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Duolingo Returns to GDC to Attract Game Developers for Gamified Mobile App Creation

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Duolingo Engages at GDC to Recruit Young Game Developers

Duolingo, the well-known creator of language-learning applications, is stepping into this year’s Game Developers Conference (GDC) with a clear purpose: to recruit talented young game developers. The company aims to enhance its gamified mobile apps, illustrating a unique intersection between language education and game development.

Bob Meese, the chief business officer at Duolingo, shared insights during an interview, explaining that the recruitment initiative is focused on filling multiple positions, including a VP of growth and product marketing. According to Meese, maintaining focus is crucial for effective language learning and education in general.

Reflecting on past recruitment efforts, Meese noted that they have proven successful for the company. In September, Duolingo unveiled new features aimed at enhancing the learning experience, such as Adventures mini-games and Video Call functionalities. Furthermore, the addition of Bonnie Ross, the former leader of the Halo franchise at Microsoft, to Duolingo’s board in December reinforces the company’s commitment to integrating entertainment with learning.

In his comments, Meese highlighted the introduction of Friend Streaks as an effective example of gamification within their platform. The philosophy at Duolingo, rooted in the Long View, emphasizes the need for engaging content that captivates users, thereby fostering prolonged interaction with the app.

Meese elaborated that the company seeks technical and analytical marketers, ideally with experience in mobile gaming. Although Duolingo will not have a formal booth at the conference, they maintain a presence, humorously showcasing their mascot, Duo the owl, who will roam the event.

“We take great pleasure in attending GDC, showcasing our interest in being part of the gaming community,” Meese remarked.

Duolingo’s growth trajectory has been impressive, boasting approximately 40 million daily active users and 117 million monthly active users. The company reported bookings of $870 million last year, with a 26% adjusted EBITDA margin.

Interestingly, while Duolingo is primarily recognized as an educational platform, it stands as an “adjacent” player in the gaming industry. Amir Satvat, an advocate for job seekers in gaming, emphasizes the importance of exploring opportunities in sectors related to gaming, as it improves job prospects significantly. He noted that entry-level chances in the gaming industry hover around 1% in the first year, but broadened searches can dramatically enhance employment chances.

Satvat leads efforts in the “Project Reality” initiative, urging individuals to seek adjacent roles that serve as stepping stones into the gaming industry. This aligns with Meese’s strategy of recruiting talent from related fields as part of Duolingo’s growth plan.

With a workforce of about 850 employees, Meese noted that Duolingo has been steadily expanding, aiming to add around 100 new team members each year, many of whom are early in their careers.

Source
venturebeat.com

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