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【EOS成神之路】大话DAPP:ITAM Games白皮书(一)

【EOS成神之路】大话DAPP:ITAM Games白皮书(一)

作者: 28e6fa955415 | 来源:发表于2019-05-19 19:05 被阅读5次

    前言


    昨天发的白皮书执行摘要可能太长了,用手机预览的方式发文都没反应,导致没能准时发文。这不是给我理由,每篇少写点儿么,嘿嘿......

    虽是玩笑话,但白皮书的翻译确实会分开几篇发,篇幅确实会短一些,毕竟不是天天都有那么多时间翻译那么长的文章。但和以前的文章一定丝毫不差,文章中还会穿插一些N叔的个人理解,来帮助大家更好的去抓住重点。

    言归正传,ITAM Games白皮书不算封皮和目录总计32页,分九个章节,其中第六章路线图和执行摘要中一模一样,我们就不再翻译,第九章是免责声明,不涉及ITAM Games的核心价值,我们暂且不翻译,这样剩下29页,包括七个章节及穿插的20张图片。为了避免内容不连续,我们就按照章节进行翻译,令牌销售和团队这两章内容较少,合成一篇,这样总计六篇文章。够我翻译一阵子,也够大家看一阵子。细一些,耐心一些,总好过粗制滥造。

    第一章的内容实际上是一个背景层面的介绍,对全球手机游戏市场规模进行了统计分析,来说明手机游戏市场的潜力巨大;同时针对现状提出存在的问题,从而识别需求,进一步说明ITAM Games的初衷和必要性。

    正文


    1.手机游戏市场与问题识别

    1.1市场规模

    专门探索游戏的NewZoo在“2018年全球游戏市场报告”中预测,2018年游戏市场的全球市场规模将达到约1380亿美元,其中智能手机或手机游戏行业将占有总市场规模41%,约564亿美元。

    图1.全球游戏市场

    图解:此图展示了全球游戏市场规模及分类占比,其中智能手机游戏占比41%,约564亿美元,同比增长29%。其他,主机游戏占比25%,约346亿美元,同比增长4.1%;可下载或平台PC游戏占比21%约286亿美元,同比增长4.5%;平板电脑游戏占比10%,约139亿美元,同比增长13.1%;网页游戏占比3%,约43亿美元,同比降低13.9%。总计1379亿美元,同比增长13.3%。由此图可以看出,人们对游戏的需求尽管已经很大,但仍呈现一个快速增长的态势,未来潜力无限,而以手机游戏为代表的移动游戏,又是各类型游戏需求的佼佼者,不仅规模最大,2018年的增速也最高。

    如图2所示,在各种类型的游戏中,智能手机游戏市场预计将大幅增加,到2021年,预计其总市值将达到882亿美元,即49%。

    图2.NEWZOO发布直到2021年全球游戏收入的细分市场走势

    图解:本图是对图1的补充,用柱状图来预测未来几年内的游戏走势,可以看出在这份报告中,NEWZOO对手机游戏给予厚望。

    1.2问题识别

    手机游戏不受时间或空间限制,使用能够上网的智能手机就可享受游戏。因此,它具有诸如便利性,简单性、移动性、持久性等优点,而这些优点允许我们长期享受游戏。然而,游戏用户和游戏公司面临着在没有新的模式转变前无法解决的问题。

    1.2.1游戏用户

    游戏内数字资产的所有权

    绝大多数手机游戏提供免费服务,但需要消耗大量的时间和精力或者支付货币才能获取特定内容或数字资产。对于移动游戏来说,日活用户(“DAU”)和游戏中停留时间的增加已经变得很普遍,与此同时,为了构建角色和/或账户而投入到游戏中的所有时间,精力和金钱却仍然仅仅只属于游戏领域内的数据,无法得到外部承认。目前,超过99%的手机游戏将限制物品和账户的交易列为规章条例。在大多数游戏中,即使没有投注,分红,游戏币处理,偶或性获取物品,用户之间的交易项目也会因其规章条例而被禁用。

    因此,为了交易数字资产,玩家只能通过私人社区和中介交易游戏账户进行。这是一种非常危险且不安全的方法。因为这在规章条例中被视为非法,所以游戏公司不会对此承担责任。在某些情况下,卖家发送他们的物品或帐户,但买家却未付钱,或买家已付钱但没有收到相应的物品或帐户,甚至收到完全不同的物品。更让人不能忍受的是,某些交易者会利用游戏错误或伪装成游戏操作者进行欺诈。

    游戏集中化造成的不公平

    大多数在线游戏,包括手机游戏,试图引起用户之间的竞争,并试图让用户花更多时间玩游戏。然而,游戏运营商或特定用户能够恶意创建或复制独有物品来支配游戏的竞争系统。除此之外,在获取物品时存在概率操纵事件,这些行为对诚实的参与者造成了负面用户体验。

    1.2.2游戏开发者

    游戏公司的利润失衡

    在Google Play和Apple App Store等应用商店中,Store平台收取的费用(每个手机游戏必须承受的费用)为30%。收入的30%不是一个小数字,传统的商店平台已经获得了大量此类费用。对于中小型游戏公司而言,他们只能将更多注意力放在开发游戏,无法在营销上投入过多资源。

    由于游戏用户数量有限,造成了不可避免的利润失衡,导致游戏开发者并不是专注于通过创意为游戏玩家提供最大的乐趣,而将更多的努力用在鼓励游戏用户再游戏中花更多的钱。我们没有将注意力放在诸如随机数字资产选择这种在中小型游戏开发商中也存在争议的已经实施过的收入模式。有许多积极的游戏开发者专注于提供更具娱乐性游戏。在此情况下,我们需要一个新的市场和生态系统,来使这些游戏开发者可以获得比仅仅是游戏内广告收入更大的利润。

    难以进入区块链游戏市场

    游戏开发者对依托于区块链技术为游戏用户提供可靠和公平的游戏系统的新市场非常感兴趣。然而,将区块链技术应用于他们自己的游戏需要培训和新雇佣一批开发者,雇佣这些开发者不仅会消耗额外的游戏开发资源,需要有懂这些知识和技能的管理人员,还会面临其他消耗和不同意见。目前,区块链技术的实施是困难且昂贵的,这对于中小型游戏开发者来说尤其如此。

    原文


    1. Mobile Games Market and Problem Recognition

    1.1 Market Size

    The games research specialist NewZoo’s “The Global Games Market Report 2018”    study predicted that the global market size of the games market in 2018 would reach approximately $138 billion, and the smartphone/mobile game industry specifically would possess 41%, approximately $56.4 billion, of the total market size.  

    Figure 1.  The Global Games Market

    As Figure 2 shows, among various types of games, the smartphone games market is expected to most increase, by the year 2021, it is forecasted to record about $88.2 billion, or 49%, of the total market size.  

    Figure 2. Segment Breakdown of Global Games Revenues, Toward 2021 by NEWZOO

    1.2 Problem Recognition

    Mobile games are not restricted by time or space limitations and can be enjoyed by using the benefit of internet-accessible smartphones. Thus, it has advantages such as convenience, simplicity, and mobility, as well as persistence, which combines all the benefits and allows long-term enjoyment of games. However, both the game users and game companies are exposed to problems that cannot be solved without a new paradigm shift.  

    1.2.1 Game Users

    Ownership of In-Game Digital Assets

    The vast majority of mobile games offer free play but require either a great amount of time and effort or monetary payments for the user to acquire specific content and/or digital assets. It has become common for mobile games to increase the Daily Active Users (“DAU”) and in-game stay time, but all of the time, effort, and money invested into the games to build characters and/or accounts are merely just data that remains within the games’ realm and aren’t acknowledged externally. Over 99% of the current mobile games restrict the trading of items and accounts as a regulation. Even in games that don’t have betting, means of dividend, or deals with game money or items acquired by chance, trading items between users are also disabled in most games by their terms and policy.

    As a result, game accounts are implicitly traded through private communities and item brokers in order to trade digital assets. This is a very risky and unsafe method. Because this is regulated as illegal in their Terms and conditions, the game companies do not have responsibilities regarding this. There are cases where the seller sends their item or account, but the buyer doesn’t send the money, or the buyer sends the money but does not receive the item or the account information, or even receives a totally different item. There are even cases of utilizing the bugs of the game, or frauds pretending to be the operator of the game.

    Unfairness Due to Centralization of Games

    Majority of online games, including mobile games, try to induce competition amongst users and attempt to get users to spend more time playing games. However, there are cases of game operators/specific users maliciously creating/copying unique items and, thus, dominating the competition system of the game. Furthermore, there are incidents of probability manipulation when acquiring items, inflicting negative user experience for honest participants.  

    1.2.2 Game Developers

    Profit Imbalances of Game Companies

    The fee that Store platforms charge, which every mobile game has to endure, on App Stores such as Google Play and Apple App Store is 30%. 30% of the revenue is not a small number, and traditional Store platforms have gained massively with these fees. For small and medium-sized game companies, their main focus is on developing the game; thus, they cannot invest a lot of resources on marketing.  

    Because of the inevitable profit imbalances due to the limited number of game users, instead of focusing on providing the utmost entertainment for the gamers through creative ideas, more efforts are made to encourage game users to spend more money on the games. We cannot focus on already proven revenue models, such as random digital asset selection, which are also controversial amongst the small and medium-sized game developers. There are many motivated game developers that are concentrating on providing entertaining games. There needs to be a new market and ecosystem where these game developers can make greater profits than merely the in-game ad revenues.  

    Difficulty in entering the blockchain gaming market

    Game developers are very interested in new markets with blockchain technology that can provide a reliable and fair game system for game users. However, applying blockchain technology to their own games requires training or new hiring of developers by investing in separate resources for game development, knowledge and know-how by the executives, and other big investments and critical decisions. Currently, the implementation of blockchain technology is difficult and expensive. This is particularly a burden for small and medium-sized game developers.

    相关链接


    ITAM网站:https://itam.games

    ITAM Telegram:https://t.me/itamgames

    ITAM 媒体:https://medium.com/itam

    ITAM Twitter:https:twitter.com/itamgames

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