Obviously, we wouldn’t utilize blockchain in our game if we didn’t think that blockchain is the solution to this. A public record of all transactions will prevent or at least make it known when a game studio creates items or resources out of thin air to the disadvantage of the games economy.

If there are two comparable games and one is known to increase their revenue on behalf of the games economy while the other is known to optimize it to maximize the users earnings potential — which game is going to win in the long run?

There is reason for Linden Lab the studio behind Second Life why they haven’t published any earning reports for a decade. Back then their revenue was already ~$100 million per year with a game-economy of ~$460 million. It was estimated that players made roughly as much playing the game as Linden Lab itself.

If game studios wouldn’t be as greedy and left more of the revenue pie to those playing their game, the questions are:

How much would that cause the games economy to grow?

How much would the in-game currency increase in value?

How many more players would be incentivized to play the game?

And finally: could playing games be competitive to minimum wage?

While this may seem like a long stretch today, I’m positive that it will start to happen in the near future. Maybe not by playing one game, but playing several games in short bursts like it’s usually done on mobile already could make a living and even force corporations to raise wages for ordinary jobs.

The last generation can’t imagine a world without smart phones and the one before barely remembers how it was without the internet. There is a new generation growing up now that will take crypto currencies and blockchain integration as a given.

According to a study from 2016, the average gamer spends around half an hour while the primary user groups spend more than 1.5 hours per day only playing games on mobile. American adults spend more than 11 hours per day watching, reading, listening to or simply interacting with media. Mobile alone makes up more than 3.5 hours of this. These metric, especially the mobile share are growing year over year.