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I am going to disagree and I suspect making money in the sense you are talking about will be globally banned over time. Any time real money is attached to a in-
by dubcanada 5y ago
I am going to disagree and I suspect making money in the sense you are talking about will be globally banned over time. Any time real money is attached to a in-game currency it is a massive failure and ends up devolving into a scam/fraud situation. WoW filled with auction house farmers, Diablo 3 same thing, Fortnite is just a money printer for Epic and that's it.
Not only that crypto is already littered with scams and fraud. As soon as you start hooking up "central" nonsense to it, it will just amplify it.
- chrisco255 5y agoMaking money will be banned globally? We banning capitalism, now? There is nothing different about a user purchasing a digital asset on the speculation that it's price will increase than on rare coins, stamps, trading cards, race horses, real estate, pork bellies, etc.
- dubcanada 5y agoThere is a difference in someone collecting some stamps or cards and then reselling them later in live. And someone hooking a ipad game to a crypto coin which can be directly exchanged to USD. One is a casual thing people do and another directly links you playing a game to generating income. You farming your virtual garden for gems every 15 mins which can be translated to USD over time is a impact on society, and not a positive one. Random guy collecting stamps on their spare time is not. And once that happens you'll have people playing 24 hours and setting up all kinds of scams. At some point politicians will get involved and treat it as a threat, thereby banning it. It's a hypothesis and nothing more, but I wouldn't be surprised if it happened.
- chrisco255 5y ago> There is a difference in someone collecting some stamps or cards and then reselling them later in live. And someone hooking a ipad game to a crypto coin which can be directly exchanged to USD No, there isn't. Both are free market activities that are arguably arbitrary, but entirely within the realm of human hobbies and curiosities that sometimes yield profits for the participants. > You farming your virtual garden for gems every 15 mins which can be translated to USD over time is a impact on society, and not a positive one. It's entertainment value that is produced, and who are you to be the judge of what is positive or negative? It is entirely arrogant to declare for others what is positive or negative for society. I grew up hearing the same thing about video games. Waste of time for kids, them being a dangerous exposure to violence, etc. etc. But meanwhile parents were wasting their lives away watching television because that was the thing for that generation. Games to me, were far more engaging and interesting and most importantly, interactive. And that interest in gaming eventually led me to become a software engineer, which has afforded me a very nice lifestyle and given me very solid job security. If I had watched television instead of venturing into the world of technology, I'd be worse off. Later on in life, as an adult, I still play games. I sometimes spend significant sums of money on them, because they still provide enjoyment to me. Sometimes, I'll even spend a couple hundred bucks on a single game, because I want some cool thing in the game and that provides me joy. That is perfectly ok. The fact that NFTs provide an interface for interconnecting these in-game items and making it easy to create ecosystems for things like creative character models or environments or mod experiences, is not subtractive in the least. It provides an outlet for creativity and a market for art and entertainment. And it does so in a way that does not enshrine or reinforce existing monopoly marketplaces, which are exploitative to the highest degree for both users and creative producers.