“We see online video game players as the best customers to start with because a lot of what they do collecting and selling virtual items is similar to trading cryptocurrencies on the blockchain.” — William Quigley
Across the globe, 400 million online video game players spend $50 billion annually on virtual items.
That’s not exactly a small number, especially considering that the global video gaming industry itself generates nearly $100 billion in revenues each year.
Comparatively, the 4 million or so active cryptocurrency customers are a tiny consumer group. But despite being 1/100th the size of the virtual item trading market, cryptocurrency users and video gamers share some strikingly similar trading experiences.