So, why can't there be a very similar structure on creators and their fans? Why can't fans be the financial backers of the early-stage creators they believe in? After all, there are millions of people who don't know much about startup investing or the stock market, but who do have an incredibly nuanced grasp of emerging culture. Why not let those p... See more
Historically, education has been a challenging sector for new company creation. The industry is highly regulated, and new products typically need to sell into schools, which have slow sales cycles and inconsistent decision makers: at one school, the principal may make the purchase decision; at another, the science teacher; at another, the district ... See more
Even though 3.4 billion people play video games—and even though the industry is larger than the music, box office, and sports industries combined—gaming still gets a lot of eye-rolls. For many people, gaming conjures the image of a teenage boy isolated in his mom’s basement. The reality is that the average age of a U.S. gamer is 35; that close to h... See more
In reality, Axie is not a nation. It does not have a functioning economy. It’s more like a well-intentioned small-town employer that is struggling to pay its workers, because the primary thing the workers do—play Axie—does not create sufficient economic value.
It is, in other words, a credential that is particularly vulnerable to the coronavirus. During the last recession, millions of Americans decided to go back to college for an advanced degree. Business schools face a tougher test: How do you build a social network in the time of social distancing?
...blockchain-based accounts are particularly apt at persistent pseudonymity through providing a public, pseudonymous, and cross-platform address that displays its actions over time, what Shreyas Hariharan calls on-chain reputation. What we need, then, is a technical stack that supports not an identity, but a collection of identities to navigate th... See more