Terra Virtua (TVK) - Immerse yourself in the world of digital items
Posted: 06 Jun 2021, 18:55
Collecting has changed a lot over the years. What began as a niche hobby for stamps and coins aficionados back in the war years of the 20th century became much more popular towards the end of the millennium as new limited edition genres began to attract collectors of all ages and genders. From collectible cards and comics to plush toys and figurines, everyone seemed inclined to collect something, and every loft or attic had a box of jewelry that the owner considered valuable, be it sentimental or monetary.
Collecting turned into serious entertainment, and it was widely publicized that Princess Beanie Baby was sold for $ 500,000 or a rare baseball card was sold for several million dollars! These types of stories have inspired the industry and collectibles have become part of the economy.
With the advent of computer games and the Internet, a new kind of valuable commodity has emerged - Digital Collectibles. Originally presented as something that could improve your gaming performance, such as a more powerful sword or more durable armor, players will be able to purchase these virtual items for their in-game character, allowing them to advance to higher levels more easily. In some games, you were allowed to trade these items with other players, so the concept of “digital collectibles” was launched.
As these virtual items became more and more popular, especially With the rise of games on mobile devices, the actual functionality of the item became less important as people began to look for ways to distinguish their character from everyone else. Therefore, clothing, jewelry and other accessories were offered to make your character stand out from others, or be used as an expression of your own personality. The popular game Fortnite was significant in this regard, offering players all types of “skins”, the cost of which (up to hundreds of dollars) reflected the rarity of the item. This has dramatically changed the mass acceptability of digital items, although the actual collectible has not yet been established.
Collecting turned into serious entertainment, and it was widely publicized that Princess Beanie Baby was sold for $ 500,000 or a rare baseball card was sold for several million dollars! These types of stories have inspired the industry and collectibles have become part of the economy.
With the advent of computer games and the Internet, a new kind of valuable commodity has emerged - Digital Collectibles. Originally presented as something that could improve your gaming performance, such as a more powerful sword or more durable armor, players will be able to purchase these virtual items for their in-game character, allowing them to advance to higher levels more easily. In some games, you were allowed to trade these items with other players, so the concept of “digital collectibles” was launched.
As these virtual items became more and more popular, especially With the rise of games on mobile devices, the actual functionality of the item became less important as people began to look for ways to distinguish their character from everyone else. Therefore, clothing, jewelry and other accessories were offered to make your character stand out from others, or be used as an expression of your own personality. The popular game Fortnite was significant in this regard, offering players all types of “skins”, the cost of which (up to hundreds of dollars) reflected the rarity of the item. This has dramatically changed the mass acceptability of digital items, although the actual collectible has not yet been established.