One idea that stood out to me from The Sneaky Economics of Ticketmaster was that the customer is not always the most obvious person.
Ticketmaster grew by focusing heavily on venues, not just the people buying tickets. That made me think about my own idea around improving collaboration and merge conflicts in game development.
The possible customers could include student game developers, team leads, instructors, and small indie studios. For now, I would focus on student game-development teams because they directly experience the problem and are easy for me to speak with and learn from.
The biggest takeaway for me is that the user, customer, and payer can all be different people and identifying that early on can change how a solution is designed.
Media: The Sneaky Economics of Ticketmaster
https://thehustle.co/the-sneaky-economics-of-ticketmaster
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