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Au: Two big things. First, if you give a user community powerful enough creator tools, what they create in these worlds will be far more interesting than anything a major company can officially create. In terms of the culture of a metaverse environment and the community’s experiences in a place like Second Life, that’s remained true since 2003.
The Atlantic • Lessons From 19 Years in the Metaverse
He offers a hopeful look at the promise of metaverse communities but also pulls no punches talking about the ways in which craven actors threaten to bring the whole experiment down.
The Atlantic • Lessons From 19 Years in the Metaverse
introduced iTunes, there were more than three billion pages on the
Martin Gurri • Revolt of the Public and the Crisis of Authority in the New Millennium
Creator Economy- anyone who is creating community around original content.
Sam Yam • a16z Podcast: How the Passion Economy Is Redefining Work | Andreessen Horowitz
if you give a user community powerful enough creator tools, what they create in these worlds will be far more interesting than anything a major company can officially create.
The Atlantic • Lessons From 19 Years in the Metaverse
Glenn McDonald,
Kyle Chayka • Filterworld
Holly Liu: By changing the economics of expertise in gaming, virtual game worlds today can impact the real world, for the first time. With trends such as play-to-earn games, the rise of livestreaming, and the growing contingent of esports pros, players — not just game publishers! — can now create value for the entire community and get paid. Experti... See more