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.

https://twitter.com/Jihoz_Axie/status/1422772933680762887