"Beating the market is not a financial goal"

Enjoyed this post by Cullen Roche on the viability of value investing after a four year spell of the strategy failing to beat the market:

I am not a big fan of “alpha” chasing strategies for a simple reason – beating the market is not a financial goal. Yeah, it would be great to do it, but no prudent financial planner looks at a financial plan and says, “our main goal is to beat the market”. No, your goal is to generate a certain return while taking a certain degree of risk so that you have a high probability of having a certain amount of money when you actually need it. If the stock market does 10% per year and you only achieve 6% of that return, but you do it while taking far less risk and beating your required 4% return needs then you certainly did not fail. You didn’t beat the market, but you met your own financial goals.



Summer 2016 a16z podcast roundup

I've done a terrible job of keeping this page up to date with my appearances on the a16z podcast. 

To make up for that, here's two fun episodes we recorded over the summer:


We Gotta Talk Pokémon Go: a fun episode on the Pokemon Go craze and what it means for app virality and augmented reality more generally.


Not If, But How — When Technology is InevitableI got to join Chris Dixon for a discussion with Wired founding editor Kevin Kelly. We talked about technological inevitabilities and how we should think about and prepare for them.


Why Virtual Reality Will Be the Most Social Computing Platform Yet

My first post on Medium discusses the importance of interacting with other people in VR apps:

The key to understanding why “social VR” will be important is to think about virtual (and augmented) reality as a computing platform, rather than as a PC peripheral for gaming. Looking at previous generations of computing platforms like the web or mobile, social networks have always proven to be one of the strongest drivers of adoption and engagement, making the underlying platforms vastly more valuable.
While VR going mainstream—and therefore social—is still a few years out, early adopters are already getting glimpses of what’s to come: a re-imagining of interaction through computing that more closely maps to how we work, play, and learn with people In Real Life (IRL).