In the past two years, the rate of participation in blockchain gaming has gone much further. Cryptogames have supposedly amassed millions of players and Unique Active Wallet registrations in this time frame, with traditional brands seeing dollar signs as a result of this.
But have the games and their development teams manipulated this data? Although it cannot be viewed as how far this sector has been, the decentral nature can be interpreted as inaccurate results to improve the overall performance.
Let’s look into this possibility and what governing bodies of Web3 have found out about the engagement amongst some of our favorite titles and projects.
What was discovered?
Currently, the organization known as Jigger is conducting a field survey and trying to find out how many people actually play these crypto esports games we grew to love.
Seen titles were analyzed and it appears 40% of registered users actually were bots. 200, 000 tickets were found in each game, which is crazy considering the number of games these titles claim to have.
Games in the space become free to play, meaning accounts can be made easily to maintain numbers. This could have adverse consequences from the future, as it becomes increasingly clear that games aren’t becoming popular via social media and the money that is invested in games by presumptive users means a profit.
Furthermore, single players can manage multiple accounts simultaneously, boosting users’ count. Before ever, the games that are published should be carefully examined from all angles, thus allowing the occurrence of the titles being truly reflected.
Despite the fact that the average game on the research list had a 40% share of its players’ base, some titles such as AnRKey X had an average 80 percent of their player base being bots. While the progress is not well known, the new players will be pumping money into these games and might be worse off due to the lack of maturity on these projects due to the misrepresentation.
Other aspects of Web3 were tested, such as tourism, asset exchanges, etc., and gaming platforms. Overall, the game was the worse by playing the Binance Blockchain (BNB). Games averaged 70% of the users being bots.
How did these readings go?
Jigger does so. Simply deciding which one of these wallets owned, they were able to find multiple wallets according to the project or the service they were linked to.
Instead of having the one who had the unique ID number called a member, they returned to a user showing how engagement readings were likely misread.
We take the number of token holders on the table, use the graph and link the wallets using our algorithm.
Going forward Jigger believes more measures must be implemented by the games and the Internet third party providers. The selfie authentication process will remove users from taking multiple wallets on one project.
Other factors to consider.
While the readings we received give us a clear picture of what happened, there are also the factors of the surface that we must consider, such as social media.
They never struggle to find success in their social media presence to gain publicity. It’s clear to see a company infringing social presence, even if there are irregularities in their engagement. Many times, like on Twitter, the most effective way to promote their brand is to promote the web3.
Discord servers are also a way to change a message and encourage friends. If the server has a flock of bots taking up user counts, this can easily be seen with who messaging and responding to message threads and channels.
This conclusion might be about newcomers, and even experienced veterans.