4/ similarly, we've already seen demand for in-game artistic purchases in the earliest virtual worlds. As AR/VR worlds accelerate, we'll inevitably see massive demand for scarce digital art to populate those walls, as items for avatars to wear, etc.
5/ what's missing? Why isn't this already a billion dollar ecosystem? As with any new ecosystem, you need a lot of things to come together to cross the chasm to casual users. The "missing pieces" today differ by type of NFT.
6/ for digital art, the biggest missing piece is probably a lack of high "foot traffic" places to display the art. This will grow with increasing usage of virtual worlds, as well as with integration of art NFTs with existing virtual spaces. Probably also with AR growth.
7/ for gaming NFTs, I think it's the classic disruption model. Big game studios have little incentive to "decentralize." Small studios toying with NFTs have trouble gaining network effects. At some point we'll hit a tipping point where the extra user value overwhelms incumbents
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