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> people work thousands, or 10s of thousands of hours building, collecting, exploring, etc

It's only work when that is not inherently fun - and if it isn't you don't solve that by letting people pay others to do the work so you get the results directly. If anything, putting monetary value on in-game achivements devalues the experience of getting them yourself and provides perverse incentives for the developers to make getting them without payment less fun.

> and it's all owned by some emotionless gaming company that might just decide to delete all your stuff, or just disappear all together

For centralized MMO games maybe. For single-player games or games that support self-hosting (or really, any third-party hosting independent of the original developer) this is not a problem. And if the developer is unwilling to allow third-party hosting then why do you think they will support a blockchain they can't control in some way?

> Giving players control of the things they worked hard to get just seems like the natural progression as we assign more and more value to the lives we live in virtual spaces.

Giving players control of virtual items means letting them copy and modify the bits. That's a great goal. Let's reform copyright so that you can freely modify software in a reasonable amount of time (much less than an average lifetime!) and require escrow of source data including reuitred server components to get copyright in the first place so that it is available once copyright expires - then Vitalik can have his own WoW version with the balance he likes (in theory at least).

It does not mean trying to further monetize what should be entertainment.



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