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Contenuto fornito da Wade Wallace and Escape Collective. Tutti i contenuti dei podcast, inclusi episodi, grafica e descrizioni dei podcast, vengono caricati e forniti direttamente da Wade Wallace and Escape Collective o dal partner della piattaforma podcast. Se ritieni che qualcuno stia utilizzando la tua opera protetta da copyright senza la tua autorizzazione, puoi seguire la procedura descritta qui https://it.player.fm/legal.
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Building Zwift (replay on their 10th anniversary)

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Manage episode 418511178 series 2641876
Contenuto fornito da Wade Wallace and Escape Collective. Tutti i contenuti dei podcast, inclusi episodi, grafica e descrizioni dei podcast, vengono caricati e forniti direttamente da Wade Wallace and Escape Collective o dal partner della piattaforma podcast. Se ritieni che qualcuno stia utilizzando la tua opera protetta da copyright senza la tua autorizzazione, puoi seguire la procedura descritta qui https://it.player.fm/legal.

Indoor training has been around for longer than I can remember, but when Zwift came along in 2014 it changed the market forever. The company came into the world with bold ambitions, reimagined the space and what it could become, and has grown the market to a size that nobody could have imagined.

Some of the earliest pioneers in the indoor virtual world space were the likes of Computrainer and Tacx back in the late 90s, early 2000s. But they never really delivered on the promise of making indoor training much more enjoyable. They can’t be blamed for lack of vision or not trying – the technology wasn’t even there at the time. Social networks didn’t exist, multi player online games weren’t around, broadband speeds were slow and wireless protocols such as ANT+ and BTLE hadn’t been invented yet.

But, in 2010 when a gaming software developer in Southern California named Jon Mayfield began tinkering with his kinetic trainer and finding ways for it to communicate with a virtual world he built, he had no idea how big this would become.

Escape Collective is entirely member-funded. If you like this podcast please consider supporting us by becoming a member: https://escapecollective.com/member/

  continue reading

52 episodi

Artwork
iconCondividi
 
Manage episode 418511178 series 2641876
Contenuto fornito da Wade Wallace and Escape Collective. Tutti i contenuti dei podcast, inclusi episodi, grafica e descrizioni dei podcast, vengono caricati e forniti direttamente da Wade Wallace and Escape Collective o dal partner della piattaforma podcast. Se ritieni che qualcuno stia utilizzando la tua opera protetta da copyright senza la tua autorizzazione, puoi seguire la procedura descritta qui https://it.player.fm/legal.

Indoor training has been around for longer than I can remember, but when Zwift came along in 2014 it changed the market forever. The company came into the world with bold ambitions, reimagined the space and what it could become, and has grown the market to a size that nobody could have imagined.

Some of the earliest pioneers in the indoor virtual world space were the likes of Computrainer and Tacx back in the late 90s, early 2000s. But they never really delivered on the promise of making indoor training much more enjoyable. They can’t be blamed for lack of vision or not trying – the technology wasn’t even there at the time. Social networks didn’t exist, multi player online games weren’t around, broadband speeds were slow and wireless protocols such as ANT+ and BTLE hadn’t been invented yet.

But, in 2010 when a gaming software developer in Southern California named Jon Mayfield began tinkering with his kinetic trainer and finding ways for it to communicate with a virtual world he built, he had no idea how big this would become.

Escape Collective is entirely member-funded. If you like this podcast please consider supporting us by becoming a member: https://escapecollective.com/member/

  continue reading

52 episodi

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