Table of Contents show 1 Research Objectives 2 Methodology 3 The Data We Used 4 Findings: Research Objectives The aim of this research is to shed light on the blockchain industry’s growth and market reach among a vast array of companies. Our specific objectives are: To quantify the number of blockch...
It's pretty good at proving digital chain of custody. You could, for example, handle public records on a block chain.
I've been hoping for a game platform that tokenizes game licenses so that we can sell or gift them to others when we're done with them - basically steam but you own your copy of the game and can sell it on. This is incredibly unlikely to happen though, a secondary market for digital licenses would eviscerate profits.
FUCKING STOP LIMITING DIGITAL ASSETS WITH LICENSES.
Digital is the only realm where you can make FREE* copies of EVERYTHING**. Why do people argue for making additional limitations of such capabilities is beyond me.
I know why companies and rich people want to create artificial scarcity even in the digital world. And I guess some poor shmucks think they can get richer, but it's not true.
So stop with the 'dEcEnTrAlIzEd OwNeRsHiP lOdGeR' bullshit, and enjoy the FREE* copies of everything we have.
Copies take space and (usually) internet traffic, so they incur costs. But those are negligible, as we use those anyway. I'm not going to elaborate on how to support the creators, and crypto won't solve it
** Fuck DRM, avoid shit that comes with it, even Steam if possible
I buy a short $5 indie game. I give it away afterwards digitally to a friend. The next guy does the same thing. And the next guy.
Now the developer has to primarily make money by selling merch or ingame ads. No thanks. If the game is good, people will buy it.
You could argue people did this with physical media. But it was not nearly as impactful; I couldn't click a few buttons in seconds and hand the game away.
I would be very glad if we would stop with game sales altogether. Instead, add option to support the developer and platform. Completely unrelated to the amount of people and hours played.
Just download the game (ideally through P2P), enjoy it, 'donate' if you like it, however much you like.
For online games, you have a pool for keeping servers alive, if it runs out, open-source it, and let users with the maintenance.
Like I would have donated much more to Terraria than to Devil May Cry 5.
This is incredibly unlikely to happen though, a secondary market for digital licenses would eviscerate profits.
Licenses as NFTs could have the method youre looking for. When resold, the original creator of the license gets a small cut, usually about 5% of sale price. The vendor website gets tx fees and the seller gets 90-95% of the sale price.
Some have offers of airdrops (free items for owning an NFT at a certain date/time). These range from in game assets like skins and accessories, custom art, or potentially access to other IP/licenses
PGP can also do that, properly implemented, a PGP key with a large web of trust, can be just as effective at making immutable certified statements without having this weird cash based speech thing that crypto has going for it.
The fact that every single action you do with crypto involves spending money is ridiculous. I don't mean the scams and stuff, I mean, every single thing, every transaction, every smart contract, every interaction, who wants to play around with a system that just pilfers your cash from you just for the privilege of exploring it.
At least with aws I can run code locally before they rob me.