NFTS AND IN-GAME VIRTUAL ASSETS
Since the start of the pandemic, people have adopted largely digital, online lives. Video games have been major beneficiaries of this shift, particularly online multiplayer games where people can gather not only to play together, but to socialize, watch concerts, and more.
These kinds of games, many of which are free to play, make money by enabling players to purchase extra in-game virtual assets such as items or “skins” (costumes for their characters) through online micro-transactions. Many in-game purchases are temporary or are sold through challenges to create scarcity and increase their perceived value. As a result, illegitimate secondary markets for these assets have emerged.
The increase in online gaming has driven a similar increase in the volume and aggregated value of these virtual assets: for example, one online game’s GDP is $500MM, and another has sold digital spaceships for $2,500or double that amount on secondary markets. Though the total value of assets in each video game is relatively small, these are isolated universes with millions of active users and thus significant growth potential.
Crucially, however, few of the in-game assets sold today are NFTs—meaning that, for the most part, the players that buy them don’t legally own them. NFTs therefore seem to be a natural fit for these assets, but the gaming industry has only recently begun to investigate them. A successful example is a virtual soccer trading-card game that recently raised $50MM in a Series A round. There are also a few companies focused on developing the gaming NFT space.
A potential catalyst for major video game publishers to adopt NFTs might be the regulations currently being created for cryptocurrencies. When the idea of ownership of specific virtual assets becomes standardized, these regulations could be applied to the broader space of virtual assets, including in-game assets. That could force the standardization of NFTs to consolidate their legal statusand sprout a new wave of opportunities.