Video Games are the Building Blocks of the Blockchain Industry!
According to DappRadar, video games account for more than half of blockchain industry usage.
According to August data, the gaming industry accounts for about 51% of the blockchain industry's activity with hundreds of millions of transactions.
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New data from DappRadar shows that gaming remains a vital organ for the blockchain industry. According to the report, the gaming sector accounts for around 50.51% of industry usage on a month-over-month (MoM) basis, based on August figures.
While overall the figures are a good indicator for the sector, there is a decline from the previous month. Last month, the gaming sector accounted for around 57.30% of industry usage (MoM).
DappRadar's data comes from daily Unique Active Wallets (UAW). According to the surveyor, there are approximately 847,230 gaming-related UAWs active on a daily basis with approximately $698 million in transactions.
Gaming has long been touted as a gateway to the world of Web3, blockchain and crypto. Another recent survey by ChainPlay highlighted that 75% of the 2,428 GameFi investors surveyed said they joined the space solely to play games.
GameFi investors are not the only ones who believe in the industry as a driver for mass adoption. In a panel at Korea Blockchain Week 2022, experts said that GameFi and crypto come together naturally. Moreover, there was speculation that in the next few years, the majority of games will have an in-game crypto economy.
Longtime legacy gaming companies in the traditional gaming sector also have their eyes on Web3. Even the head of Xbox has expressed optimism for metaverse gaming, but has been somewhat wary of play-to-win (P2E) crypto games.
According to research from cybersecurity audit firm Hacken, many projects in the GameFi industry are not prioritizing security and are overdue for a major attack. Axie Infinity's Ronin token bridge was one of crypto's biggest hacks, losing $600 million in tokens in March.
A recent analysis of 60 Web3-based games found that 40% of users were automated bots or multiple accounts from a single entity.
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