MONEY, TOKENS AND GAMES

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This is exactly the title that was compiled for an analytical review of one of the largest banks in the world - Citi.

Top 3 Blockchain Adoption Drivers According to Citi Analysts:
– CBDC;
– Tokenized financial assets;
– Tokenized game assets

Citi analysts expect that by 2025 the audience of crypto games will be from 50-100 million users.

“A strong statement…”

A little reflection on the current state of affairs:

If you look at on-chain, then now there are about 2 million unique active wallets (UAW), about half of which are bots, and if you look at the reports, the same Sensor Tower, they give a figure of about 10 million MAU. And yes, NFTs and Crypto Games are now established niches. Separate blocks about crypto games appear in analytical reviews or as one of the types of monetization.

Yes, in many respects these values ​​are still miserable: for the same downloads on mobile phones and revenue, there is nothing to compare at all: The share is less than 1%. 0,08 billion downloads of crypto games against 90 billion total in 2022. This is probably one of the factors why many old-timers in game development are still skeptical about this phenomenon, except for the low quality of projects, etc.

But if we take KPI (retention, churn, session time, ARPU), then classic games are not even close + it is important to take into account the lack of suitable tools for tracking indicators and influencing them, so they have a huge growth potential, which is far from being exhausted.

Most importantly, this is an amazing new experience for the players and you just have to try it to understand it. And at the same time, this experience is contradictory. often the reward compensates for the bad experience, but if the funds are lost, it enhances it, especially if the player is not interested in the meta-layers of the gameplay associated with the use of the blockchain (transaction tracking, table building, creating educational content, influencing the project and discussing it, creating and searching for new tools for blockchain interactions).

Just some three years ago, we chose from a couple of dozens of irrelevant projects what to play and waited for several months for the release of one game and went into it for all the community for a couple of months and then again went into standby mode.

A typical chat conversation from 3 years ago:
- "Hi all! Tell me what to play?
- “Now we are waiting for such and such a game,” but you can play this, but if only for fun. There is no income there.

By the way, now, earnings are still a sensitive topic, but games come out much more often and whoever searches will find them (not to say that they are of high quality, but this is already something). There is a choice. I would also like to add that crypto games at the start were not created as a tool for earning money, but simply gave such an opportunity thanks to Possession.

Experiments with how to provide rewards will continue. It is far from a fact that the farm of tokens that has become familiar will remain. The mere use of the game cannot be valued as much as the player can earn. Conditions should be created so that players can contribute more value to the development of the project and stimulate this if we are talking about owning a game, a governance token or co-building. Perhaps the value a player can create is outside of gameplay or even in the IRL.

Summing up, I would like to note this small victory that data on this niche began to be included in the reports of the largest banks and analytical companies as a separate block. Sometimes Crypto/NFT stands out as a type of monetization, but this is only true for web 2.5 games, but this is also an important milestone in the development of the direction.

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