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