paint-brush
Gaming and the Metaverse: A Match Made in Heaven?by@gabrielmanga
259 reads

Gaming and the Metaverse: A Match Made in Heaven?

by Gabriel MangalindanOctober 3rd, 2022
Read on Terminal Reader
Read this story w/o Javascript
tldt arrow

Too Long; Didn't Read

Virtual worlds have been around for over a decade, with games like Second Life and Habbo Hotel providing users with a digital environment to interact with one another. Gaming is one of the primary applications that may take advantage of the metaverse. People are considerably more likely to form bonds when working together to solve a common issue or while going through a similar experience, as opposed to just being near one another in a virtual area. People with similar interests may find one other via the medium of metaverse gaming.

Company Mentioned

Mention Thumbnail
featured image - Gaming and the Metaverse: A Match Made in Heaven?
Gabriel Mangalindan HackerNoon profile picture

Gaming is one of the primary applications that may take advantage of the metaverse. Virtual worlds have been around for over a decade, with games like Second Life and Habbo Hotel providing users with a digital environment to interact with one another. For example, the players could create virtual avatars, own their places, hold events, and do various other activities.

Some virtual worlds don't have much to do, although certain virtual environments have proven to be intriguing for users. However, the fact that other players need to remain engaged for a sufficient amount of time to create true connections presents a significant challenge for those players who desire to do so.

Conversations throughout the game experience need players to have some background knowledge. People are considerably more likely to form bonds when working together to solve a common issue or while going through a similar experience, as opposed to just being near one another in a virtual area.

There is great excitement around the metaverse; nevertheless, many initiatives have not yet delivered the promised experiences. Instead, it would seem that some initiatives are attempting to make a profit off of the current hype around the metaverse rather than developing something fascinating.

In virtual worlds, we often meet people from different cultures and values. On the other hand, in the actual world, we tend to associate with individuals who are more similar to ourselves. In the metaverse, users may still be pulled toward others with similar interests, but there is a larger variety of users with whom they might communicate. People with similar interests may find one other via the medium of metaverse gaming.

People also can connect via shared online experiences when they play games. For example, consider how traditional and virtual sports supporters have become closer via shared interests.

The technology known as blockchain makes it possible for players to exert influence over the gaming experiences they create in the metaverse. NFTs, for instance, make it possible to create digital assets that may be minted, purchased, offered for sale, and exchanged among participants.

One platform working on an NFT gaming ecosystem is Jump.trade, by GuardianLink. Jump.trade intends to build an ecosystem that will allow gaming NFTs to be linked with utilities and real-time use cases. The team plans to bring brands and their creative partnership with the platform. Assuring a huge gaming environment that provides utilities with the legitimacy of a brand.

While GuardianLink powers Jump.trade, Jump.trade is the platform that allows NFTs to be advertised and launched, resulting in a live ecosystem. This is significant because larger initiatives like the Meta Cricket League will leverage NFTs to power players.

Meta Cricket League will be available on mobile and web platforms, making it accessible to all players worldwide. Users may access the site using their GuardianLink credentials.

Users will be paired with competent players to ensure fair play. MCL cricket player NFTs are divided into four levels: Rookies, Rare NFTs, Epic NFTs, and Legendary NFTs. All metaverse cricketers may be leveled up to 15. Rookie begins at level one, Rare at level five, Epic at level eight, and Legend at level ten.

Since a player's in-game objects have worth outside the game, they feel ownership over those items. In addition, players can now make a livelihood off the in-game things they acquire thanks to the Play-to-Earn (P2E) gaming sector, which has opened up a whole new world.

Microtransations

Microtransactions and in-game shops are common ways gamers acquire virtual goods to use in their games. NFTs, on the other hand, provide players greater control over the game and give them the ability to sell stuff and even earn a commission on resold products in the future.

This is a major deal for gamers who have grown up in an age of physical games and sold their old games to get money to buy new ones.

Games such as CS: GO already have very uncommon and valuable skins, and players can trade them for thousands of dollars. Players have complete control over purchasing and selling things while using NFTs.

The ownership that players bring to the table may also be embraced through NFT gaming. The concept of customization is essential to many games. This feature may be expanded to allow players to produce NFT-powered components for their preferred games, which can then be sold via marketplaces.

The metaverse can potentially transform the gaming industry. How online gamers connect, play, and earn a career might all be revolutionized by metaverse gaming. It has already happened in eSports, where teams have earned millions by participating in various gaming competitions. Likewise, the common player may find it conceivable, via metaverse games, to develop and earn things that have actual worth.

Players have the opportunity to generate an income by participating in games or working in the metaverse, with the reward being either tokens or NFT-backed assets. In the background, blockchain technology lays the groundwork for a virtual world that is both decentralized and linked.