Additional growth factors
Last updated
Last updated
First of all, it should be noted why many projects have started to venture into the GameFi industry rather than the Metaverse advertising market in general: "Parabolic growth in NFT/Gaming financing. For the first time, NFT/Gaming deals were among the top fifteen deals. Prior to this year, no NFT/Gaming deal was in the top fifteen." And this despite the fact that the network effect within the NFTs segment has also increased: " the number of active wallets in the NFT market [has] increased dramatically. This year alone, the number of active wallets in the NFT market has increased by more than 600%... The total volume of NFTs traded in 2021 was $8.8 billion. 60% came from art and collectibles trading and the remaining 40% came from gaming NFTs." To date, the NFTs/Gaming vertical in the crypto sector ranks third in private funding, having received nearly $5.0 billion in venture capital funding in 406 deals. The average deal size for the vertical was $14.9m and the median deal size was $2.7m.
Yes, we agree that NFTs have the potential to provide content creators with new ways to monetise their work, often through social tokens, digital artwork, collectibles or in-game items. In addition, NFTs may seek to change the way other areas work, including ticketing, monetisation, music, domain names and fashion/expensive goods, but in the meantime, without aggregating the capabilities of the accumulated expertise in the online advertising segment, including - big data expertise as well as modern user interaction templates (see above) - this potential could exhaust itself too quickly: as it already did with NFT games in 2017 or with high-stakes sales of "digital art" items in 2021.
So let's use conclusion: "the user-owned economy will outperform the monopoly-owned economy in the long run".
But how will businesses cope with such volume? Veezy has the answer to this question. For that - let's turn to the architecture of the project.