In 17 years, when investors in the currency circle discovered that the combination of blockchain and games has undergone wonderful changes after that chain games has become a new development direction. From the early support of the game industry, and even some universities have set up a special "eSports" professional program to train the corresponding e-sports talent. The situation of the chain game industry in the future development direction seems a bit subtle. Whether people's attitudes towards the game industry will affect the development of chain games has also become a question for many practitioners.
Many countries have severe control on game products for minors, which is very necessary in the early stage of game development, for example, our country has implemented the filing and review of games. Only online games that have passed the filing can be officially launched. Operators are required to access the anti-addiction system to prevent juvenile addiction. However, even with these policy restrictions, a large number of underage students are still the main players in popular mobile games, and the current policy changes is useless.
For blockchain games, the development is just beginning now, and whether blockchain games can take up the flag of the future game industry is actually a very important thing.
The goal of chain games is not underage students
At present, the main user groups of blockchain games are mainly investors in the currency circle, and most of these people are adults with civil capabilities. Chain games are currently not suitable for most under-age students. The main reasons are as follows:
1. For minor students, it is not the user group considered by the chain game producer at present. Therefore, from a general perspective, the chain game has no impact on the students. After comparing the interactive experience of chain game with that of mobile game, it can be found that the experience of chain game is very poor compared with that of mobile game, because chain games mainly attract users who are investors as the main body and adults who are interested in games and have a relatively mature way of thinking. These two types of people are actually more inclined to make money when playing chain games, rather than to relax.
2. Chain games are not very attractive to players outside the circle, because the problem is user's payment thinking. We all know that most of the current mobile games are free for users, and players need a small part of privileges or spend money to buy equipment in the game in order to save time, and this part of the paying group occupies a small part. Of course, even a small number of such local tyrants contribute most of the income of game operators. Therefore, for minor players who do not have the corresponding civil and criminal capacity, playing Mobile games are a kind of wasteful practice.
For chain games, we need to think in another way. First of all, the threshold of chain games is higher. Spending money has become the only solution for all players to enter chain games. This is a kind of money game. There are basically very few free players here, so this alone can reject a large number of underage players. Before playing mobile games, underage players spend time to conduct corresponding "game training" to familiarize themselves with the game, but chain game players do not have this channel, so the entry threshold for players is virtually increased. At the same time, minors are also unable to buy the cryptocurrency required for chain game through the exchange.
3. Chain games tend to be designed as the closest way of experience to the goal and reality, which is very different from the traditional game thinking. For traditional games, why are players addicted to the game? In fact, the main reason is that they may suffer from unsatisfactory things in real life, so they want to seek a certain sense of satisfaction in the game, and this sense of satisfaction is psychological. Therefore, this kind of game is more like an entertainment consumer product. It is a way to spend money to have fun. For minors, due to the increase in learning pressure, the chance of academic setbacks is also rising, so underage students are more likely to indulge in such games.
But for chain games, this is very different. The design of chain games is more inclined to reality mode, that is, the game is infinitely close to reality. The props and characters in the game can be directly exchanged for cryptocurrency, and then exchanged it for cash, and if we need to manage the protagonist of the game, we must pay a certain amount of effort , and even need to judge the price changes of the corresponding equipment in the market at different time periods. Just like the price changes in our real world, people with good business can make money, and people with poor business can lose money. In fact, the purpose of more people joining chain games has gradually deviated from the entertainment consumption mode, and is more like a kind of "work" for yourself, obtaining corresponding rewards through hard work, skills and knowledge. In other words, the effort and skills in the game can be slowly practiced through interest, but learning is also a certain economic knowledge. Therefore, it is basically difficult for juvenile gamers to turn to the field of chain games.
Current problems in chain games
At present, most of the chain games have not been reviewed or banned by the corresponding countries. At present, the regulatory authorities have not paid attention to chain games, because it involves some tokens, how to regulate chain games is a relatively difficult problem. The second is The user group of chain games is still very small, not enough to attract the attention of regulatory authorities. Third, chain games currently do not directly threaten the income of traditional online games or mobile games.
Of course, some time ago, Axie Infinity revenue has surpassed the glory of the well-known mobile game king, but this data is hyped through the rise of currency price. Therefore, there are still some moisture and exaggerated elements in the data of chain games here. This model and The revenue model of traditional mobile games is completely different.
We all know that popular chain games may not last for a long time. For mobile games or terminal games, there are generally at least three or four years of market popularity. The popularity is mainly based on the rise in currency prices. Therefore, once the market turns bearish, it will be difficult to control it. This is also the current problem of chain games.
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