases, have already become — the primary means of accessing data.

What’s your overarching mobile strategy?

The phone is not the PC. It’s about creating the right experience for the mobile user, so they can find exactly what they want, quickly and efficiently. People search differently on mobile phones; they don’t browse as much, as PC users do, for example.

Mobile Advertising

Russell Buckley writes

Mobile advertising gives a too narrow focus. Reframe it. Its mobile marketing.

Dont just focus on video, unless it enhances your message. The right SMS/MMS/Game/Content can be many times more powerful that the best video footage. Not always, but often.

Stop restricting thinking to sponsored content – its only a small part of the solution. If you look at the marketing message as something you make the user consume, youre missing the point. How can you engage the user to want to experience your communication?

Player-Controlled Content in Games

via Bill Bishop] Jess Mulligan writes:

What players have been stuck with for the last twenty years is an endless series of mostly static worlds, where the most dramatic change they can effect is usually to place a house on the terrain somewhere. Sometimes the developers will make changes to the world, occasionally even drastic changes, such as when the Live Team for Asheron’s Call replaced every creature in the game with a massive invasion of Olthoi, the game’s signature evil. For the most part, however, these changes are temporary and transitory. Heck, as developers, we spend most our time trying to create enough content to keep players busy, but no matter how much content we create, players eat it up in days.

But…what if things were different? What if a player could actually use an MMO’s world-building and mission-building tools to add lands and contribute to the story, as well as have dungeon master commands to lead those quests and adventures? What if players didn’t have to depend on developers for all content? The collective intelligence and creativity of thousands of players is an order of magnitude greater than that of one small team of developers; what might we see if the players have a chance to collaborate with the designers?