Robox est aussi le HyperCard ou LEGO de la genZ et genAlpha
Modern massively online role-playing games create economics of scarcity around in-game artifacts. The scarcity makes players have to work, or otherwise rely on luck, to experience success by acquiring things that other players can’t acquire easily. That sense of accomplishment makes the game fun, but it also lucrative for the company that operates the game. These companies create an in-game currency so that players can buy and sell scarce in-game artifacts. The companies then sell in-game currency for real-world currency.
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