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Dominant position In Sony’s case, to help sell its headphones and television sets it ensures there is ample content available that showcases the full capability (e.g., In its most recent earnings report, the combined revenue for digital software, add-on content, and network services was $5 billion. Blu-Ray) of its devices.
billion players by the end of 2026. Mobile gaming is dominant across the world, with an expectation of 2.8 billion players by 2026. By 2026 “the global games market will generate yearly revenues of $212.4 Mobile gaming saw year-on-year revenue growth of just 0.8% globally to 1.47 billion people.
We’re making sure that we have the right amount of content, making sure that creators are happy with the platform and that it makes sense for them from a business perspective, from a tooling perspective, and from an experience perspective. We are not the owner of the content they create. More content from big partners.
Wonder if they will say the same in 2026… On one hand, this creates a very experimental environment with a large space for innovation. Although most of them come from the F2P mobile sector, the industry has observed professionals transitioning from the PC/console space to focus on developing AAA-quality blockchain games.
The Sky Mavis team knows all this, which is why there are several new developments in the pipeline: a F2P version with (potentially) greater distribution, land, user-generated content, and more. The rest of the tokens will gradually unlock by 2026. We are intrigued but still have specific concerns.
Even the ones that exist on mobile cannot push for mass adoption, because there is no clarity as to how blockchain games are positioned. This will prevent Apple from making any changes in the App Store while getting their cut from those blockchain games for every primary sale done inside the mobile app.
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