VOYA Games Litepaper
  • VOYA Games
  • Craft World
    • Gameplay
    • Why Craft World?
    • Traction
    • Partnerships & Interoperability
  • Implementing a Player-Owned Economy
    • Ownership
    • Scarcity
    • Supply & Demand Driven Markets
  • User Acquisition & Onboarding
    • Onboarding Web2 Players
    • Organic Growth vs Performance Marketing
  • Monetization
    • Traditional Monetization
    • Nano Token Fees
  • Dyno Coin
  • VOYA Ecosystem
    • Project Voyager
    • Dynogotchi
    • Future Modules and Third-Party Games
  • Team & Company
  • Looking Forward
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  1. Monetization

Traditional Monetization

Microtransactions (in-app purchases) and ads have dominated free to play monetization, creating a $100 billion industry. They provide a predictable and battle proven revenue stream. However, these methods often encourage pay to win mechanics, limiting competition to players willing to spend significant amounts, and optimizing games primarily for a smaller paying audience.

Microtransactions

Craft World currently includes limited in-app purchases on testnet, and we plan to expand these once on mainnet. We'll also introduce a web shop accepting credit cards and crypto payments. Importantly, we will never sell resources directly on mainnet, as these are central to the player owned economy and should remain player-generated. Instead, we'll offer items that accelerate progression or purely cosmetic enhancements, ensuring we do not artificially create new resources.

Ads

We utilize rewarded video ads, which players can choose to watch for gameplay boosts. Rewarded video ads don't disrupt gameplay, and notably, allow us to monetize users who mainly seek financial incentives. This approach helps subsidize incentives by generating revenue even from value-focused players.

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Last updated 17 days ago