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Cameron Armstrong
@cameron
Working through a mental model rn 1. Good content is harder to make than bad or stolen content 2. Given a quantity incentive w/o quality penalty, bad content will always proliferate faster 3. Quality is group specific and really hard to measure So until you know what your group loves, rewards accelerate bad actors?
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zoo
@zoo
i think (hope) one can design an incentive scheme that avoids this by surfacing the good over time while requiring skin in the game. not with a quality penalty but with upfront cost and remuneration based on perceived value
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