Josh Williams on Online Gaming, Blockchain, and Forte
EconTalk
Library of Economics and Liberty
4.7 • 4.4K Ratings
🗓️ 13 July 2020
⏱️ 74 minutes
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| 0:00.0 | Welcome to Econ Talk, part of the Library of Economics and Liberty. |
| 0:08.0 | I'm your host, Russ Roberts of Stanford University's Hoover Institution. |
| 0:12.0 | Our website is econtalk.org, where you can subscribe, comment on this podcast, |
| 0:17.0 | and find links and other information related to today's conversation. |
| 0:21.0 | We'll also find our archives where you can listen to every episode we've ever done going back to 2006. |
| 0:27.0 | Our email address is mailadycontalk.org. We'd love to hear from you. |
| 0:33.0 | Today is June 11, 2020, and my guest is Josh Williams, he is the CEO and co-founder of Forte, |
| 0:39.0 | a blockchain gaming company. |
| 0:41.0 | Our topic today is the gaming industry and learning about what exactly is a blockchain gaming company. |
| 0:47.0 | Josh, welcome to Econ Talk. |
| 0:49.0 | Hi, Russ, so happy to be here. It's a big honor. |
| 0:52.0 | I want to remind listeners of recording via Zoom during the pandemic. We may not achieve our usual audio quality. |
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| 1:06.0 | In audio form, and increasingly, we are putting up video as well. Please go to YouTube, search for econ talk, and subscribe if that appeals to you. |
| 1:14.0 | Josh, let's begin with the gaming industry. How many gamers are out there, and do we have any idea of what that number means? |
| 1:21.0 | How do we count them? |
| 1:26.0 | Sure. Yeah, the game's industry is really huge. There's about 3 billion gamers worldwide. |
| 1:32.0 | So the vast majority of people that are connected to the internet anyway, or have a computer device of any kind. |
| 1:40.0 | We can count those numbers because there's pretty detailed reports from the industry, from publicly traded companies, |
| 1:48.0 | as well as from data firms that specialize in this stuff. |
| 1:53.0 | So a lot of people play games, and that's a massive change from where it was, say, 15 or 20 years ago, where really gaming was confined to a pretty small group of people, relatively speaking, who purchased a home computer for the purposes of gaming or a console for the purposes of gaming. |
| 2:12.0 | So it's really become nearly ubiquitous now. |
... |
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