Ethereum Classic

Top Five Blockchain Gaming Projects

Gaming is a significant part of the world’s entertainment portfolio. Every year, billions are spent on not just console games, but gambling and mobile games. There are an estimated 2.3 billion gamers worldwide who is estimated to spend $137.9 billion on games, an increase of 13.3 percent from the year before. Mobile gaming continues to grow exponentially to reach $70.3 billion in sales this year.

With this growth, blockchain developers are looking at ways to bring the technology into the games and to improve the quality of play using distributed ledger technology. This article will look at the five top blockchain gaming projects.



There are approximately 2.3 billion gamers in the world today, and they will spend $137.9 billion in 2018. Most of these games currently available today is designed to encourage purchasing after the purchase of the initial license – via in-game content, additions, or “pay-to play.” There is a movement towards developing a universal game currency, that would not only allow the same wallet to be used on different games, but also maintain a ledger of purchases and achievements that can be used to bolster the player’s reputation.

There are corporate solutions to this available, such as Microsoft points. These solutions, however, open players up to the potential of data theft. The April 2018 PlayStation Network hack – in which personal information and credit card data were stolen – reveals that any server-stored game currency system is vulnerable for potential attack.

GameCredits (formerly GamersCoin) utilizes cryptocurrency to facilitate game transactions. Virtually a clone of pre-SegWit Litecoin, GameCredits allows for a safer payment ecosystem than traditional game credits. With a payment window of up to 60 hours, 90 percent payout share, and protection against fraud and chargebacks, GameCredits is more developer-friendly than other services, like Google Play.

For the player, GameCredits offer increased deposit limits, fraud protections, near-instantaneous payment transmission, cross-promotion with other games on the GameCredits network, and no transaction or commission fees. Along with a tracking hub, GameCredits is poised to take over where the major players have failed. It is yet to be seen, however, if the major payment platforms – which typically either make games or influence game makers to meet their distribution networks’ standards – will allow another player to intrude into their revenue flow.

“At GameCredits Inc., we are first and foremost gamers. Gaming is what got us into computers early on. It gave birth to a passion for programming that — decades later — led us into the exciting world of blockchain and digital currencies,” the GameCredits’ website reads. “It is our belief that this industry can be vastly improved and made better for all—publishers, game developers, casual gamers, e-sport professionals—through the use of cryptocurrency.”

“Today we are an international, multicultural company looking to transform the gaming industry with the GameCredits cryptocurrency (GAME) and other blockchain-based products. Founded in 2016 in Belgrade, Serbia, GameCredits Inc. is now a 100-people team spread across 10 offices in five countries.”



GameCredits is multifaceted. One of the programs GameCredits are pursuing beside the core token is MobileGo, an ERC20 token that allows smart contracts to interface and work with the Gamecredits Mobile Store.

“The MobileGo tokens will be used to gamify GameCredits mobile gaming store by incentivizing gamer’s loyalty and participation through rewards,” NewsBTC reports. “MobileGo token ownership will help them win rewards like purchase discounts and free sponsored tournament entries.”

“The Mobilego token will be issued on both the Ethereum and Waves blockchains, and will be the central to several new mobile gaming technologies. The underlying smart contract technology will help decentralize the gaming industry as it will enable gamer vs. gamer decentralized match play and decentralized tournaments. It will also allow for the development of a decentralized virtual mobile gamer marketplace where players can trade virtual items and in game content.”

MobileGo allows e-sports player to organize, find, or join tournaments and matches, establish peer-to-peer play, and set-up and transfer prize money seamlessly and without the need of a third party. This makes it easier for the organizer, player, and fan to participate in the growing e-sport world.

E-sports, or tournament-level competitive video gaming, is a growing market. With matches regularly aired on ESPN and Turner Broadcasting, and with dedicated gaming channels available via YouTube and Amazon, esports is expected to reach a valuation of over one billion USD in 2018. Professional sporting leagues, such as NBA, have already announced the establishment of their own e-sports leagues.

“The MobileGo crowdsale and MobileGo token issuance will help fund marketing and branding of the Gamecredits’ Mobile Store and the development of smart contract technology within the platform using the Ethereum blockchain,” the MobileGo whitepaper reads. “MobileGo tokens will be used to gamify the mobile platform, and to incentivize gamers for loyalty and participation through rewards. MobileGo tokens will also allow smart contract technology. MobileGo tokens will allow the development of a decentralized virtual mobile gamer marketplace, the ability for gamer vs. gamer decentralized match play, and decentralized tournaments run on smart contracts.”

“The largest concentration of mobile gaming platforms is in China. China represents 30.2% of the world’s smartphone users. 73.3% of these smartphones are Android. As a result, the majority of mobile gaming revenues are generated on Android devices. In China, there are over 200 successful third party mobile stores. Outside of China, Google Play and Apple currently control over 98% of the mobile gaming market, creating lack of competition from other 3rd party gaming platforms. This monopolization of the market puts major restrictions on most gaming developers and gamers. The Gamecredits Mobile Store is an alternative choice and the first one built around cryptocurrency to solve issues in the larger gaming industry. This mobile gaming store app is in final testing now and will be available on Android in early Q2 2017.”



Virtual reality and augmented reality games are growing in popularity. As mobile devices grow more powerful, it is becoming easier to run larger and more powerful “reality-simulating” programs. With the runaway power of Pokemon Go!, more studios are actively pursuing this new type of gameplay.

Seeking to make entry into VR game development easier is RevolutionVR. “RevolutionVR’s mission is to bring VR gaming to players all over the world without requiring each to have a high-end computer in the home – necessary today to deliver great immersive experiences over headsets and related gear – but expensive and used infrequently,” the RevolutionVR website reads. “With today’s game designers pushing the boundaries to deliver ever-more compelling gaming experiences, even the most powerful home computers can struggle with rendering VR.”

“RevolutionVR and the RVR token aims to address gamers PC expense and gameplay inefficiency through cloud gaming infrastructure allowing VR rendering to be handled in the cloud via the blockchain. RevolutionVR graphics servers will render VR utilizing cloud connected powerful computers that are distributed around the world creating an accessible service to a broader base of consumers. As a result of delivering VR games through the RevolutionVR cloud streaming infrastructure, gamers will be able to experience advanced gameplay on VR headsets and related gear that will be less expensive, portable, and more powerful than the home PC-tethered solutions required today.”

Voxelus Studios, the developer of RevolutionVR, already has a cryptocurrency, Voxel. Voxel will be rebranded to RVR, along with the release of its new VR game Xtraction Royale. Xtraction Royale will showcase the capabilities of RevolutionVR.

“In order for high quality immersive VR experiences to be accessible to anyone, anywhere rendering and compute technology must be cloud-based and integrated with responsive, dynamic streaming solutions to make the economics practical for both creators and consumers,” said Martin Repetto, CEO of RevolutionVR, Inc. “As a VR gaming technology company we understand that only by utilizing the blockchain and expanding the application of our Voxel token, now to become the RVR token, can we solve the VR game industry’s biggest technology challenges.”



Everyone dreams of being the king or queen of his/her own country. You would be free to do what you want, build what you want, and be what you want. Since the advent of the Internet, there have been programs and games available to simulate this (since, the likelihood of becoming a king in real-life is moot). Games like Second Life have a fervent following but fails to give players true autonomy as they must share the game space with others.

Decentraland is a unique VR platform that allows you to create a virtual region of your own that only you control. When a player creates a new land, it is saved to the Decentraland blockchain, where possession and control is locked to the player. This is important because the player can open up his/her land to other players. The player can set up casinos and businesses where he/she can earn money from other players, play friendly games with other players, or create solo pursuits, like driving a car or watching live music – all in a 360-degrees virtual world.

“Decentraland is a virtual reality platform powered by the Ethereum blockchain,” the Decentralized whitepaper reads. “Users can create, experience, and monetize content and applications. Land in Decentraland is permanently owned by the community, giving them full control over their creations. Users claim ownership of virtual land on a blockchain-based ledger of parcels. Landowners control what content is published to their portion of land, which is identified by a set of cartesian coordinates (x,y). Contents can range from static 3D scenes to interactive systems such as games.”

“Land is a non-fungible, transferrable, scarce digital asset stored in an Ethereum smart contract. It can be acquired by spending an ERC20 token called MANA. MANA can also be used to make in-world purchases of digital goods and services. People are spending increasingly more time in virtual worlds, for both leisure and work. This occurs predominantly in 2D interfaces such as the web and mobile phones. But a traversable 3D world adds an immersive component as well as adjacency to other content, enabling physical clusters of communities. Unlike other virtual worlds and social networks, Decentraland is not controlled by a centralized organization. There is no single agent with the power to modify the rules of the software, contents of land, economics of the currency, or prevent others from accessing the world”



With e-sports growing at a rapid clip, there are multiple contenders to be the primary platform for the sport. Another contender is FirstBlood, which is a decentralized matchmaking, promotions, and payment platform for players and organizers. The system is also a reputation tracker, awarding rewards for players’ growth and skill. The system also maintains player rankings and top lists.

“FirstBlood’s Innovations will allow skill based competition to take place independent of middlemen, such as financial institutions or casinos,” the FirstBlood whitepaper reads. “The cryptocurrency Ethereum allows for the creation of smart contracts that run business logic autonomously in the blockchain. These smart contracts can be used for fast, secure and reliable processing of results and rewards from competitive eSports matchplays. Unlike existing platforms (which are both skill and game of chance­based), all of FirstBlood’s transactions are publicly verifiable, viewable, resistant to counterfeit, and not subject to the risk of institutional processing.

“Organizing eSports tournaments is a key strategic component for top Multiplayer Online Battle Arena (“MOBA”) and First­Person Shooter (“FPS”) games, which have earned a combined $1.6B in revenues year­to­date. MOBA and FPS MMO (Massively Multiplayer Online) players spend more on gaming­ related expenditures than the average gamer, globally, converting into paying customers this year at a rate of 7.7% and 10.8%, respectively,” the FirstBlood whitepaper reads. “Studios have capitalized on this:since Riot began officially sanctioning League of Legends tournaments in 2011, the game’s annual revenue has increased from $85.3M to a whopping $1.2B projected by year’s end. ”

“The global eSports market generated $748M in revenue in 2015, and is expected to grow to $1.9B by 2018. North America and Europe comprise 52% of the market as they continue to rapidly invest in the space. One American analyst even predicts that the eSports market in the U.S. alone will grow from $85M in 2014 to $1.2B in 2018, a compound annual growth rate of 93.8%.”

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