Evidence receipt / evaluation
Published · transcript-backedBen Gilbert: evaluation
30 Aug 2021 Acquired Kevin Rose from Web 2.0 to Web3
“Finally, there's an incentive for artists to make incredibly cool stuff and rare stuff in a way that is totally driving the level of creativity and innovation here because there is actually now an incentive for it.”
Source trail
Everything needed to verify it.
- Speaker
- Ben Gilbert
- Attribution
- Verified speaker
- Claim type
- evaluation
- Recorded
- 30 Aug 2021
- Publisher
- Acquired
- Episode
- Kevin Rose from Web 2.0 to Web3
Transcript context
…Oh my god, he's the best. He's hilarious. It couldn't have happened to a nicer, crazier dude. Truly, but it took me listening to that and several other of your NFT episodes for it to click. When NFTs first started becoming buzzy, I was definitely one of those people that was like, the whole point of digital art is that it's infinitely reproducible. Why would I pay for something? I was definitely one of those people. First of all, learning about the artists behind the art is actually the value. Feeling close to those artists and why they're doing what they're doing—that is the reason to buy it, at least in my opinion. Sure, it's cool and it's fun to look at. It was also the realization that he brought up. People are buying NFTs. People finally have a vehicle to value digital artwork. Digital art has been a thing for 10, 15, 20 years in this format. But there's been no incentive to make it since it's just infinitely replicable and easy to rip off. Finally, there's an incentive for artists to make incredibly cool stuff and rare stuff in a way that is totally driving the level of creativity and innovation here because there is actually now an incentive for it. Yeah, there are so many pieces that unpack. That is a major one. You nailed it. I'm a little older than you guys, but you guys are old too. There is a younger generation that grew up skinning their characters in games and is so used to purchasing and holding virtual objects and virtual goods. There was a survey that was done. That there is a very large subset of gamers—more than 50%, it was something really scary—that consider their online identity in their games to be more important than their offline, in-person identity.…
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