The Washington Post - USA (2022-03-06)

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SUNDAY, MARCH 6 , 2022. THE WASHINGTON POST EZ EE E13


much more interested in build-
ing products that help people
live better lives. And, that’s not to
say I won’t build games in the
future, but I t hink right now, that
is my main mission. I think that’s
what I’m here to do.”

live healthier lives,” he said.
Looking ahead, Cravotta
would like to create and develop
apps that speak to this larger
goal of helping people.
“I think creating games is
cool,” he said. “But I’m definitely

app reached 30,000 downloads
within the first month.
“If I w as building games that
were getting hundreds of thou-
sands of downloads, I knew I
could build a product that could
help the same amount of people

His latest project, Puff Count,
which is also free on the App
Store, helps people manage their
vaping habits to quit. Cravotta
built the app after watching
several of his close friends strug-
gle with vaping addictions. The

were connected,” Cravotta said.
“What’s great about our genera-
tion is we are not here to go after
each other, but uplift each other’s
ideas and make the world a
better place while doing it.”
But besides developing apps,
working a day job at an advertis-
ing agency, and running his own
TikTok ad agency, Cr avotta —
dressed in a plain white T-shirt —
said he’s not too different from
other 24-year-olds. Beyond being
an entrepreneur and a big gamer,
he loves Italian pasta, going to
the beach and hyping up his
friends to create unique projects
of their own.
“This is what I love to do —
creating cool stuff,” Cravotta
said.
Cravotta’s career was inspired
by his role model of a dad, who
has a background in sales. Hav-
ing grown up with social media,
it wasn’t long before he found
himself promoting products and
showing companies how to gain
traction online. But still, he felt
something was missing.
“I wanted to promote some-
thing that I built — something
that was my own,” he said. “And
so that’s kind of how I came to
start developing my own prod-
ucts. And that led to me building
websites that I could put ads on,
and then eventually building
apps that I could promote and,
you know, earn revenue from.”
Cravotta learned how to code,
build websites and, eventually,
create apps by watching YouTube
videos — all part of his side
hustle at the time.
“It was the coolest feeling in
the world to build something
that other people were using,” he
said.
Though there’s much uncer-
tainty in the world of entrepre-
neurship and content develop-
ment, Cravotta said taking risks
is part of the experience.
“I think a h uge part of being
successful is just taking bets on
yourself. It’s kind of what I live
by,” he said. “And that’s de finitely
one of my main goals — to
inspire other young entrepre-
neurs to start doing this. Even if
you don’t see the long-term ben-
efit yet, just start doing stuff that
you’re passionate about.”

When he finally checked the
app’s stats that week, he saw a
single vertical line that shot
upward, indicating a major up-
tick in downloads. Cravotta ini-
tially though fake accounts or
spammers were responsible —
after all, what app gets half a
million downloads in less than a
week seemingly out of no-
where?
“I thought someone had sent
robot downloads to my app, or
whatever,” he said. “But I did a
quick Google search, and obvi-
ously, Josh Wardle’s game came
up — ‘Wordle.’ ”
He rushed downstairs to tell
his parents the news.
“I freaked out,” Cravotta, who’s
now based in Santa Monica,
Calif., said. “I was like, ‘This is
insane. This guy made this great
game, and people are confusing
it for mine.’ ”
While the “Wordle!” app
doesn’t cost anything to down-
load, developers of free apps can
still earn revenue via in-app
advertising, in-app purchases or
affiliated marketing. After notic-
ing his app’s spike in revenue,
Cravotta immediately messaged
Wardle, from one developer to
another, about the mix-up.
“I read how [Wardle initially]
didn’t want to put ads on it or
make any revenue off of his game
— and I respected that,” he said.
Despite the similarities be-
tween the games, down to the
titles, Cravotta said that it never
crossed his mind to take legal
action.
“Absolutely never ever crossed
my mind,” he said. “Josh and I
teamed up instead to make a
positive impact on the world. We
uplifted each other.”
With Wardle’s support, Cra-
votta decided to donate $50,000
of the app’s revenue to Boost
West Oakland. Boost provides
free tutoring and mentorship for
children in Oakland, Calif. — t he
city where Wardle, who now lives
in Brooklyn, used to be based.
Seeing as both games centered
on word puzzles, Cravotta felt the
money should go to a literacy-fo-
cused nonprofit. Wardle agreed.
“It’s almost fate that Josh and I


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Picasso

Painting the
Blue Period

On view through June 12, 2022
Tickets at PhillipsCollection.org

Picasso: Painting the Blue Period(Toronto, Canada) with the exceptional support of the Musée national Picasso-Paris. is co-organized by The Phillips Collection and the Art Gallery of Ontario
The exhibition and its publication are generously supported by the Frauke de Looper Trust, the Ednah Root Foundation, Share Fund, and the National Endowment for the Arts.
Additional support provided by Lee M. Yarbro, Ken and Dottie Woodcock, DrTushnet and Elizabeth Alexander, Diana Reuter-Twining and Edmund S. Twining III, and Patricia Squires. Heather McPherson, Mark
and Patrick Spann

Made possible The Phillips Collection’s Exhibitions Endowment Fund, which is generously supported by the Sherman Fairchild Foundation, Michelle and Glenn Engelmann, Robert and Debra Drumheller, and The Marion
F. Goldin Charitable Fund
The exhibition is supported by an indemnity from the Federal Council on the Arts and the Humanities.
In-kind contributions provided by Farrow & Ball
Pablo Picasso, The Blue Room, 1901, Oil on canvas, 19 7/8 x 24 1/4 in. The Phillips Collection, Acquired 1927 © 2022 Estate of Pablo Picasso / Artists Rights Society (ARS), New York
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