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When Will Steam Permit NFT Games?

Despite the metaverse fury that began with Zuckerberg's announcement that he was renaming Facebook as Meta Platforms,

Yazar: Charles Porter

Yayınlanma: 22 Ağustos 2022 01:44

Güncellenme: 16 Mayıs 2024 21:34

When Will Steam Permit NFT Games?

Despite the metaverse fury that began with Zuckerberg's announcement that he was renaming Facebook as Meta Platforms, Valve Steam took a radical stance against blockchain games almost a year ago, banning games containing cryptocurrencies or NFTs.   

 Almost a year has passed, but Steam shows no sign of softening its stance.     During the DevGAMM conference, Tom Giardino and Alden Kroll from Steam's business team were asked about the possibility of easing the rules on blockchain games in the future. Their answer is:      “No changes to the policy [are] planned yet. Those [NFT games] are touching legal and regulatory topics. And the nuances of that should be discussed with the legal team first. So far, no changes in policy regarding NFTs,” Tom Giardino answered. 

Why Does Steam Not Support Blockchain Games?   

  In an interview with Gabe Newell, president of the video game company Valve, he expressed his stance on blockchain technology in general, as well as NFT games. He said that the technology might be promising, but:    "You have to separate the underlying technology versus which actors are utilising that technology. It's like, if you're a chemist, and you're looking at nitrocellulose, you're like “Oh, yeah, we can do some really interesting stuff with that.” This means that it’s not the blockchain itself that is “bad” but the people using it in improper ways. On the other hand, frauds and scams can exist at any time. In this case, it’s a matter of building the proper regulatory framework, so “bad people” have no chance of using it in a bad way.    The same thing happened when Steam started accepting Bitcoin as a form of payment in 2016. Just a year after this experiment, they stopped all transactions, claiming that "50% of transactions were fraudulent".   

 Crypto to expand the audience?   

 “We sell Steam wallet cards all over the world. That’s a super expensive way for us. The fees are associated with it are 10-15%. However, here’s the trade-off: you get access to new customers, like the young audience, who doesn’t have credit cards, and who can spend their money on games. It’s a useful source of new customers,” said Tom Giardino.      This means that they decided to broaden the audience in terms of age, which makes sense since they sell digital entertainment products. But what about people who can't buy games with their own currency?     For example, the Nigerian naira is not on the list of official currencies supported on the platform. However, geographic audience expansion is not Steam's priority anyway. Alden Kroll mentioned:     “We never gather demographic data about our customers. We don’t know their gender, age, and so on. Same goes for geolocation. We don’t ask for more info. That’s an agreement we have we have with customers. All they need to do is check the box that they’re over 13.” As Nigeria is one of the countries with the highest crypto adoption rates, accepting crypto again would open up whole new markets to the company.    As it seems, Steam does not plan to ease its approach to blockchain games anytime soon, unless there is a game-changing event. 
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