A new 'Fortnite' blockchain is waiting for gaming!
Fortnite is one of the most profitable games in history and growing. From the launch, the free-to-play game revenues came in at $ 1.2 billion. I have also recorded most revenue records in a month: $ 318 million in May.
Fortnite was widely successful. It is not the first free-to-play game with the purchase of in-app, but its combination of mincast and 100-person massive multiplayer shooting and its cartoon-style graphics has collected 125 million players in less than a year. And Epic Games This pool was the perfect tool for monetization: new skins, accessories and encourages almost every day.
This unprecedented success encouraged call-of-duty and battlefield choices to relieve their own combat royale modes, which seemed to increase the fortunes of Fortnight. Players are now selling their Fortnight accounts and switching to new games. This, however, violates the EULA of Fortnight.
Black market
"Tofu" is one of the top Fortnight players, whose accounts were banned for violation of the EULA. His efforts were to sell his account, which he did not own: According to Epik, this account belongs to them. This is not an isolated phenomenon: Skins and dance patch can buy fully loaded Fortnight accounts at the place of Gammer Ebay, where emailers and advertisers' email accounts are sent for maximum negotiation.
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The reason behind the Crockdown of Epic Games is not only to lose opportunity to gain on these transactions, but it promotes a market for theft account. In fact, their accounts are hacked and they have reports of players claiming to have fraudulent charges in their accounts.
So, here we face an inconvenient problem: With unprecedented success in history we have a very profitable business model, which still have limitations. Players are not the owner of their account, they can not sell or purchase accounts outside the framework of the game, and a new blockbuster game that can not move from the previous game has to start from scratch after the game is released. The epic game is probably the biggest missing here.
Public demand
A study of 1,000 global gamblers and 500 developers on the Asset Exchange (WAX) has found that "62% of gamers feel the flexibility of moving virtual items from games to games, but it costs more value." In fact, three-quarter gamers have said that if they can use them in more than one game, they will buy virtual items. "
This tendency is also true for game developers: "84% of the surveyed developers will make investment items if they are compatible with multiple games." Considering the idea that "66% of the developers of the game are suppressing the virtual items with their game's monetization strategy and the key element of item price, unnecessary publisher control." It seems that the blockchain is a silver bullet.
Blocking for gaming
With the blockchain for games, in-game items will get more impact and value than those under Fortnight. Items can be transferable in games, which encourage players to buy them while they reuse them. The deficit will start playing a role, which not only increases the value of some items but also creates new options for gameplay. Imagine Thanos Guantele in Fornaite - which was available for a limited time only - as an item in Blockchain!
WAX's research mentions that developers are encouraged to create in-game items that they can resell across various games. But there are other benefits. "As market leaders, vapors, Apple and Google developers have the ability to charge higher commission fees, sooner small developers have been removed and taken to succeed," said David Hanson, co-CEO of the blockchain-gaming distribution platform. "Blockconne has the power to deal with these challenges and to redefine the gaming industry as we know it enables us to immediately process money, which will allow developers to quickly reinvest their money in their businesses."
Hanson has also highlighted the fraud prevention advantages by blocking, because the unobtrusive nature of this technology facilitates "fraud marketing, which effectively empowers marketing companies to spend and tracks these resources as valid."
However, as it sounds, blockchain is not without problems. "At this point the main obstacle is not so much in the creation of in-game items, but the inability of new users to be onboarding," says TechLead Igor Pernov of PoA Network.
"To play a game in Blockchain, new users must go through a number of steps in order to install web walts like Metamask or Nifty Wallet, to understand the concepts of gas and ethan, how to get money for gas, the fuel in the first place!"
Fortnite is one of the most profitable games in history and growing. From the launch, the free-to-play game revenues came in at $ 1.2 billion. I have also recorded most revenue records in a month: $ 318 million in May.
Fortnite was widely successful. It is not the first free-to-play game with the purchase of in-app, but its combination of mincast and 100-person massive multiplayer shooting and its cartoon-style graphics has collected 125 million players in less than a year. And Epic Games This pool was the perfect tool for monetization: new skins, accessories and encourages almost every day.
This unprecedented success encouraged call-of-duty and battlefield choices to relieve their own combat royale modes, which seemed to increase the fortunes of Fortnight. Players are now selling their Fortnight accounts and switching to new games. This, however, violates the EULA of Fortnight.
Black market
"Tofu" is one of the top Fortnight players, whose accounts were banned for violation of the EULA. His efforts were to sell his account, which he did not own: According to Epik, this account belongs to them. This is not an isolated phenomenon: Skins and dance patch can buy fully loaded Fortnight accounts at the place of Gammer Ebay, where emailers and advertisers' email accounts are sent for maximum negotiation.
You may also like
The reason behind the Crockdown of Epic Games is not only to lose opportunity to gain on these transactions, but it promotes a market for theft account. In fact, their accounts are hacked and they have reports of players claiming to have fraudulent charges in their accounts.
So, here we face an inconvenient problem: With unprecedented success in history we have a very profitable business model, which still have limitations. Players are not the owner of their account, they can not sell or purchase accounts outside the framework of the game, and a new blockbuster game that can not move from the previous game has to start from scratch after the game is released. The epic game is probably the biggest missing here.
Public demand
A study of 1,000 global gamblers and 500 developers on the Asset Exchange (WAX) has found that "62% of gamers feel the flexibility of moving virtual items from games to games, but it costs more value." In fact, three-quarter gamers have said that if they can use them in more than one game, they will buy virtual items. "
This tendency is also true for game developers: "84% of the surveyed developers will make investment items if they are compatible with multiple games." Considering the idea that "66% of the developers of the game are suppressing the virtual items with their game's monetization strategy and the key element of item price, unnecessary publisher control." It seems that the blockchain is a silver bullet.
Blocking for gaming
With the blockchain for games, in-game items will get more impact and value than those under Fortnight. Items can be transferable in games, which encourage players to buy them while they reuse them. The deficit will start playing a role, which not only increases the value of some items but also creates new options for gameplay. Imagine Thanos Guantele in Fornaite - which was available for a limited time only - as an item in Blockchain!
WAX's research mentions that developers are encouraged to create in-game items that they can resell across various games. But there are other benefits. "As market leaders, vapors, Apple and Google developers have the ability to charge higher commission fees, sooner small developers have been removed and taken to succeed," said David Hanson, co-CEO of the blockchain-gaming distribution platform. "Blockconne has the power to deal with these challenges and to redefine the gaming industry as we know it enables us to immediately process money, which will allow developers to quickly reinvest their money in their businesses."
Hanson has also highlighted the fraud prevention advantages by blocking, because the unobtrusive nature of this technology facilitates "fraud marketing, which effectively empowers marketing companies to spend and tracks these resources as valid."
However, as it sounds, blockchain is not without problems. "At this point the main obstacle is not so much in the creation of in-game items, but the inability of new users to be onboarding," says TechLead Igor Pernov of PoA Network.
"To play a game in Blockchain, new users must go through a number of steps in order to install web walts like Metamask or Nifty Wallet, to understand the concepts of gas and ethan, how to get money for gas, the fuel in the first place!"
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