Motivation Beyond the Sandbox
Sanchit Waray@pancakepoet
−3.5%
since Oct 8
The idea
I believe the real challenge of living off-planet won't be survival, it'll be staying motivated and connected months from home, and that market doesn't exist yet because almost nobody lives off-planet. So I own the companies solving it for isolated people on Earth first, since software and ideas travel to space far more easily than anything tied to gravity or geography: game worlds and streaming at 37%, immersive and social platforms at 19%, mental health and wellbeing at 14%, plus 18% in the companies literally building the way out, with 8% cash.
What it owns
- Games, music and stories made of software are the easiest kind of motivation to ship to people far from home. · Roblox CorporationIt is a sandbox where millions build worlds and spend time with friends inside them, the kind of play that could be adapted for crews far from home., Take-Two Interactive SoftwareIt makes huge, detailed game worlds where people lose months in immersion, the kind of escape that sustains motivation when the real view never changes., Sony Group CorporationIt owns PlayStation plus deep music and film libraries, a store of the stories and play people would want to bring with them., Spotify TechnologyIt carries music, podcasts and audiobooks, the familiar voices from home that make isolation easier to bear., NetflixIt delivers stories on demand to anyone with a connection, the kind of service a crew months from Earth would lean on to stay grounded., Unity SoftwareIts engine is how many games and simulations get built, the toolkit for making new worlds when Earth-based content must be remade for off-world life.39%
- When people are confined to sealed habitats, the ability to stay close to distant others and experience remote environments becomes especially valuable. · Meta PlatformsIt runs the biggest social networks and makes Quest headsets, the two pieces needed for feeling close to people when separated by distance., Iridium CommunicationsIts satellites reach every point on Earth including poles and oceans, making it the link isolated people already rely on for connection., Snap Inc.It is built around close friends and AR glasses, small-circle connection that matters most when far from everyone in regular life.19%
- The companies building stations, landers and rockets decide when people start living out there at all. · Rocket LabIt builds rockets and spacecraft, part of the infrastructure that everything else in this take depends on., Voyager TechnologiesIt is building a private space station, one of the first places where people would actually live and need motivation beyond Earth., RedwireIt makes things in space including solar arrays and off-planet manufacturing equipment, the early version of an economy built beyond Earth's gravity., Intuitive MachinesIt builds moon landers and lunar services, the groundwork for enabling people to one day live on another world.19%
- Isolation wears people down, so therapy over a screen, mood tracking and new depression treatments become essential gear. · GarminIts watches track sleep, stress and body signals for people in remote places, an early version of monitoring mood far from medical care., Teladoc HealthIt delivers therapy and medical care over a screen, the way a steady mind gets looked after months away from home., Compass PathwaysIt is developing a psilocybin-based treatment for hard-to-treat depression, a new tool for addressing the mental toll isolation brings.15%
- Cash8%