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World First: how to own shares in a Picasso masterpiece

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A Swiss digital bank will offer customers the ability to buy tokens and shares in a Picasso painting

The art investment fund is offering shares in a Picasso masterpiece from 1964.

“Fillette au béret” is being sold or “tokenised” – via the blockchain.

Sygnum, the digital asset-focused Swiss bank organising the sale, says this is a world first.

ASTs will go on sale for a minimum subscription of 5,000 Swiss francs, Sygnum said.

The artwork measures 65 by 54 centimetres and is estimated to be valued at 4 million US dollars.

Investors will have the chance to buy and sell shares in the painting on a secondary market through blockchain technology.

Mat Cole from ACT Capital Partners says its the perfect use for blockchain.

So, do you physically own the artwork?

No. There will be no physical artwork to change hands.

Organisers say the painting, while being available for loan to museums and exhibitions, will be stored in a high-security facility

“This marks the first time the ownership rights in a Picasso, or any artwork, are being broadcast onto the public blockchain by a regulated bank,” it and co-organiser Artemundi, an art investment company, said.

“Tokenisation lowers the barriers to art investment and opens up the art market to a broad range of new investors,” Sygnum’s director general and co-founder Mathias Imbach said in the statement.

In the “Fillette au béret” sale, the tokens are fungible and no Picasso will be burned.

Is blockchain here to stay in the art world?

Mat Cole from ACT Capital Partners says it certainly is, to the extension of being an NFT.

“This is a collectible it is on the blockchain use of technologies here perfect. Is it a smart contract? It shows provenance. And it’s exactly what something like this should be if we’re looking at fractional ownership,” Cole told ticker.

Coles says there’s those two really interesting parts.

“One is a really great use of blockchain technology for something that we know has value for something that we know has scarcity,” Cole says.

Cole says there is a great use of the blockchain technology to bring it into what is the digital world or a modern environment, and actually provide a “really intelligent contracting solution and ownership solution for a really, highly desirable piece of an asset.”

However, he notes the second part is fractional ownership, by sort of crafting the use of the blockchain technology, and allowing people to have fractional ownership.

“I think that is a trend we’re starting to see more and more of, and I think that’s a real opportunity for blockchain technology. And I think it’s a real opportunity for wealth creation.”

Tech

Big tech giants could be held to account for vaccine misinformation

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Social media giants are about to be held to account for vaccine misinformation

As COVID-19 cases see a rise in the US, Democratic senators are planning to introduce a new bill that would hold social media giants accountable for public health misinformation.

The new bill would strip away Facebook and other social media platforms’ Section 230 liability shield if they promote harmful public health misinformation.

The Health Misinformation Act, introduced by Senator Amy Klobuchar and Ben Ray Luján would create a carveout in Section 230 of the Communications Decency Act and make social media platforms like Facebook accountable for hosting some dangerous health misinformation.

The bill directs the Health and Human Services secretary to issue clear guidlines on what exactly is “health misinformation.”

Basically, the new rules would only apply in situations where online misinformation is related to an existing public health emergency like the ongoing coronavirus pandemic.

How does it work? – It would only open a platform up to liability if the content is being algorithmically amplified, not through “a neutral mechanism, such as through the use of “chronological functionality.”

“For far too long, online platforms have not done enough to protect the health of Americans.”

Senator Klobuchar in a statement said “The coronavirus pandemic has shown us how lethal misinformation can be and it is our responsibility to take action.”

Section 230 protects platforms from liability for illegal content hosted on their platforms — but misinformation is not illegal in itself.

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Snapchat is growing faster than it has in years

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Snapchat announces new climate plan

Snapchat’s parent company has continued to see record growth – and profit – of the platform

Just a couple of years ago, there were concerns that Snap, the parent company of Snapchat, wouldn’t survive as a standalone company, but the social media platform is growing faster than it has since 2017.

The camera-based messaging app stated it added 13 million daily users during the second quarter of this year – a 23 percent increase from the same time a year ago.

That means 293 million people use Snapchat every day around the world, up from 173 million this time four years ago.

Snapchat’s revenue has also soared 116 percent to $982 million – making it a faster growing business than Twitter or Facebook

Snap CEO Evan Spiegel has said he expects the app’s user base to actually grow faster as pandemic lockdowns end, since Snapchat is designed to be used out and about with friends.

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Why businesses should be tapping into the world of eSports

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Gaming has run a parallel race with tech businesses for years now with many industries embracing the competitive advantages.

CARLOS ALIMURUNG EXPLAINS THE PERKS OF MOBILE GAMING

It’s no secret that eSports is an area that many gamers imagined thriving since the early days of couch multiplayer – Businesses are now witnessing the momentum first-hand with companies such as ONE eSports acting as a vanguard to this new era.

CEO of ONE eSports, Carlos Alimurung was able to shine some light on the industry looking to explain the benefits for players, sponsors, and streamers.

Mobile gaming, whilst often considered “beneath” many traditional gamers have seen exponential growth with the power of smartphones and mobile devices increasing significantly, and eSports teams have noticed the potential of the games on offer and the convenience with which the platforms contain.

Celebrating the narrative of content creators and players within the industry is another area boasted by ONE eSports as they encourage and promote the players, seeing them as no different to athletes seen on a field, court, or even the Olympics. Though as Carlos explains “eSports doesn’t need the Olympics” – A wonderful expression of confidence for a passionate group of gamers desiring to be taken seriously.

Balancing a traditionally male-dominated industry can be a challenging task for a lot of big businesses which look to make a difference.

Articles outlining the struggles of female employees within game development are rife and deeply troubling, with major developers coming under fire for their response to the traumatic experiences inflicted upon women in the gaming industry.

INCLUSION IS PART OF THEIR INDUSTRY MISSION

They seek to enable and uplift players, streamers, and content creators of all genders to succeed – a breath of fresh air in an otherwise tainted space.

The numbers of female players look to increase with nearly 47% of gamers already being female there is plenty of room to see growth within eSports. (It doesn’t matter what gender you are when you’re on the business end of a no-scope trick shot in the arena!)

carlos alimurung gives insight into the business branding within esports

With brands like Netflix looking to get involved in the gaming industry, it is no longer a question of how but when other major companies will look to plug in and play.

Brands will also need to get smart about how their marketing will be presented to a younger more active audience (without hitting players over the head with it) Games like the basketball simulator: NBA 2K21 integrated unskippible advertising during loading screens which saw fans upset with being force-fed content onto their screens.

And whilst some could argue this made the game more authentic as advertising of course coats the sporting space, there are definitely more clever ways to do this… the spectacle of an esports arena for instance and the opportunities available have untapped potential, again the key is to be clever with the integration of marketing to Gen Z.

EXPANDING REACH

eSport will continue to expand its traditional reach from North America and Southeast Asia through onto Australian shores the question again, is not how but when this will occur as many Aussie gamers go without representation and limited faculty on home soil.

With the pandemic and vaccine rollout yet to play out in full there is a great opportunity to expand the digital market and competitive gaming space worldwide.

For the full chat with Carlos and more gaming goodness check out the rest of Ticker Gaming

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