and other cryptocurrencies are in the news.
Along with sound, you could now go to a theater and watch and hear a whole cartoon movie, filled with characters and actions that could never happen in real life.
With computers, the possibility first arose for actions of the person to directly and immediately change what happened on the screen.
World of Warcraft was a major critical and commercial success upon its original release in 2004 and quickly became the most popular MMORPG of all time, reaching a peak of 12 million subscribers in 2010.
play video games, an increase of 32 million people since 2018.” Gamers spend lots of time on their games: “…
Huge numbers of people go to a screen or put on a headset and “enter” the world of a video game, where they often spend hours at a time.
Gold can be earned by players accomplishing things in the game world, and can be spent for skills or in-game objects.
By this time there were already MMORPG’s with hundreds of millions of players earning, spending and exchanging digital currencies involving virtual objects in their game worlds.
Of course, the new worlds of crypto and NFT’s are different in some important ways from the gaming worlds.
Like many other “brand new” things, the worlds of crypto and NFT’s have remarkably close relations to the world of gaming, from which they appear to have evolved.