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在传统游戏中,玩家投入了大量资源来获取物品,建立角色和解锁成就。但是,资产仍然锁定在生态系统中
Traditional gaming has always been about investing time and resources to build up an item, character, or achievement, only to have it remain locked within the ecosystem, making it impossible to transfer or resell. But with the advent of blockchain technology and Web3 gaming, true asset ownership is being realized via fungible and non-fungible tokens.
传统的游戏一直是为了投入时间和资源来建立一个项目,角色或成就,只是将其锁定在生态系统中,使其无法转移或转售。但是,随着区块链技术和Web3游戏的出现,真正的资产所有权是通过可及格和无牙的代币实现的。
As reported by StoryPay, blockchain introduces transparency, verifying and reliably storing each in-game transaction, which helps prevent fraud and builds trust between developers and players. Web3 games are hosted on a decentralized node network, making them very hard to hack or shut down. The network also allows users to play Web3 games from anywhere in the world as long as they have an internet connection.
据StoryPay报道,区块链引入透明度,验证并可靠地存储每项游戏内交易,这有助于防止欺诈并建立开发人员和玩家之间的信任。 Web3游戏托管在分散的节点网络上,使其很难入侵或关闭。该网络还允许用户只要具有互联网连接,就可以从世界任何地方玩Web3游戏。
The same report highlights that in February 2025, Roblox reported 85 million daily active users, while its monthly player base includes 50% of U.S. children under 16.
同一份报告指出,2025年2月,Roblox报告了8500万活跃用户,而其每月的玩家群包括50%的美国16岁以下儿童。
Moreover, user engagement with Web3 games tends to fluctuate. The industry reached 5.5 million daily active users in November 2024, up 15.7% from October. However, this growth is not consistent across platforms. Hamster Kombat claimed over 300 million users in August and September 2024, but actual engagement was far lower, with 51.9 million monthly active users at the end of October. Web3 gaming may be growing, but it still represents a small fraction of the global gaming market.
此外,用户与Web3游戏的参与趋于波动。该行业在2024年11月达到550万活跃用户,比10月增长了15.7%。但是,这种增长在整个平台之间并不一致。 Hamster Kombat在2024年8月和9月宣布超过3亿用户,但实际参与度较低,10月底,每月活跃用户为5190万。 Web3游戏可能正在增长,但它仍然代表了全球游戏市场的一小部分。
What’s more, concepts like Web3, NFTs, and blockchain have failed to resonate with many Web2 users. This prompted the developers or publishers of Steam, GTA V, and Minecraft to remove everything related to Web3 from their platforms.
更重要的是,诸如Web3,NFTS和区块链之类的概念未能引起许多Web2用户的共鸣。这促使Steam,GTA V和Minecraft的开发人员或发布者从其平台上删除与Web3相关的所有内容。
The report further mentions that Web2 platforms sell user data to advertisers to make money, contrasting with the sacrosanctity of personal information in Web3. How do the games make a profit, then? The difference lies in the interest of organizations like the DAO supporting Mythical Games in company development and growth. If the platform grows, the value of the native token (in this case, MYTH) required to participate in the ecosystem increases, and players can sell it.
该报告进一步提到,Web2平台将用户数据出售给广告商以赚钱,与Web3中的个人信息的神圣危机形成鲜明对比。那么,游戏如何获利?区别在于诸如DAO之类的组织的利益,在公司发展和增长中支持神话游戏。如果平台的增长,则需要参与生态系统增加的本地令牌(在这种情况下,神话)的价值,并且玩家可以出售它。
What’s more, MYTH token holders play a crucial role by voting on DAO proposals, taking part in governance decisions, and generally influencing the Mythical ecosystem’s direction.
更重要的是,神话令牌持有人通过对DAO提议投票,参与治理决策并普遍影响神话生态系统的方向,从而发挥着至关重要的作用。
While Web2 players spend money on digital items without external value, Web3 currencies and goods can appreciate over time, giving players a reliable incentive to engage. These processes are palpable in emerging markets, where blockchain-based games offer a viable alternative to conventional forms of employment. Players can enjoy the games while capitalizing on project growth. Web3 is still in its infancy, but the lucrative mechanisms underpinning it promise to enhance and sustain players’ motivation to a greater extent than its predecessor.
虽然Web2玩家将钱花在没有外部价值的数字项目上,但Web3货币和商品可以随着时间的推移而欣赏,从而为玩家提供了可靠的吸引力。这些过程在新兴市场中可以显而易见,基于区块链的游戏为传统形式的就业形式提供了可行的替代方案。玩家可以在利用项目增长的同时享受游戏。 Web3仍处于起步阶段,但是利润丰厚的机制承诺,将在更大程度上增强和维持参与者的动力,而不是其前任。
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