Other than that it is a small change in everything that was created decades ago, turned into a huge market with the participation of a good part of the world’s population and is still growing today. Innovation? Creativity? What about the small variety of proven ideas, giving them a new name and a slightly different context, and being super-rich?
From drawing to cartoons to video games
The reality we feel has a long history of drawing, sculpting and otherwise creating artificial images.
For example, here is an image of a bovine from a cave created by primitive man 40,000 years ago:
Drawings that suggest reality but are deliberately different from real things are called cartoons and go back hundreds of years, becoming more widespread in the print media in the 1800s.
Then there was a breakthrough: animation. Using early movie technology, the artists worked hard to create a fast-changing sequence of images to create the illusion of motion. In addition to the sound, you can now go to a theater and watch and listen to a full cartoon movie, full of characters and action that can never happen in real life. Characters like Mickey Mouse and Bugs Bunny have become part of modern culture.
The next big step came after the discovery of computers and the acquisition of video screens. Of course computers have transformed the process of creating animation. But animation has always been like watching a movie: people can only see and hear. With the help of computer, first of all, there is the possibility for individual actions to change what happened on the screen directly and immediately. Video games were born.
The video game has evolved from primitive, simple space warfare to immersive MMORPG.
World of Warcraft (WoW) was not the first, but became the most popular MMORPG.
“Like other MMORPGs, the game allows players to create a character and explore an open game world in third or first-person scenes, explore landscapes, fight monsters, complete quests and interact with non-player characters (NPCs). Lets do. Or other players. The game encourages players to work together to complete quests, enter dungeons, and engage in player-to-player (PvP) combat, but the game can be played alone without interacting with others. The game primarily focuses on character progression, where players gain experience points to make their character stronger and buy and sell items using in-game currency to gain better equipment among other game systems.
World of Warcraft It was a huge critical and commercial success after its original release in 2004 and quickly became the most popular MMORPG of all time, reaching a peak of 12 million subscribers in 2010. The game had more than 100 million registered accounts by 2014 And by 2017, it had 9.23 billion in revenue, making it one of the highest-earning video game franchises of all time. The game has been described by gaming journalists as one of the greatest MMORPGs of all time and one of the greatest video games of all time.
The hardware and software manufacturing industries have taken on a huge size for this artificial world. Video gaming has grossed more than 9 179 billion worldwide in 2020, surpassing the film industry a few years ago.
Video games are not just for kids. There are an estimated 3.24 billion gamers worldwide.
The numbers are huge in the United States. “Three out of every four, or 244 million, people in the United States play video games, an increase of 32 million people since 2018.” Gamers spend a lot of time on their games: “… gamers play 14 hours of video games per week.”
Game World and Virtual Economy
Huge numbers of people go to a screen or put on a headset and “enter” the world of video games, where they often spend hours at a time. While on that earth, they may move from place to place as observers or as controllers of their personal incarnations. Shown by this scene in the virtual world of Second Life in 2003, they can communicate with others.
Long before Bitcoin was created, video games had a virtual economy with digital currency.
Coins used in a game world can be called different things. In the World of Warcraft, for example, it’s called – here’s the big push – gold. Players can earn gold by gaining something in the game world and can be spent on skills or in-game objects. Players can buy and sell items among themselves using this type of currency. Many games enable players to buy in-game coins using real money. In some cases, in-game virtual “land” is also available for sale
Long before Bitcoin, the market emerged to enable in-game currencies to be traded for real-world currencies. It is now a multi-billion dollar industry. “In 2001, EverQuest players Brock Pierce and Alan Debonville founded Internet Gaming Entertainment Ltd. (IGE
)A company that offers not only virtual products but also professional customer service for real money. “
Video games, Bitcoin and NFT
The first bitcoin was sent in 2009. It wasn’t much use or value until 2013. Ether
Let’s take a look at the things used Billions literally Comparison of gamers with Bitcoin (and other crypto-currencies) and NFT.
- The game has digital currency that has no real-world value. Sounds like Bitcoin and other crypto-currencies.
- In-game virtual objects can be bought and sold using in-game currency. Sounds like buying Crypto-World NFT with Bitcoin.
- New units of digital currency are created by game software. New crypto has been created by Bitcoin mining software.
- Game coins can be used and exchanged between gamers. Same with Bitcoin.
- Game coins can be exchanged and bought with real-world money. Same with Bitcoin.
- There are exchanges outside the game that enable buying / selling. Same with Bitcoin.
- Exchange rates can vary greatly. Same with Bitcoin.
- Teams create new games with coins and virtual objects. The teams create new crypto-currencies and NFTs.
Still think there is no connection between gaming and crypto? How, as mentioned above, it is true that Brock Pierce and a partner founded Game Currency Exchange IGE in 2001 and the same Mr. Pierce was active in crypto-currency in 2013 and became a “Bitcoin Billionaire” in 2018.
Of course, the new worlds of crypto and NFT differ from the gaming world in some important ways. Games with objects and coins are created and operated by game companies. Although there is more control than is generally accepted, crypto-currencies have a lot of self-management with their built-in miners. Similarly, NFTs are created independently.
In 2009 the first bitcoin apparently came out of nowhere. A few years later, a variety of bitcoins appeared on the market. In the crypto world, there is a spectacular explosion of crypto with “live” digital objects.
Like many other “new” things, the world of crypto and NFT has a remarkably close relationship with the gaming world, from which they seem to have evolved. Compared to the gaming world, the number of people investing in crypto is really small, one hundred percent. But inflation and the amount of real-world currency that has been converted to crypto dwarfs the amount of the gaming world.
The study of the history and evolution of the elements of trend rewards, like other technical trends.