GAMEFI’s real consumption generates externality revenue
The essence of consumption is that the main goal of a considerable proportion of players is no longer to make money through games.
Once everyone falls into Play To Earn mode
Players then become counterparties to the market
All players are essentially playing a zero-sum game
Because everyone expects to exit the market at a profit faster than others
This is the game of gamefi
Instead of the fun of Web3 games
The consumption of Web3 games comes from the time contribution of free players and the capital contribution of paying players.
Although early free players did not pay
But they put in the time
Contributed to the playability of the game
Paying players pay via
Supported the development of the game and the operation of early economic mechanisms
Paying players buy NFTs from free players
Improved gamer engagement rates
These all contribute to the playability of the game
With player investment (whether free or paid)
And the game itself is playable
The appeal of this game gives the community a sense of belonging
only at this time
Real consumption will occur
When users really care about the game
Users will actively purchase props or equipment
Purchase characters and more
The main purpose of many users is no longer to earn income
The main goal of some users is to earn income
This is understandable and appropriate
Then real consumption occurs
When a sufficient number of users
Can support the overall economic system
Here you need to specifically calculate the user ratio
Different games will be different
Entertainment based on games
resulting in substantial consumption
This consumption contributes value to the in-game ecology
This is no longer a game where everyone is a counterparty.
It’s really entertainment-based consumption.
Repost: blue fox