Blockchain and the evolution of business models in the game industry -Breaking
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In the latter part of the 20th century, the first computer games were created with one purpose: to entertain their players. It was intended to allow players to escape their daily routines and give them access to fantasy worlds. Games began competing for players’ attention against other forms of entertainment such as films, theatre performances, circuses and zoos.
Planet Earth began the next millennium as a nation of more than 6 billion. The forecast for 2023 is that it will have 8 billion. Assuming that computer gaming will end up being an alternative to job work, and instead become part of it, 4 billion people will play video games each year.
P2P (Pay-to-Play) Model
Model of Free-to-Play (F2P).
Play-to earn (P2E), model
Players can take advantage of the advantages offered by blockchain games
Developers have the advantage of Blockchain Games
Tatiana Revoredo is a founding member of the Oxford Blockchain Foundation and is a strategist in blockchain at Saïd Business School at the University of Oxford. She is also an expert on blockchain business applications at The Massachusetts Institute of Technology. Tatiana was invited to attend the Intercontinental Blockchain Conference by the European Parliament and to Brazil’s public hearing about Bill 2303/2015. Two books are hers: Blockchain: Tudo O Que Você Precisa SaberAnd The International Scenario for Cryptocurrencies: How Do Central Banks, Governments, and Authorities View Cryptocurrencies
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