The tastes of hyperconsuming outliers are by definition not the tastes of the population at large. Some business models, however, cause them to be quite influential.
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another good example is most "free-to-play" online games. individual micro-transactions might feel like they're for the average/median customer, but the *system* and the *set* of available purchases is for the whales
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interestingly in the modern era of online games, the secondary customer is the "esports scene"
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How about the 'fine art' or 'fashion' markets as examples?
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Sports cars, luxury kitchen equipment, dive watches... all designed for the performance needs of outlier populations and adopted as status symbols by many more
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Don’t you think startups are just getting better at identifying hyperconsumers as early adopters and then it causes somewhat false perceptions of network effect?
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Great insight. What I find also striking that what you describe are the structures most (largely non-digital) art markets can be described as.
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Something with weed getting stronger I think. Because the frequent users who need higher potency product determine the product development
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Same thing**
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