Jan 2, 2019 · 35m · a16z
a16z Podcast | We Gotta Talk Pokémon Go
gold bands on the timeline = statements, start to end. Hover to read, click to jump. CC turns on captions
In this episode of the a16z podcast, host Sonal Chokshi and industry experts analyze the cultural and technological phenomenon of Pokémon Go, exploring its implications for augmented reality, location-based business models, and viral app retention.
How this conversation actually went
Every chapter scored 0–10 on four independent dynamics. Hover any point for the reasoning behind the score. The host holds 18.2% of the talking time here. How this is scored →
speaking balance: gold is the host, purple is the guest (3 minute bins)
Kyle directly pushes back against Anu's claim that Pokemon Go currently lacks network effects, arguing that Pokestop lures create local density dynamics where more local players directly increase gameplay value.
Hardest push from the host ▶ 30:38 Sonal counters the Google Glass failure framingSonal rejects the premise that Google Glass was merely a failed dorky consumer product by explaining how enterprise applications distribute specialized knowledge to field workers based on research at PARC.
Biggest teaching moment ▶ 20:01 Kyle explains gamified apps versus appified gamesKyle provides a clear conceptual framework distinguishing utility apps that add game mechanics to drive retention from full games that function as utility and social platforms.
The host holds their own ▶ 7:43 Sonal concisely distills AR versus VRSonal demonstrates strong technical understanding by summarizing Kyle's detailed breakdown of virtual reality and augmented reality into a precise, crystal-clear definition.
the scores for every segment, with the reasoning behind each
| Chapter | Topic | The host as informed peer | Guest teaching | Guest disagreement | The host pushing back | Why |
|---|---|---|---|---|---|---|
| Viral Success, Nostalgia, and Accessibility | 4 | 4 | 1 | 2 | Sonal prompts the discussion by bringing up real-world viral anecdotes including an autistic child connecting socially and animal shelters running out of dogs for walkers. The guests build collaboratively on these examples, citing nostalgia, accessibility, and IP execution as drivers of viral success. | |
| Comparing Augmented Reality and Virtual Reality | 5 | 4 | 2 | 2 | Sonal asks for a clear technical distinction between AR and VR. After Kyle details VR headsets versus translucent AR overlays, Sonal cleanly distills the contrast between self-contained virtual environments and digital layering over the real world. | |
| Granular Mapping Data and Social Conversation Magnets | 5 | 3 | 1 | 3 | Sonal notes the importance of fine-grained indoor geomapping data for retail applications and references specific in-game details like Bellsprout on subway tracks. She playfully teases Ryan about taking an Uber just to cross the street before Ryan explains physical conversation magnet mechanics. | |
| Evaluating Network Effects and Third-Party Ecosystems | 4 | 5 | 4 | 2 | Anu argues that Pokemon Go exhibits virality rather than formal network effects, prompting Kyle to directly push back by citing Pokestop lures and local player density mechanics. Sonal connects the discussion to collectible gaming mechanics and Nintendo stock performance. | |
| Sponsored Locations and Appified Gaming Business Models | 4 | 5 | 1 | 2 | The panel explores sponsored locations and how local businesses buy lures to drive real foot traffic. Kyle elaborates on the conceptual difference between gamified utility apps like Foursquare and appified games like Pokemon Go. | |
| Sensor-Rich Environments and Location Analytics | 6 | 4 | 1 | 2 | Sonal frames the discussion around sensor-rich environments, referencing WeChat's full-sensor adoption in China as well as subway safety warnings. Guests expand on real-time foot traffic data analytics and AR utility applications like IKEA room mapping. | |
| Avatars, Personal Expression, and Smart Glasses | 7 | 2 | 2 | 5 | When Ryan characterizes Google Glass as dorky and consumer-unfriendly, Sonal offers informed pushback by citing enterprise research from PARC regarding field knowledge dissemination. The segment also explores digital avatars and smart glasses as tools for personal expression. | |
| Distinguishing Fads from Trends and Designing Game Endgames | 5 | 4 | 1 | 1 | Sonal asks the guests how investors distinguish short-term fads from lasting trends, and then synthesizes Ryan's answer into four concise criteria: utility, frictionlessness, differentiation, and tailwinds. Kyle and Anu close with MMO endgame mechanics. |