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Jon Radoff (born September 17, 1972) is an American entrepreneur, author and game designer. His work has focused on online communities, Internet media and computer games. Radoff dropped out to found NovaLink, an early internet service provider.〔(Online Company SparkForge Formed, Coins 'MSOGs' ), ''GamaSutra'', September 22, 2006〕 In 1991, while at NovaLink, he created ''Legends of Future Past'', one of the first commercial MMORPGs.〔 In 1997, he founded Eprise Corporation, a creator of Web content management software.〔Ed Scannell, ''InfoWorld'', February 11, 2000, "Eprise CTO guides businesses through Web maze," http://www.infoworld.com/articles/hn/xml/00/02/14/000214hnctospot.html〕〔Jan Stafford, ''VARBusiness'', May 23, 2000, "Eprise CTO Jon Radoff: Content Rules," http://qa.varbusiness.com/article/showArticle.jhtml;jsessionid=EWVN4KK5M2VEKQSNDLUCKHA?articleId=18809992〕 Eprise went public on the NASDAQ stock market in 2000〔(Eprise Expected To Rocket On Offering ), ''Forbes'', March 22, 2000〕 and was acquired by Divine Inc. in 2001.〔http://www.prnewswire.co.uk/cgi/news/release?id=77801 Divine closes acquisition of Eprise Corporation, ''Divine Inc. press release'', December 5, 2001〕 On September 21, 2006, Radoff founded GamerDNA, a social media company that developing social gaming communities and an videogame advertising network.〔(GamerDNA company website )〕 GamerDNA is now part of Live Gamer. As of March 2010, Radoff was working on a new social game company called Disruptor Beam that would be focused on building games for Facebook.〔Rodney Brown, Mass High Tech, (Radoff surfaces at Facebook game maker Disruptor Beam )〕〔Scott Kirsner, Boston.com, (Vidgame couple build new venture around 'social gaming' trend )〕 In February 2013, the company released Game of Thrones Ascent. ==Writing== Radoff wrote ''Game On: Energize your Business with Social Games,'' which was published by Wiley in 2011. The book discusses social games, which Radoff views as a 5,000-year-old phenomena, and how games can be applied to businesses to make them more engaging and profitable. Radoff is generally critical of the gamification trend, and explains to businesses that they must incorporate story and immersion into their businesses if they really want to take advantage of the unique engagement offered by games. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Jon Radoff」の詳細全文を読む スポンサード リンク
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