Author: Allen Chow (Founder and CEO of AI on Web3, Inc./AI On Web3 Co., Limited) and team
In the first half of 2024, Asia's blockchain game (Web3 game) market has made significant progress in many aspects compared with 2023, promoting the overall development and maturity of the market.
(1) UsersIncrease~In the first half of 2024, the number of Web3 game users in Asia A year-on-year increase of 35%, reaching 30 million active users. New users (registering for the first time within the past year) accounted for 20% of total users, an increase of 5 percentage points from 15% in 2023.
(2) TechnologyProgress~Use Layer The number of games based on 2 solutions (e.g. Polygon, Optimism) increased by 50%, accounting for nearly 60% of all Web3 games. Transaction fees have been reduced by an average of 30%, and transaction speeds have been increased by 40%.
(3) EconomyEconomy and Business Model~The number of new NFT types in the game has increased NFT transaction volume increased by 45% year-on-year by 70% year-on-year to US$1.5 billion. In-game token transaction volume increased 60% year-on-year to $2 billion. The proportion of users participating in in-game economic activities (such as staking and lending) will increase from 30% in 2023 to 50%.
(4) Interactive Dynamic Social ~The number of active users participating in DAO governance has increased by 40 %, reaching 25% of total users. The frequency of in-game social interactions (such as chatting and team building) increased by 35% year-on-year, and the number of daily active social users exceeded 10 million.
(5) InvestmentInvestment growth~Venture capital and institutional investment in Web3 game projects Total investment increased by 50% year-on-year to US$3 billion.
In order to gain a deeper understanding of the behaviors, preferences, experiences of blockchain game users and how they interact with blockchain technology, NFT gameplay and cryptocurrency exchanges, AI on Web3 conducted an online questionnaire survey among users in seven major regions with high penetration rates of blockchain games in Asia in the first half of 2024, and wrote an insight report.
●Summary of core content of the report
(1)User background and gaming behavior preferences
The age distribution of users shows that more than 70% of Web3 game users are between 21 and 40 years old. Users aged 31 to 40 account for 41% of the total users, and users aged 21 to 30 account for 33%. The proportion of female users under 40 years old is slightly higher than that of male users, while the proportion of male users between 41 and 50 years old is significantly higher than that of female users.
In terms of occupation, more than 70% of users are full-time workers, and another 12% of users are freelancers or self-employed, showing blockchain games Attracted a large number of professionals.
In terms of gaming and investment experience, 87% of users have experience in playing mobile games, 78% have experience in PC or console games, and more than 60% of users have experience in playing mobile games. Have investment experience in stocks, futures or options. More than half of users came into contact with blockchain games for the first time in the past two years, and more than 85% of users started to come into contact in 2020 and beyond.
(2)GameGame Token Trading Behavior and Experience< /p>
In terms of transaction frequency and amount of game tokens, users purchase frequency slightly more than they sell. High-frequency operations account for 42% of purchases and 37% of sales. Most users’ annual payment and maximum single-item revenue are concentrated below US$1,000. During the transaction process, the factors that users are most concerned about are transaction security (61%), transaction fees (58%) and transaction speed (52%).
(3)GameGameNFT understanding and implementation For preference
The most common NFT behavior is buying and selling, character development and upgrading and completing levels to obtain loot are the most common. Welcome NFT gameplay. Users' evaluation of NFT mainly focuses on sustainability, circulation, usability and collection value.
(4)PublicChain usage behavior preference
In terms of the use of Layer 1 blockchain, Ethereum (ETH), BNB Chain and Solana are the most popular choices. Users have used an average of 3.8 Layer 1 blockchains and are currently using 2.2. For Layer2 blockchain, Polygon, Base and Optimism are the most used. Users have used an average of 3.6 Layer 2 blockchains and are currently using 2.1.
(5)Addcryptocoin exchange for use Behavior and experience
In terms of the use of cryptocurrency exchanges, in terms of centralized exchanges (CEX), Binance, Coinbase and OKX are the most used of. In terms of decentralized exchanges (DEX), Uniswap, DODO and Pancakeswap are the first choices for users. When choosing an exchange, the factors users are most concerned about are transaction security (58%), transaction fees (53%) and transaction speed (49%).
(6)ConclusionConclusions and Suggestions
< p style="text-align: left;">The improvement directions suggested by users include improving game playability, expanding user scale, improving game performance, and maintaining game balance and fairness. In addition, users hope to improve the usage scenarios and rich content of NFT, including cross-game use, offline use and interactive display.
The report describes in detail the background, behavior, preferences and experience of Asian blockchain game users, and provides comprehensive market insights and improvement suggestions. We hope to provide regional The development of the blockchain game market provides an important reference basis.
●Research Data Description
(1)ResearchResearch Method
• dataSpring Online questionnaires are released in the cooperative sample database
• Publication areas: Mainland China, Taiwan, Hong Kong; Japan, South Korea, Philippines, Vietnam
(2)ExecutionExecutionTime
• June 2024
(3)SampleRecycling< /p>
• Effective sample: Users who have played blockchain games in the past year, aged 18-50 years old
• Effective sample number: 2100 in total, 300 from each market, including 150 men and women
● Report details
01 < strong>User background and gaming behavior preferences
02GameGameTokenCoinTrading Bank Forand experience
03GameGameNFTUnderstanding and BehaviorBehaviorPartialGood
04PublicChainUse rowForPreferences
05AddPasswordCoinExchange using lineForand experience
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