Video games are more than a game. They are, at different times for different people, a challenge, a business, a lifestyle, or all the above. While professional gamers fight for titles, and the money that goes with them, millions of others are buying, selling, gathering, grouping, chatting, and organizing. While not everyone has realized it, humanity has long passed the point of projecting real value only on tangible objects. Virtual goods can command staggering sums.
Many games, like Fortnite and League of Legends, have built themselves on top of paid transactions for characters, items, and currency. Yet the details of how these purchases interact are often unclear. What should players own? How should goods be traded? Who should dictate pricing?
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