All Virtual: An Economy of Goods & Services Exchange
ABSTRACT More than 2.5 billion human beings are direct or indirect users of platforms that constitute the bases of the virtual economy. “The virtual economy is the system of online jobs, assets, marketplaces, and traders which has emerged across a range of online platforms.” (Verdict, 2020). It is understandably a multi-billion-dollar economy with a huge […]
eSports Arenas
A business and technical approach eSports arenas are physical venues where athletes compete for the goal of winning a title or a championship in a specific game title while fans get the chance of watching their favorite teams and players live. Due to the increased popularity of video games, the need for eSports arenas is […]
METAVERSE: challenges and opportunities to the eGaming and eSports industry
ABSTRACT The Metaverse is the new technology that Mark Zuckerberg announced publicly on October 28, 2021. It is supposed to substitute the Internet as we know it and have profound impacts on business and the eGaming and eSports industry. eGamers will use virtual reality headsets to allow high levels of interaction with other players and […]
Cow Level AG invests in FiPME to build bridges between gaming, esports and fashion
FiPME — the Estonian company First international Play Money Exchange has been acquired by Swiss Holding Cow Level AG. FiPME is the next generation exchange where gamers can meet to trade in-game goods and services together with digital art. Cow Level AG is a Swiss Holding ready to build bridges and invest in gaming, esports […]
FiPME Universe: What’s the Role of Gamers and Publishers in it?
In today’s Digital World, it is somewhat old news that there is a rising economic value for virtual or in-game goods and commodities. You know, a Fascinating sum of $26,500 was once paid in Cash for a piece of undeveloped land in an unpopulated New Suburb. Except, this property existed solely on the servers of […]
The Ingame Items Market is Broken… But Here’s How it Can Be Fixed
In our previous article, we examined the problems you’d face if you want to buy or sell ingame items. And given how many problems there are, most likely you’d give up on trading and just keep playing, even at the cost of losing potential income. But we at FiPME believe those problems can — and […]
Why the Ingame Items Market is Broken: a Gamer’s and Trader’s Perspective on Trading Inefficiencies
Most of the ingame item shops are so time and cost inefficient that they impede the ingame goods from flowing to where they’re most needed and degrade the overall experience from gaming as a result. In this post, we’ll take a look at what’s wrong with the ingame items market and put you in the […]
What Types of Downloadable Ingame Content Are There and Why Do We Buy Them?
As explained in our previous article, games conquer us so easily because they let us fulfill our basic needs in a way that brings us more pleasure and less hurdle than when we fulfill the same needs in real life. And as the gaming world is shifting towards the F2P monetization model, game producers tend […]
Adult women play video games more than boys do: who’s the main force behind the 2,2 billion gamers community?
If the gaming industry’s core is a game, the gamers are its main driver. But today, the notion “gamer” can relate to roughly ⅓ of the world’s population as reportedly 2,2 billion people play games. As a result, it’s hard to pick an “average” gamer and link his/her gaming and purchasing patterns to the growth […]
Virtual Worlds’ Diversity: which gaming genres and platforms account for the growth of a $140 bln industry?
The gaming industry is growing at several times the rate of the overall world economy and at the center of it all sits the game. Some PC games attract over 60 million unique users — an amount only outnumbered by the 20 biggest countries’ populations. Other PC games reap $7,5 bln in annual revenues — […]