Gamestatix ​​develops a Blockchain platform to correct inequalities in the booming gaming market – IPWatchdog.com

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In 2018, the global gaming market reached $ 137.9 billion with 2.3 billion active players this year according to reports from Newzoo, a provider of market news for the gaming industry. This total represented a $ 30 billion increase from the global gaming revenue for 2017, as reported by SuperData, a gaming and multimedia intelligence company, including revenues from games for mobile phones, PCs and consoles. In the breakdown of 2018, Newzoo showed that $ 70.3 billion was generated by games for mobile devices, which account for more than half of the total market. Following the cell phones were console video games, which constituted 25% of the market, or $ 34.6 billion, and behind there was the PC game that generated $ 32.9 billion or 24% of the global market .

However, despite the rapid growth, there are still inequalities in the gaming industry between developers and users, as well as rich and poor according to Dean Anderson, co-founder of the Gamestatix ​​gaming network. Anderson said that this particular PC gaming platform was originally created in 2016 to offer developers and game users an alternative to Steam, a popular gaming platform. Gamestatix ​​places emphasis on detectability and pre-release phase to give developers a greater degree of success by involving the gaming community provided by the platform.

Following this vision, Anderson company announced in a Press release published at the beginning of July 2018 that will use blockchain technology to combat industry problems and give players an additional incentive. "What Gamestatix ​​is ​​talking about now is the recognition of those individual skill sets [of gamers] and recognize where individual players add value and then be able to recognize and reward that value, "Anderson said in an interview, referring to his company's decision to pay players in a form of cryptocurrency for actions such as promotion, management, influence, or testing. "By creating a token … as long as content enters the platform, the utility of that token will increase, which increases the value, which means we continue to reward our users as our user base grows ".

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Gamestatix ​​intends to release a Token ERC-20 which can be deployed on an Ethereum blockchain. Launched in 2014, this technology allows Gamestatix ​​to pay in a cryptocurrency that could be transferred more easily than Bitcoin. The difference between the two is that Bitcoin is just a currency while Ethereum is an application platform through which companies can create new programs. Both use blockchaining technology, but Ethereum enables complex applications in a "smart contract" that can automate certain operations.

Raina Haque, founder of the intellectual property law of Erdos + Startup Legal, a patented and blockchain writer for IPWatchdog.com, said that Gamestatix's blockchain technology offers some interesting possibilities. "Non-fungible tokens, such as ERC-721, can be used to fill game tokens with real resources," he wrote. "Imagine being able to transfer the current title into a game.It's fascinating to think about how the law surrounding the lotteries and gambling could change and adapt, and also what new industries could be triggered when I blur the line between fantasy and reality. "

Anderson was very confident about the blockchain prospects in the gaming market and wrote to that effect in response to questions on the subject. "Blockchain is an innovation that could really upset the status quo, overthrow established market leaders and create opportunities for a new generation of creators," he wrote in an e-mail. "This is incredibly exciting for me as it means we will probably see a significant change in power and ultimately a more uniform playing field for all creators."

Anderson and his co-founders consider their "digital storefront" as unique in that it does not focus on selling games released, but is heavily involved in pre-sale activities. The algorithm that establishes which products to show to which players consider only the games that the user has not yet played, according to the company's recent press release. To this end, each developer will have the same treatment as any other game on the network. "The biggest challenge that stands between us and this vision is to make the broader gaming industry warm with blockchain technologies," wrote Anderson describing a "utopia" in which players could leave the daily work and co-create together with the developers. "However, I feel that we are on the right track with this [platform]. "The current video game market owes a great debt to Ralph Baer, the father of the videogame console and member of the National Inventory Hall of National Inventors. Baer was an American inventor born in Germany and disappeared in 2014. Baer had the idea of ​​playing on a television screen in 1966. Later, he patented the "Brown Box", a prototype for the first home video console in the world . The success of the effort was immediately evident when Baer described the scene he did in one of his first meetings with the patent office, as cited in a Washington Post article"Within 15 minutes, each examiner on the floor of that building was in that office he wanted to play."

Image source: deposit photos

Benjamin Joe

Benjamin Joe

he lives and writes in Buffalo, New York. Her past experience includes blogging work for the now defunct Muvas.com social media network. He studied at Buffalo State College and earned his Bachelor's degree in journalism in the winter of 2016. From January to December 2016, he worked as an online editor of The Record, the student newspaper of Buffalo State. He also completed an internship at the WUFO AM West radio station during the summer of 2014 and at a CBS-affiliated television station, WIVB Channel 4, during the 2016 autumn semester. He currently writes for The Niagara Gazette and IPWatchdog. com

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