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gaschka · 2 years
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Godlike Burger – Keyart
Commissioned by Daedalic Entertainment in 2021
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teddydaniels792 · 2 years
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brainmassfinance · 3 years
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New tribes of the Metaverse — Community-owned economies
The gaming ecosystem is set to become more community-driven with the help of decentralized tech, empowering creators and coders.
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People have talked in glowing tones about the transformative properties of blockchain since Satoshi Nakamoto launched Bitcoin (BTC) back in 2009 — books have been written, thousands of panels and presentations have complemented its prospects, costumed Bitcoin maximalists have flaunted their newfound wealth. Despite these commendations, the transformation has been slow.
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However, whether the delay was due to the global COVID-19 pandemic, or just the time needed to create innovation, we are now on the cusp of change that is creating new economies and ways of human interaction. The Metaverse, with the powerful combination of game theory and blockchain, is creating tokenized incentivization in virtual worlds. Decentraland has already started to revolutionize people’s lives and interaction, and many similar platforms are being built. The Metaverse will grow to include multiple cross-chain possibilities as the virtual economy grows in importance.
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NFTs and the gaming industry
GameFi, a term used to describe the burgeoning intersection between decentralized tech and the video game industry, is where the real value is being created. Nonfungible tokens (NFTs) allow players to own assets with tangible, real-world value and incentivise gamers to participate for longer periods of time, as well as allowing developers to create in-game economies which are based on the creativity and interactions of players as creators and owners.
Blockchain offers numerous advantages to GameFi:
Transparency: Making the gamification mechanisms clear, transparent and perhaps codified through a smart contract, users tend to trust more and therefore to invest more resources in terms of money and time.
Interoperability: The blockchain allows for the possibility of creating portability of virtual resources outside the limits imposed so far.
Liquidity: It is now possible to buy, sell and exchange assets outside of individual games.
Autonomous automation with smart contracts, which may enable multiple parties to interact with each other, even without human intervention.
NFTs can increase player engagement and create better gameplay experiences which, ultimately, increases the value of in-game NFTs and tokens. Players can now have agency within the games they want to play, and as to how these games evolve.
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Axie Infinity came to prominence, in part, because of its social impact in keeping families out of poverty during the pandemic, and its player-created “scholar” program, which encourages community development, is growing fast. It's now a multi-billion-dollar, player-controlled game ecosystem.
BlackPool is another example of an early decentralized autonomous organisation (DAO) built for NFT gaming and trading. This platform is very much community-driven; it combines a passion for gaming and art with data analytics and machine learning to provide returns for users. BlackPool has also deployed Axie-like scholarship programs, opening up new income streams for the excluded. Blockchain enables participation, voting rights and monetization within an economy. It is also possible through interoperability to foresee the creation of networks of online communities, with exchanges and interactions among them.
Community first
The big story here is that we are seeing a move from “corporation first” to “community first.” The community forms around an idea or interest through engagement and collaboration with the community, and concepts emerge out of the community. It’s “community first” and “community fast!”
These communities are decentralized and community-governed — designs can be put to vote, and the artwork with the highest number of votes from the community can ultimately get accepted for the final design. Every time someone mints an NFT, the artists who worked on the asset earn royalties from it for each transaction. This will open up unexplored terrains of monetizing creative knowledge and skills. ‍
The create-to-earn model allows creators to take complete control of the game studios and directly participate in developing the game. This provides the community the opportunity to make in-game assets, create NFTs and sell them on secondary marketplaces. This is a powerful new creator economy that is emerging, in which players and coders can liberate their ideas, improve the in-game experience and monetize their intellectual capital. This makes the gaming ecosystem more community-driven, with content creators getting incentivized to enhance the overall playing experience. Anyone with basic coding skills can contribute to the game.
This will also drive new social networks to emerge between creators and fans. The attention economy will be replaced through social tokens in the Metaverse to bring a new immersive fan-run economy. Social tokens based around a brand, community or influencer will allow communities or celebrities to further monetize themselves. They will create bi-directional relationships between creators and consumers, with benefits on both sides. These Web 3.0 communities are collaborating, evangelizing and creating tribal network effects, all helping each other drive the value of their platform.
Digital communities are forming networks through token economies. The more players use or promote the community, the stronger the game and underlying blockchain become. The players are the stakeholders.
This creates the data infrastructure to enable a harmonized, interconnected Metaverse that further enables tokenized NFTs to include digital data rights, and to store, track and enforce those data rights. We are still in the early days of this transformation, and the future is in the hands of innovators and creators, and the community who support them. These communities are the new tribes of the Metaverse, and the only limit to what is possible is your imagination!
This article does not contain investment advice or recommendations. Every investment and trading move involves risk, and readers should conduct their own research when making a decision.
The views, thoughts and opinions expressed here are the author’s alone and do not necessarily reflect or represent the views and opinions of Cointelegraph.
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videogamingnews · 5 years
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Mobile Legends: Bang Bang’s 2.0 update gives it big social media boost
Mobile Legends: Bang Bang’s 2.0 update gives it big social media boost - RTB Game Consultancy - Game Marketing - Game Strategy
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Mobile Legends: Bang Bang may not be a household name just yet in the U.S. But the Moonton-owned multiplayer online battle arena (MOBA) has exploded in Southeast Asia, and with the recent release of its 2.0 app update, social video views have boosted along with it.
According to video measurement company Tubular Labs, the game’s U.S. channel earned over 76 million cross-platform (Facebook,…
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nickyshukla1 · 4 years
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Technology has boosted the game industry, and it has given the market a much-needed makeover. The global Games Market is considered to be one of the most attractive markets of the current times, which are likely to experience further growth and expansion with the passage of tie and the evolution of technology. It is believed that the market at the global level will generate approximately USD 152.1 billion in 2019. The performance is expected to be further strengthened shortly. In the current times, there are around 2.5 billion gamers all around the globe who play a vital role to influence the demand of the industry offerings.
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gb9525295 · 3 years
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What Are The Factors That Affect The Board Games Market ?
 The Factors That Affect The Board Games Market  The board games market is a multi-million dollar market. The board games market includes board games, card games, and even the computer game industry have board games as part of its offerings. There is a board games market for children, adults, teens, families, and business professionals alike. Board games have a familiar appeal to all audiences, and they provide entertainment, education, relaxation, socializing, and even entertainment for your children while you're trying to get your kids to quiet down for a little bit.
There are many factors that contribute to the board games market. These include demographics, availability, word of mouth promotions, marketing strategy, competition, and licensing restrictions. Board game designers constantly update their games to keep pace with the trends in society, so it is important to keep up with these changes to remain competitive. In this article we will examine some of these key factors, which will help you understand the board games market.
Board games are popular with people of all ages. Teens in particular seem to love board games. Adults report having board games with them almost every day, and many report that board games improve their memory and help them relax. Children's board games are almost as popular as computer games for teens. Board games make great gifts, including Christmas presents this year.
The board games market is also influenced by marketing strategy. Many board games manufacturers depend on word of mouth promotions in order to generate sales. Board game retailers also depend on customers that pass by their stores to tell friends about board games, and tournaments are held regularly to increase interest in these board games.
Licensing restrictions help to determine the size of the board games market. Some board games may only be available in certain countries. Board games like Monopoly, Risk, and Chess have the ability to reach a worldwide audience because of the ease of transfer and the fact that board games can be played in multiple player formats. licencing also helps board games makers to make more copies of their board games for resale.
Marketing has a big effect on the board games market. Board games have become quite popular with marketers who use board games as a tool to sell their products. Most board games include some form of advertising, and board games such as Monopoly and Risk have become almost standard board games when it comes to marketing board games. board games market is dependent on advertising, and many board games have an advertising option built right into the rules of the game.
There are other ways that the board games market can be affected by marketing strategy. If a board games maker finds a board games niche that is not being met by their competitors, they can introduce new products in the hopes of capturing a portion of that niche. This can have a negative effect if the new product does not take off or become successful, but it can also be used to help establish a name for a particular board games maker that can help them become successful later on.
With all the variables involved with the board games market, it is easy to see why it is so difficult to predict what the future of board games will hold. Board games change from year to year and the board games market is affected by all sorts of external factors. It is important to remember that board games are meant to be enjoyed, not just survive. If you are looking to invest in board games, make sure that you are buying those that you can personally enjoy and that have the longevity that makes them desirable. In the end, that is more important than making money.
SUMMARY - In this report,XYZ-research offers a comprehensive analysis of key market trends in the global Board Games market. It also includes discussion on historical trends, current market status, competitive landscape, growth opportunities and challenges which are backed by factful feedback. The report extensively provides quantitative analysis of the industry from 2014-2026,by Region, Type, Application. Consumption assessment by application, production by type in different regions. Furthermore, the report quantifies the market share held by the major players of the industry and provides an in-depth view of the competitive landscape. The market size in terms of revenue (USD) and production is calculated for the study period along with the details of the factors affecting the market growth (drivers and restraints). The worldwide market for Board Gamesmarket will reach xxx Million USD in 2020 and is expected to grow at a CAGR of xx% 2021-2026.
Geographically, global Board Games market competition by top manufacturers, with production, price, revenue (value) and market share for each manufacturer; the top players including
Asmadi Games
Overview
Bezier Games
BoardGameDesign.com
Buffalo Games
Clementoni
CMON
The Walt Disney Co.
Fremont Die Consumer Products
Games Workshop
Gibsons Games
Goliath
The Grey Fox Games
IELLO Games
Indie Boards and Cards
INI
International Playthings
Kamings Trade
Learning Resources
Legendary Games
Loony Labs
Ludo Fact
Melissa & Doug
Others
On the basis of product, we research the production, revenue, price, market share and growth rate, primarily split into
Tabletop Games
Card & Dice Games
Collectible Card Games
Miniature Games
RPG Games
For the end users/applications, this report focuses on the status and outlook for major applications/end users, consumption (sales), market share and growth rate of Board Games for each application, including
Retail
Specialty Store
Mass Market Players
Other Stores
Online
Production, consumption, revenue, market share and growth rate are the key targets for Board Games from 2014 to 2026 (forecast) in these regions
China
USA
Europe
Japan
Korea
India
Southeast Asia
South America
If you have any special requirements, please let us know and we will offer you the report as you want.
Contact us :- https://www.reportmines.com/contact-us.php
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#app #ios #android #download #promote #apppromotion #gamesmarketing
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A NVIDIA VP says virtual reality is beyond video games - Markets Morning
A NVIDIA VP says virtual reality is beyond video games – Markets Morning
Markets Morning A NVIDIA VP says virtual reality is beyond video gamesMarkets MorningThe artificial intelligence (AI) revolution and virtual reality is just beginning and the path ahead has a lot of potential. We are just discovering the true potential that these technologies offer and the industry is trying to catch up. For Tim Bender …
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indiumsoft-blog · 7 years
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Global games market to hit $108.9bn in 2017
The global games market will reach $108.9bn (£84bn) in 2017, according to Newzoo's latest quarterly update, showing a growth of 7.8 per cent year-on-year.
The vast majority of that figure will come from digital game revenues, says Newzoo, reaching $94.4bn (£72.8bn), or 87 per cent of the global market. This is largely down to the ever-growing mobile market, which is set to grow 19 per cent year-on-year to $46.1bn (£35.5bn) – a total of 42 per cent of the market. It's growing so fast, in fact, that Newzoo predicts it will account for just over half of the global games market by 2020. Read More 
Indium Software's insight:
Global games market to hit $108.9bn in 2017 #gamesmarket #marketprediction #trends  http://ow.ly/GJQ930bwxxH
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