The Fact
It is a fact in the traditional game that players have to spend a lot of money to buy in-game items such as weapons, jewelry, and fashion items. But the real thing is that they don't own the things gamers have bought and even the in-game rewards. Many games are advertised as free to play but as a result players have to spend a lot of money to pay extra for these in-game items as a demand to have more “powerful” attributes.
Over 70% of revenue comes from the sale of in-game items[1]
We have witnessed the birth of NFT in late 2017 and exploded in a short time. Currently, NFT technology has brought an indispensable value in the digital industry. The trading volume in the first quarter of 2021 has surpassed $2 million [2].
An overview of top 100 NFT projects organized by category: Game, Metaverse, Collectible, Art, Utility, and others. a) Trend of five main NFT groups in the period of 2018 to 2021. b) Daily volume of top 100 NFT projects (volume below 1000 USDT are not shown) [3]
[2] NonFungible Team. Non-fungible tokens quarterly report Q1 2021. https://nonfungible. com/subscribe/nft-report-q1-2021 Accessed May 4, 2021, 2021. NonFungible Corpora- tion
[3] Mapping the NFT revolution: market trends, trade networks and visual features
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