Author

Topic: NFT Gaming/ Virtual world, logistics of getting young walletless users involved. (Read 81 times)

newbie
Activity: 49
Merit: 0
Hello Guys.

I think it is quite certain that NFTs will have a huge roles in the future of gaming.

It will be different kinds of games too, from weapons and upgrades to shooters to virtual world items, pieces of virtual land, or owning a piece of virtual casino inside a virutal world that would make you profits any time someone games at your slot machine or blackjack table, the possibilities are really  amazing.

We can take a game like Minecraft for example, a pre NFT game and see how popular it is, it is also extremely popular with people under the age of 18.

We  now already have some similar open world games that use NFT and they will only keep getting more popular.

My question is since we can assume that a huge part of demographic that would like to play those games are people under 18 that  cant even legally open  an account at an exchange to buy or trade cryptocurrency or purchase in-game tokens then  that is probably a huge roadblock for mass adoption for a key demographic of games.

Does anyone know of how these issues are getting addressed or have any insight or opinions on this?

Thanks.





I don't think your statistics on those below 18 being dominant in NFT gaming is right. How about you look at NFT games as PS5? A high percentage of adults play it, don't they? NFT gaming is way more than that. Having the opportunity to earn passively is what any adult wouldn't want to toy with. Everyone is looking to earn more daily and play to earn games has so far sufficed as a good way of making that possible. I don't think most adults would be willing to loose out on such an opportunity.

I noticed you talked about your favourite game earlier. Mine so far is Seascape Network's play to earn games; Profit Circus, NFT Brawl, Staking Saloon and Scape Forum. You could check them out...
member
Activity: 464
Merit: 29
Hello Guys.

I think it is quite certain that NFTs will have a huge roles in the future of gaming.

It will be different kinds of games too, from weapons and upgrades to shooters to virtual world items, pieces of virtual land, or owning a piece of virtual casino inside a virutal world that would make you profits any time someone games at your slot machine or blackjack table, the possibilities are really  amazing.

We can take a game like Minecraft for example, a pre NFT game and see how popular it is, it is also extremely popular with people under the age of 18.

We  now already have some similar open world games that use NFT and they will only keep getting more popular.

My question is since we can assume that a huge part of demographic that would like to play those games are people under 18 that  cant even legally open  an account at an exchange to buy or trade cryptocurrency or purchase in-game tokens then  that is probably a huge roadblock for mass adoption for a key demographic of games.

Does anyone know of how these issues are getting addressed or have any insight or opinions on this?

Thanks.


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