2024 Big Ideas: Voice-First Apps, AI Moats, Never-Ending Games, and Anime Takes Off
a16z Podcast15 Joulu 2023

2024 Big Ideas: Voice-First Apps, AI Moats, Never-Ending Games, and Anime Takes Off

Voice-First Apps, AI Moats, Never-Ending Games, and Anime. We asked over 40 partners across a16z to preview one big idea they believe will drive innovation in 2024.

Here in our 3-part series, you’ll hear directly from partners across all our verticals, as we dive even more deeply into these ideas. What’s the why now? Who is already building in these spaces? What opportunities and challenges are on the horizon? And how can you get involved?

Timecodes:

00:00 - Big Ideas in Tech 2024

01:39 - Big Idea: Voice-First Apps Will Become Integral to Our Lives

04:14 - The limiting factors of voice technology

05:27 - What would a voice-first app look like?

06:52 - Voice tech for companionship and productivity

08:05 - The primary modality voice applications

10:08 - How builders and founders can integrate voice technology

13:31 - Big Idea: The Consumer AI Battleground Moves from Model to UX

15:49 - How user experience can contribute toward building a moat

17:57 - The commoditization of models

19:55 - How should builders differentiate between model and experience?

22:58 - Breakout examples for 2024

25:10 - Open source vs closed source

26:44 - The impact of applications splitting from the infrastructure layer

28:14 - Big Idea: AI-First Games That Never End

29:59 -Generative AI in gaming and AI native games

31:12 - Introducing generative agents as game companions

33:57 - Does the gaming community want hyper personalization?

38:00 - New entrants vs the incumbents

41:57 - How business models and cost structures are evolving

46:21 - Advice for game builders in 2024

48:03 - Big Idea: Anime Games Go Mainstream

49:28 - What defines anime?

52:05 - Anime’s monetization strategy and how it differs from other genres

54:04 - Why are we seeing a rise in anime?

55:56 - What is required to be successful in anime

58:20 - AI, XR and inventing the next wave of anime

Resources:

View all 40+ big ideas: https://a16z.com/bigideas2024

Stay Updated:

Find a16z on Twitter: https://twitter.com/a16z

Find a16z on LinkedIn: https://www.linkedin.com/company/a16z

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Follow our host: https://twitter.com/stephsmithio

Please note that the content here is for informational purposes only; should NOT be taken as legal, business, tax, or investment advice or be used to evaluate any investment or security; and is not directed at any investors or potential investors in any a16z fund. a16z and its affiliates may maintain investments in the companies discussed. For more details please see a16z.com/disclosures.

Jaksot(918)

When One App Rules Them All: The Case of WeChat and Mobile in China

When One App Rules Them All: The Case of WeChat and Mobile in China

"When One App Rules Them All: The Case of WeChat and Mobile in China" by Connie Chan. First published August 2015. You can also find and share this essay at a16z.com/mobilefirstchina

7 Heinä 202020min

Every Company Is a Fintech Company

Every Company Is a Fintech Company

"Why Every Company Will Be a Fintech Company -- The Next Era of Financial Services and the 'AWS Phase' for Fintech" by Angela Strange.You can also find and share this essay at a16z.com/fintecheverywhere

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Read-Alouds, Continued

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7 Heinä 202051s

Journal Club: Revisiting Eroom's Law

Journal Club: Revisiting Eroom's Law

Eroom’s Law is Moore’s Law spelled backwards. It’s a term that was coined in a Nature Reviews Drug Discovery article by researchers at Sanford Bernstein and describes the exponential decrease in biopharma research and development efficiency between the 1950s and 2010. Whereas Moore’s describes technologies becoming exponentially faster and cheaper over time, Eroom’s Law describes the trend of drug development becoming exponentially more expensive over time.The article describing Eroom’s Law was published in 2012, and analyzed data up till 2010. That is perhaps ironic as 2010 appears to be an inflection point in the trend. In Breaking Eroom’s Law, the authors analyze the data since 2010 and show that costs appear to have stabilized over the last ten years. But what has contributed to this critical and exciting trend shift? In our conversation, Jorge and Vijay discuss the three causes cited by the authors of the Breaking Eroom’s Law article, their views on what technologies and policies will continue to push costs down, and their opinion on whether Eroom’s Law is broken for good.

5 Heinä 20209min

Preventing Pandemics with Genomic Epidemiology

Preventing Pandemics with Genomic Epidemiology

The COVID-19 pandemic has increased the visibility of scientists and the scientific process to the broader public; suddenly, scientists working on virology and infectious disease dynamics have seen their public profiles rapidly expand. One such scientist is the special guest in this episode, Trevor Bedford, Associate Professor at the Fred Hutchinson Cancer Research Center.An expert in genomic epidemiology, he and his collaborators built Nextstrain, which shares real-time, interactive data visualizations to track the spread of viruses through populations.a16z bio deal team partner Judy Savitskaya and Lauren Richardson chat with Trevor about how genomic epidemiology can inform public health decisions; viral mutation and spillover from animals into humans; what can be done now to prevent the next big pandemic; and the shift in scientific communication to pre-prints and open science.

30 Kesä 202034min

Journal Club: Therapeutic Video Game on Trial

Journal Club: Therapeutic Video Game on Trial

In this episode of the a16z bio journal club, we cover one of the key clinical trials that supported the recent FDA approval of the first prescription video game. The game was developed by Akili Interactive, is called EndeavorRx, and is now a clinically-validated therapy for improving attention in children with Attention Deficit Hyperactivity Disorder (ADHD). But how does a game improve attention? How does a clinical trial evaluate the efficacy of a game? And what are the pros and cons of a video game as compared to traditional pharmacological therapies for ADHD? Bio deal team partner Justin Larkin and Lauren Richardson delve into these questions and more in their discussion of this clinical trial:“A novel digital intervention for actively reducing severity of paediatric ADHD (STARS-ADHD): a randomised controlled trial” in Lancet Digital Health (April 2020) by Scott H Kollins, Denton J DeLoss, Elena Cañadas, Jacqueline Lutz, Robert L Findling, Richard S E Keefe, Jeffery N Epstein, Andrew J Cutler, and Stephen V Faraone.a16z bio Journal Club (part of the a16z Podcast), curates and covers recent advances from the scientific literature -- what papers we’re reading, and why they matter from our perspective at the intersection of biology & technology (for bio journal club). You can find all these episodes at a16z.com/journalclub.

28 Kesä 202017min

Gross Margins, Early to Late: What They Do (and Don't) Tell You

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Gross margins are essentially a company's revenue from products and services minus the costs to deliver those products and services to customers, and it's one of the most important financial metrics a startup can track.And yet, figuring out what goes into the "cost" for delivering products and services is not as simple as it may sound, particularly for high-growth software businesses that might use emerging business models or be leveraging new technology. Why do gross margins matter? When do they matter during a company's growth? And how do you use them to plan for the future?In this episode, a16z general partners Martin Casado, who invests in early stage enterprise startups and  David George, who leads our growth fund, and Sarah Wang  on the growth investing team share their perspectives on how to think about gross margins in both earlier and later stages at a startup. The conversation ranges from the nuances of and strategy for calculating margins with things like cloud costs, freemium users, or implementation costs to the impact margins can have on valuations.

27 Kesä 202036min

Building Products for Power Users

Building Products for Power Users

As more digital natives have entered the workplace, they have brought with them the expectation that their software should both be a joy to use and allow them to be power users. That is, users who configure and control it to better serves their needs. And often, these digital natives aren't just aspiring power users, they are also prosumers, who can and will pay for a premium experience. But first generation SaaS products have often struggled to deliver the experience these users crave.For today's founders and builders, how do you get the user experience right when a product has to delight your power users, while being something a less savvy user can pick up and learn?In this episode, a16z general partner David Ulevitch and Superhuman founder Rahul Vohra discuss how to build products that can turn any user into a power user. The conversation touches on themes from David's recent talk on products that adopt developer tools, like the command palette and keyboard shortcuts, to improve usability, and Rahul's talk on how to apply game design principles to product design. They cover how to onboard users to drive virality, when to expand to a second product, and how to use pricing to position a premium product.

24 Kesä 202023min

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