Connecting Mainstream Gaming with Blockchain and NFTs - Duke Vu (UltiArena) - TOKEN2049
TOKEN2049·Sun, Oct 9, 2022, 12:00 AM
Transcript
i'm duke and i'm ceo and founder of alti arena so i'm making sure that this session is approachable for everyone first of all you know there's this notion like 15 20 years ago that gamers um the ones that have been hiding in the basement you know playing the games for 15 hours per day and you know living it with their parents but apparently you know in 2021 that has changed you know the average age of a gamer is 34 years old and they have all their own kids they have their own families right now and they enjoy the gaming sessions as well with your friends and you know this market is has been growing tremendously through the years and games are more accessible right now the gameplay experience including all the hardcore games even casual games they require less and less time as what we see is that the number of players worldwide has grown into 3.4 billion players worldwide out of that asia has the most number of players 1.5 billion players in asia alone and in terms of play to earn features it has been there in the gaming space for years and for dota 2 for example dota 2 game is a mobile game 515 game where you compete with your other players you know controlling just your own hero and the players in dota 2 has already gathered 177 million dollars in tournament prizes so that's a that's a lot of money that is being made by the professional esport players right there but crypto gaming is just one percent of that market so the mainstream gaming market is 200 billion dollar market that is predicted predicted to grow until 2023 and the crypto gaming revenue is just two billion dollars this year right but you know let's just get back to the basic how games are made right now so the mainstream gaming the game studios that are making games right now they invest hundreds of millions of dollars in creating the in-game assets right so imagine all those 2d 3d models you know the sound the music all of those game assets actually belong to the game studios that made them right so they have the actual assets are not owned by the players that is centralized game making that is the way that games are being made right now so the assets that you play you have you know spend thousands and thousands of hours playing that game you know earning that legendary sword from the difficult boss it actually all know is owned by the game studios so when they shut down the servers or they just completely shut down the game those hours will be lost and that is centralized game making right now but with the you know web 3's sprawling infrastructure you know the decentralized gaming and in-game assets being nfts it brings back the ownership from the game studios back to the players so that is decentralized gaming in-game assets that will be turned into nfts ultimately will be owned by the players so that's the foundation for the growth of crypto gaming unfortunately i don't have the slice right now but i wish ahead to show you guys how it's done but there are three things that you know crypto gaming is amazing number one is that the assets are proprietary meaning that the assets the from the game studios that are made actually bonded by the players number two is that all those nft assets are non-functional function non-functionable meaning that they are not easily replicated right there all right okay so that's a real live gamer no 2021 we have 34 years old average age of those gamers centralized gaming as i said before you know it's about making games and then ultimately the game studios they own those assets but in decentralized gaming all those in-game assets are actually owned by the players and that's a fundamental shift that crypto gaming is making it happen right now okay right and there are three you know uh properties that decentralized crypto gaming has number one proprietary non-fundable and immutable all those in-game assets that are nfts they're immutable the data structure the metadata from the in-game asset itself they cannot be changed so let's leave the nft gaming for a while you know mainstream gaming has been huge in recent years um so we're talking about you know dota 2 lol valorant and cs go and pubg we see a lot of freemium games launching and growing in the recent years but actually 48 of revenue of all those games actually in-game items so number one fact is that the players are ready to spend the money on in-game items number two is that you know mainstream gaming has been not connected with the crypto world yet so what we are building in rt arena we are allowing the players why playing dota 2 cs go valeron pub g all those mainstream games to actually earn crypto how we are doing this we are taking the data from the games themselves we determine right we determine how hard is the game um and based on the play play time and the play style and how many kills he gets and ultimately how the player wins matches and how often based on all those data from the games we determine the rate at which they earn the crypto tokens that we call proof of gaming and that's our way to bridge between the mainstream gaming and the crypto world getting back to you know decentralized game assets you know we have seen tremendous growth in uh nft and game five space action infinity has a market fully dilated market cap of 33 billion dollars right now we have decentralized we have sandbox and actually in coming years there will be thousands if not millions of nft games that will be launched on the market so what's gonna happen is that we'll have a huge inflow of nft in-game assets from each game separately and what we're doing is we're gonna build a marketplace where you can buy and sell those in-game assets but not just in-game assets so imagine all those big game studios like nintendo or like blizzard or like sega they could sell the assets that they made during the game development as nfts how cool would that be you know you could buy the music from mario bros or like early concept art from from sonic for example right that's what we're doing and we imagine that in that marketplace you can easily as a fun player you can easily buy those nfts from those game studios so back to the mainstream gaming 2 billion dollar is the crypto gaming revenue from 2021 as i said 48 review of free to play games are paid items and we have seen a history of growth in gaming up until now when you know the infrastructure web 3 gaming is actually enabling the decentralized gaming 1972 pong becomes the first successful arcade game it was online it was single player then we have doom you know popularizing the fbf fps games 2009 mobile gaming became huge angry birds became you know the most downloaded free game premium game on earth and now what is dominating are those freemium play plays and premium games from league of legends 150 million active players 0.02 15 million active players with huge prize pools as i said before 177 million dollars in price of tournaments prices were worn from dota 2. and mobile gaming is huge as well 2.
9 billion mobile gamers worldwide most of them are in asia and it's super accessible everyone has a phone everyone has a smartphone 70 percent of the gaming market is actually mobile right now and you know one of the most played games mobile legends has 80 million active players worldwide and with that in mind we are also building our nft trading card game as with every every nft game out there to begin the game play we have to actually buy the card decks with the tokens and you can trade the in-game assets the in-game ft cards on our marketplace so each card will be an nft with different rarities from common legendary epic mythic and all of them can be traded bought or sold on the marketplace the in-game conversation is going to be ov token and you by winning the games you will be able to fuse the cards or reroll the cards that you've already earned so thank you everyone and you can reach me through my email and please join our social media there were some techno technical difficulties but i hope that all went okay thank you
Automatic transcript — names and jargon may be misspelled.