Thoughts abt gaming & real world
1. interesting to think about dynamics of in game microtransactions, especially as the next generation spends ever increasing time on the virtual world. If you draw link back to the real world, fashion apparel companies have a blank canvas to
1. interesting to think about dynamics of in game microtransactions, especially as the next generation spends ever increasing time on the virtual world. If you draw link back to the real world, fashion apparel companies have a blank canvas to
2. keep creating new clothes. But they are limited by physics of the real world. However in the virtual world, canvas is limited by imagination and technology. The effects that go with costumes, that interact with the world during actual gameplay, the variability is huge. And as
3. gamers spend more time in that environment, their social compass evolve, dressing up within the game becomes more important as dressing up in the real world has been. Companies can have a lot more ways to play around with e economics and engagement of the game. Luxury apparel
4. sometimes is about status messaging, you attain it with money in the real world. In game world, creators have made some apparel/item/skins attainable only via your achievements in game play, so you have status messaging in a different form. And of course there are also items
5. where you can just pay up to get. I guess what I’m trying to say is, thinking from this real world social perspective, arguably economics of gaming has still pretty long runway to evolve and grow, and arguably the
end/ ceiling will continue being raised as technology improve to allow creators make cooler stuff happen in game. And of course @ballmatthew has written a lot abt this across his metaverse essays