Title page
Contents
Executive summary 2
1. Introduction 4
2. The gaming industry 6
2.1. Market participants 7
2.2. Gamers in the U.S. 10
3. Monetizing player data 13
3.1. Types of data collected 13
3.2. How gaming companies make money on player data 15
4. Examining the value of gaming assets 18
4.1. In-game and virtual currencies 19
4.2. Virtual items, such as skins or cosmetic items 21
4.3. Third-party systems convert gaming assets to USD 24
4.4. Crypto-asset related virtual worlds 25
4.5. Conversion and purchase issues with in-game currency 27
4.6. Gaming platforms facilitate the P2P transfer of gaming assets 28
5. The impact of gaming assets having monetary value 30
5.1. Accounts may be vulnerable to losses 30
5.2. Fraud in gaming markets 32
5.3. Issues with third-party systems 33
5.4. Gaming specific financial products 34
6. Conclusion 37
7. Contact us 38
FIGURE 1. THE POSSIBLE FLOW OF FIAT CURRENCY IN INDIVIDUAL GAMING MARKETS 20
FIGURE 2. MARKETS AVAILABLE OUTSIDE INDIVIDUAL GAMES 25