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Analysis • Sony moves away from customer electronics to become a media empire

PreMortem.Games

Over time the entertainment business has grown to become more than just a useful complementary asset and will account for over 60 percent of revenue by 2026 according to some estimates. Crunchyroll Beyond its gaming assets, Sony has managed to establish a strong presence in other growing content categories as well.

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The Sandbox’s U.S. CEO shares the biggest lessons he’s learned so far

Game Daily

It’s a platform in which creators can make digital assets / NFTs and games that can be monetized via blockchain. But many of us here have worked in mobile games and so we’re experienced in trial and error, even though this is more complex. We’ll sell 100 percent [of the land] by 2025 or 2026.

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Reflecting Upon the Last year in Blockchain Games

Deconstructor of Fun

Wonder if they will say the same in 2026… On one hand, this creates a very experimental environment with a large space for innovation. Although most of them come from the F2P mobile sector, the industry has observed professionals transitioning from the PC/console space to focus on developing AAA-quality blockchain games.

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Axie Infinity: Infinite Opportunity or Infinite Peril?

Deconstructor of Fun

That means players engage more as a job (often as “scholars” from developing countries who borrow in-game assets from richer “sponsors” or “managers,” who receive a cut of their earnings) than for fun. The rest of the tokens will gradually unlock by 2026. Source: Messari.