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@itzcrypto
The main reason driving all that mobile revenue is the requirement to purchase in-game currencies directly from the developer, with no option to exchange them back. If allowing users to trade with each other were more profitable, wouldn't developers be doing that already? This approach doesn’t necessarily need crypto. However, this can vary depending on the game. Not all games limit themselves to selling just in-game currencies; some offer additional items or services. The aim is to ensure that all transactions either require or result in token order flow, which can be handled either manually by the user or automatically by the team for backend purchasing. In some crypto games, the in-game currencies can’t be traded but can be bought using a gaming token. Other games might have non-refundable and non-tradable items, but these transactions still involve token order flow, unlike traditional web 2 games where the company simply receives cash.
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