Games powered by token-based internal economies

1/4 of gamers buy in-game virtual items & spend an average of ~170$ each year (may differ in different studies). How much of that goes back to the gaming community? 0% (Roblox is an exception). Vs. the gaming company? 100%.

It just makes sense from a user's perspective that in the future those games which

  • incentivize usage/activity through tokens, i.e. play-to-earn,
  • offer the possibility to really own/sell/export the virtual items (through NFTs) and
  • offer a marketplace where users get a cut when they resell their items

will have an advantage.

Subscribe to m3ta
Receive the latest updates directly to your inbox.
Verification
This entry has been permanently stored onchain and signed by its creator.