WEB3 GAMING: THE GAME IS FREE. BUT WHO MAKES THE MONEY?
BIZ MASALA | THE BIG STORY — FIRST CUT

From familiar PC and mobile games to blockchain-based
digital assets: business models, money trail and risks.
By Murthy ASR | Biz Masala | 17 October 2026
You know PC games, browser games, mobile
games and console games. Web3 gaming does not replace those formats. It adds a
different layer to some games: blockchain records, tokenised items,
player-to-player trading and, in certain projects, cryptocurrencies. The
business question is whether people enjoy the game, spend money on it and
return often enough for the company to build a durable business.
1. What is Web3 gaming?
Imagine buying a special football player
card. In a conventional game, the item is usually governed by the publisher’s
systems and terms. In a Web3 game, some items may be represented by tokens
recorded on a blockchain. Depending on the design and rules, players may be
able to transfer or trade them through supported marketplaces.
An NFT (non-fungible token) is a unique
blockchain token. It may represent a character, collectible, weapon or other
item. But the token, the item’s usefulness inside the game and its market price
are different things. A token record can survive even if a game closes, while
its practical value may disappear.

Conceptual illustration of tokenised game
items; not a screenshot of a specific game.
2. Web3 versus the games you already know
|
Feature |
Conventional game |
Web3 game |
|
Where you play |
PC, console, mobile or browser |
Same devices |
|
Revenue model |
Sales,
subscriptions, in-game purchases, ads |
May
use those models plus asset sales and marketplace fees |
|
Digital-item ownership |
Usually governed by publisher systems and terms |
Some items represented by blockchain tokens |
|
Trading |
Only
where publisher permits it |
May
support transfers or external marketplaces |
|
Player earnings |
Tournaments, creator schemes or permitted trading |
May include token or asset rewards; never guaranteed income |
|
Crypto required? |
Usually
no |
Not
always visible, but some projects rely on tokens |
3. How Web3 gaming companies make money
Digital-item
sales: Characters, skins, player cards, equipment,
collectibles and upgrades.
Marketplace
fees: Fees or commissions on eligible
player-to-player trades.
Conventional
game monetisation: Paid access, subscriptions,
expansions, advertising and in-app purchases.
Memberships:
Premium features, special events and access.
Licensing
and partnerships: Sports, entertainment and other
intellectual property, subject to contracts.
Infrastructure
services: Blockchain tools, wallets, developer
platforms, transaction services and marketplace technology.
Token
and digital-asset activity: Token/NFT sales and
related services; these require separate scrutiny and can be volatile.

4. What do company disclosures tell us?
Animoca Brands: activity beyond game sales
Animoca Brands’ FY2024 update reported
US$314 million in bookings, a company-defined, unaudited non-IFRS measure. It
split this into US$165 million from digital-asset advisory, US$110 million from
Web3 operating businesses and US$39 million from investment activity. The
operating-business category included blockchain-based sales, in-app purchases
and other non-blockchain sales. The US$314 million figure is therefore not
gaming-only revenue or net profit.

Mythical Games: transaction volume is not revenue
In May 2025, Mythical Games said its
blockchain titles had generated US$650 million in completed transactions across
more than seven million gamers. This is a reported transaction-volume
figure—not US$650 million of company revenue and not proof of profit. To assess
the business, we need retained marketplace fees, in-game purchases, licensing
and other operating income, weighed against costs.

Immutable offers infrastructure for
developers building Web3 games. Its business should be assessed through
disclosed service revenue, transaction-linked fees, adoption and recurring
customer activity. A large ecosystem or many sign-ups do not by themselves
prove profitability.
5. A simple example: marketplace fees
Suppose players trade digital items worth
₹1 crore during a period and a marketplace charges 5% on all eligible trades.
It would generate ₹5 lakh in gross fee revenue before costs, assuming the fee
applies to the full volume and is retained by the marketplace. This is
hypothetical—not an actual company fee or financial result.

6. The play-to-earn promise
Play-to-earn models offer rewards in tokens
or digital assets that may be transferable or tradeable. The key question is
where the value comes from. If rewards depend mainly on new users buying
assets, the model may weaken when demand slows. If revenue comes from genuine
player spending, advertising, licensing or services, it may be more durable—but
the economics still need proof. Players who join mainly to earn money may leave
when rewards fall or token prices weaken. A game needs compelling gameplay and
returning users; financial incentives alone may not sustain it.
7. Opportunity and risk
|
Potential opportunity |
Key risk |
|
Tradable items and secondary markets |
Demand and prices can be volatile |
|
New revenue options for developers |
Complexity
may deter ordinary players |
|
Global communities and collectibles |
Legal and tax treatment varies by market |
|
Infrastructure sold to studios |
Adoption
does not guarantee monetisation |
|
Player rewards and participation |
Speculation may overshadow gameplay |
|
Portable ownership records |
Token
ownership does not guarantee game access |
8. Questions for investors and gamers
1.
What is actually being sold: a
game, marketplace, infrastructure, advisory service or token?
2.
Does the headline number mean
revenue, bookings, transaction volume, funding or token valuation?
3.
How many users return and spend
repeatedly?
4.
What share of income comes from
ordinary game purchases versus token activity?
5.
Are operating costs, cash flow
and profitability disclosed?
6.
What happens to an asset if a
game loses players or shuts down?
7.
What gaming,
consumer-protection, tax and digital-asset rules apply in India and other
markets?
Biz Masala verdict
Web3
gaming is not simply a new kind of video game. It is an attempt to combine
entertainment with blockchain-based digital assets and new transaction models.
Some companies have demonstrated commercial
activity. But transaction volume is not revenue, bookings are not automatically
recognised revenue, funding is not sales, and revenue is not profit. The
strongest test is whether a company can attract people who enjoy the game, keep
them engaged and earn enough recurring income to cover development, marketing,
technology and support—without depending entirely on speculation.
Sources and editorial notes
·
Animoca Brands, FY2024 investor
update (unaudited non-IFRS measures)
https://www.animocabrands.com/announcement/animoca-brands-investor-update-for-the-quarter-and-fiscal-year-ending-on-31-december-2024
·
Mythical Games
transaction-volume report, The Block, 2 May 2025
https://www.theblock.co/news/business/2025-05-02-with-release-of-fifa-game-looming-mythical-games-says-its-generated-650-million-in-transaction-volume-352994
·
Immutable developer platform
https://www.immutable.com/products/immutable-zkevm
·
CoinMarketCap Academy, Web3
gaming activity in 2024; secondary industry analysis
https://coinmarketcap.com/academy/article/web3-gaming-in-2024-sidelined-in-the-crypto-boom
·
Grand View Research, India
blockchain-in-gaming market forecast; commercial forecast, not company revenue
data
https://www.grandviewresearch.com/horizon/outlook/blockchain-in-gaming-market/india
Editorial note: This is a first cut, not a
final audited industry survey. Company disclosures use different definitions
and reporting bases. Animoca’s bookings are unaudited, non-IFRS and span
several business lines; Mythical’s transaction volume is not revenue.
Commercial market forecasts are not realised sales. Re-check source links and
current private-company disclosures before publication.

BUSINESS |
MARKETS | IDEAS
| INDIA
Comments
Post a Comment