The purpose of this document is to outline the current state of the Megamod product and to share our strategic priorities for 2024-2025. Megamod is a browser-based multiplayer platform built on User-Generated Content (UGC). Our mission is to work with creators interested in developing games and content, providing an environment where young talents can realize their potential, easily creating new game worlds through gameplay and collaborative communication for themselves and their communities.
The Megamod product ecosystem consists of four main areas:
Unlike traditional UGC platforms on the market, Megamod allows more participants in the videogame creative economy to engage in creating new content and its market value, where each participant in the production chain, value creation, and distribution can receive fair compensation proportional to the success of a specific game world on and off the platform. Creators can act as Demiurges, inventing and creating new worlds and games, attracting other players, contributors who perform essential tasks in administering game worlds and/or gaming communities, influencers who assist with content distribution and attracting new users, etc.
Our main goal is to learn to effectively manage the cycle of the creative economy, which consists of six elements: Content Monetization - Creative Boom - Distribution Development - Lego-ization tools - lowering the entry barrier for creators - cultural changes.
Successful examples of the Creator Economy include Minecraft and Roblox. 29% of U.S. children aspire to become creators, and 61% of children aged 6 to 12 are active Minecraft players. During the pandemic, Roblox uncovered a large UGC content market: in August 2020, the number of active Roblox users reached 199 million, more than double the figure from the previous year. However, the company's drive to moderate content and increase its quality significantly slowed the growth of creators: Roblox tools are too complex for the average user. To manage the creative economy cycle, we must maintain the simplicity of content creation and distribution tools, as well as make the rules for revenue distribution among participants in the creative economy transparent and meaningful for different participant roles. This will make it easier for us to attract and retain creators on the platform.
In the Creator economy, there are also problems - unstable income, difficulties in maintaining audience activity, and impacts on mental health due to the constant need to be in the spotlight. To manage the creative economy cycle, we need to create a favorable environment for creators to find ideas and bring them to life on the platform, provide the simplest possible toolkit for creating new content and testing game hypotheses, and form effective channels for attracting an audience and distributing content, which will make the income of all participants larger and more stable, and reduce the cognitive load on creators, allowing them to focus on implementing their ideas.
In 2024-2025, we plan to focus on and achieve the following goals: