Online "Skins World" Reaches $25B in Past 5 Years. What’s Next?

Written by brianwallace | Published 2020/02/13
Tech Story Tags: online-gaming | gaming | gaming-industry | startups | business-model | ecommerce | valve | fortnite

TLDR In-game skins are visual wearables either earned within a video game through feats of accomplishment, or can be purchased by users via tokens or money. Skins turnover reached around $25 billion over the last 5 years. Top tier games like Fortnite and APEX Legends are building their in-game economy around virtual assets, season passes, etc. Multiple celebrities and famous brands such as Louis Vuitton, Moschino and Nike are launching their own skins collection within video games. The market took off in late 2012 as Valve introduced the Steam Community Market.via the TL;DR App

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Written by brianwallace | Founder @ NowSourcing | Contributor at Hackernoon | Advisor: Google Small Biz, SXSW | Founder of The Innovate Summit
Published by HackerNoon on 2020/02/13