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.
