The world of gaming, which is ripe with inconsistencies that have been plaguing both the buyers and the publishers, is undergoing a sea change. With the Epic-Apple battle about Fortnite still looming large, it becomes imperative for us to be aware of the implications that befall us. This is where the October Beta Launch from FiPME is important. Why? Find out in this blogpost.

Gaming Universe: a World Full of Fun — and New Opportunities

The current challenges that the gaming industry faces are caused by the lack of a coherent ecosystem. …


We live in a crazy world. Where everything shifts digital and everything is possible all in a sudden. Would you expect Formula 1 drivers to stream daily on twitch? McLaren Lando Norris does it. Ferraris LeClerc is killing it. The NBA goes digital and conferences do as well: At www.fipme.net we are building the future of virtual item trading — for professional traders because there is simply no Nasdaq of gaming yet. But also as an alternative to twitch for gamers to capitalize on their skillset and time…

No company has tackled this issue yet: We all love twitch but only the big 5 percent make good money, the rest has a tough time. Now what if we invent a system where you don’t have to be an entertainer and stream 10 hours a day but you can just play the game of your choice and trade the item: #CallofDuty, #Warzonee, Fortnite Gameplay, World of Warcraft, World of Tanks or a mobile game like Clash of Clans or Awakening of Heroes — doesn’t matter, we cover them all. …


Lately, we’ve been writing a lot about the gaming industry and its prospects as well as about our own exchange and its role in the space. But what we haven’t done so far is tell you who we are! And since our supporters are from different parts of the world and we can’t meet each of them in person, we believe we need to make up for the lack of human connection and bring in more personal touch in our publications.

That’s why today, we will lead you behind the scenes of what’s happening at FiPME and share with you the first part of an interview with our Founders, Boris and Stefan. In this part, they’ll tell you how FiPME was conceived and who stands behind it as well as why they believe in its success. Enjoy reading and let us know if you have more questions: we can answer them in the next part of the interview!


In our previous article, we examined the problems you’d face if you want to buy or sell ingame items. And given how many problems there are, most likely you’d give up on trading and just keep playing, even at the cost of losing potential income. But we at FiPME believe those problems can — and should — be solved so that trading becomes simple and efficient for all. Here’s how.

Today, we are all used to quality service wherever we go and whatever products we use. And it seems illogical to us that most ingame items trading platforms are so complicated to use and so inefficient regarding how users transact with each other. In the end, it not only impedes gamers from monetizing their hobby — or work! …


Most of the ingame item shops are so time and cost inefficient that they impede the ingame goods from flowing to where they’re most needed and degrade the overall experience from gaming as a result. In this post, we’ll take a look at what’s wrong with the ingame items market and put you in the shoes of a gamer — or a trader — that is forced to go through circles of hell on his way to buying/selling ingame items.

While in our previous post we discussed all types of ingame downloadable content, here we’ll only focus on the transferable ingame items that can be traded on external sites between users themselves rather than only be bought from the game producers for single use.


As explained in our previous article, games conquer us so easily because they let us fulfill our basic needs in a way that brings us more pleasure and less hurdle than when we fulfill the same needs in real life. And as the gaming world is shifting towards the F2P monetization model, game producers tend to anchor this pleasure to the purchase of the ingame downloadable content (DLC) as their main source of income. In this article, we’ll take a look at what types of DLC are there and why gamers buy them.

In fact, many contemporary F2P games give you just enough free content to make you start liking the game. But then, at each step towards a better gaming experience, you’re facing the necessity to buy some sort of DLC. Moreover, now even paid games leverage this channel to get more income, which sometimes gets on gamers’ nerves — just like in the case with EA’s Star Wars: Battlefront 2 where the main characters were only available for an extra payment. …


How do games win our hearts — and our pockets? We have all been stuck playing for hours without noticing the time passing by — but what makes games so addictive? In this article, we’ll explain the psychological mechanisms that games trigger to give us pleasure — and generate $140 bln in revenues for the industry.

In fact, games put us in construct realities the main purpose of which is to give us pleasure and make us want to return for more. And the only way game creators can achieve that is by leveraging the same pleasure mechanisms that the “real” reality has developed in us throughout the evolution. Hence, if we want to understand the game’s trick, we should look for the answer in human nature and the very basic mechanisms that navigate us in our everyday lives. …


The gaming world consists not only of gamers and game developers. It involves all sorts of participants that interact with each other along the value chain of game creation and promotion. In this article, we’ll describe how each of them gets involved, how they work together, and what brings them profits. But most importantly, we’ll shed the light on the great shift in distribution channels and see how it affected the revenue streams of the industry and drew in new participants.

Software producers: from freelance developers chilling in Thailand to 10.000 employees giants like Blizzard Entertainment

“Software producer” is a vague cumulative notion. It includes a wide range of actors each of whom is in charge of their own piece of the action in the process of creating and releasing the game to final customers. …


Esports is growing at a 41.3% annually and, according to Newzoo report, this growth will transform the sphere into a $1.5 billion market by 2020, when about 300 million people will be watching eSports. And all that’s up from just $362 mln in 2017!

Today we’ll share some crazy facts that show the on times ridiculous magnitude of what’s happening in this sphere and explain why FiPME is so excited to be a part of it.

But first, what’s esports?

Esports describes the world of competitive, organized video gaming and most commonly, takes the form of video game competitions between professional players who play individually or as teams. Usually, they play the multiplayer games and shooters that are popular with at-home gamers: Fortnite, League of Legends, Dota 2, Counter-Strike, Call of Duty, Overwatch, Madden NFL and so on. These gamers are watched and followed by millions of fans worldwide, who attend live events or tune in online through streaming platforms like Twitch. …


If the gaming industry’s core is a game, the gamers are its main driver. But today, the notion “gamer” can relate to roughly ⅓ of the world’s population as reportedly 2,2 billion people play games. As a result, it’s hard to pick an “average” gamer and link his/her gaming and purchasing patterns to the growth of the sector unless we classify gamers somehow — so here we go!

The evolution of gamers: combating the young-nerdy-male-gamer stereotype

At the dawn of computer games, gaming was predominantly perceived as entertainment for kids but it’s no longer the case — perhaps only in our moms’ heads. While the loudest console & PC titles with their macho men characters and big weapons still seem to be crafted primarily for adolescent boys, they don’t represent the essence of the variety of games existing at the market.

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