Epic Games Take Stance Against Banning NFTs
Epic Games founder and CEO Tim Sweeney has confirmed that his firm has no interest in forcing any decisions on its users.
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With estimation pointing to a total market capitalization of 300 billion USD by 2025, the gaming industry is one that is rapidly growing and garnering the interest of several investors and tech stakeholders alike. With over three billion gamers across the globe, one can only expect the gaming and casino platforms to grow even bigger in the coming years.
Gaming is often categorized under the entertainment industry as many see both as a means of having fun. For example, Sony’s Playstation consoles offer a combination of video games, music, videos, internet, streaming, etc.
Since there are so many online games whose registration happens to be absolutely free, one would think that the gaming companies are not making much revenue off such games when users play. But that’s not the case, these firms have devised several means of making money through the purchase of in-play gems, coins, and other items.
Other than the predictable and great development of the gaming world, it is intriguing to take note of the fact that there has been a change in sources of income in the business recently. The casino and gaming business used to make the vast majority of its funds from online games, but has seen its income originate from an alternate means and point of view lately.
In the U.S., which boasts of being the biggest computer game market in the globe, the game industry was valued at about 18 billion dollars in 2017 and recorded over 2,450 firms of over 200,000 employees.
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Epic Games founder and CEO Tim Sweeney has confirmed that his firm has no interest in forcing any decisions on its users.
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