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Evidence receipt / uncertainty

Published · transcript-backed

Speaker unverified: uncertainty

24 Mar 2021 Acquired Rec Room Part II (with CEO Nick Fajt)

“I don’t know if there’s anything we’re doing that necessarily precludes them from doing that.”

— Speaker unverified

Source trail

Everything needed to verify it.

Speaker
Speaker unverified
Attribution
Not verified from this transcript
Claim type
uncertainty
Recorded
24 Mar 2021
Publisher
Acquired

Transcript context

…Or at least be value destructive to them such that it’s not economically worth them chasing you into the thing that you’re doing. I don’t know if that’s true. I think Roblox definitely has a very young user base. I think they’re trying to grow up with that user base. I don’t know if there’s anything we’re doing that necessarily precludes them from doing that. We think of Rec Room as fairly distinct from Roblox. Roblox has sort of more of a two-sided marketplace where there’s two independent groups—creators and consumers. Those groups are separated by probably a 20-year age gap. There’s 9–12 year old players and then the creator base is probably mid-20s, -30s, mayber older. You’re coding. You’re using a game engine. Rec Room just sits in between there. We’re like hey, we just want teens who basically want to play games or create games and you can do both of those in the same session. Instagram is very different from Photoshop. Photoshop has a more powerful toolset but the people that are looking at the content that are produced in Photoshop and the people that are working in Photoshop, it’s not the same group. But Instagram, it’s probably closer, like I can be a creator, I can be a consumer. Tools are pretty simple. I think we sit more in that category. I love that analogy.…

Stored transcript either side of the excerpt. The highlighted words are the published quote; the surrounding text is unedited source, never generated.

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