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Gaming's next evolution: from playing to owning

Industry trends

Gaming's next evolution: from playing to owning

Gaming is bigger than movies and music combined, yet digital ownership for players remains an issue.

October 3, 2025

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2

min read

The video game industry generated $299 billion in 2024 - bigger than movies and music combined. Over 3 billion people play worldwide, and the market keeps expanding.  

Most income is generated from mobile games ($92B), followed by console ($51B) and PC ($43B). Almost everything is now digital. Yet for players, “digital ownership” remains an illusion – hours of gameplay and valuable items stay locked inside individual platforms, with little lasting value beyond the game itself.

The problem: owning what you earn

Gamers invest time and money but own nothing transferable. A rare sword or built-up character vanishes if a game shuts down. For creators, monetization is limited: communities generate value, but the money goes to the gaming companies.

Blockchain gaming promised to solve this with NFTs and tradable assets, forecasting $13B to $300B growth by 2030. But execution failed: games prioritized crypto over fun, demanded complex wallet setups, and faced high fees. 95% of players dropped off within a month, and more than 300 titles shut down.

Still, the desire is clear: 67% of players say they would like to own in-game assets. But the challenge still remains: how to combine enjoyable gameplay with real ownership.

How The Nemesis bridges the gap

The Nemesis is building a gaming platform where fun and ownership coexist. The platform removes crypto friction while gradually introducing ownership features such as:

  • Seamless play across phones, computer, and web
  • No crypto wallet needed to start
  • AI tools to build game worlds without coding
  • Progressive item ownership as users engage
  • A dual-token system  

The key difference: players can start instantly like any traditional game, and only later explore ownership features.

Current traction

The Nemesis shows strong early signs:

  • 305,000 registered users, 30,000 monthly active players
  • Average session time of 49 minutes (vs. 5–15 minutes for typical mobile/blockchain games)
  • 2.2M+ games played in the last year
  • 250+ brand partnerships, including Škoda, Sony Music, and McDonald’s
  • $700K revenue in 2024 and nearly $5M since launch

Revenue is diversified: 40% from brand/creator experiences, 30% from blockchain features, 25% from players, and 5% from custom projects.

Why this matters now

The gaming industry is shifting. Traditional models trap players’ progress, while blockchain games stumble on complexity. The few platforms that can merge fun gameplay with asset ownership could capture significant market share.

Big players like Ubisoft continue exploring blockchain in gaming, signaling belief in its eventual role. With many blockchain titles failing, competition for successful hybrids is shrinking.

Investment opportunity

Led by Alessandro De Grandi and a team with experience at Epic Games (Fortnite) and ConsenSys, The Nemesis is pioneering a hybrid model that blends fun gameplay with true digital ownership. With a growing user base, diversified revenue streams, and strong global brand partnerships, the company is positioning itself at the forefront of gaming’s next evolution.

With an active round on SeedBlink, The Nemesis is now raising funds to accelerate player acquisition through influencer marketing, license new games, expand advertising reach, and advance its technology stack.

Explore the round and join The Nemesis on its mission to redefine gaming, from playing to owning.

Written by

Denisa Lacatus

Communication and Content Specialist

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