> For the complete documentation index, see [llms.txt](https://hash-store.gitbook.io/hash-game-store-whitepaper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://hash-store.gitbook.io/hash-game-store-whitepaper/market.md).

# Market

### <mark style="color:red;">Market Size</mark>

The reason we've chosen the PC gaming industry first is because:

1. The **PC Gaming** space has an abudance and massive variety of indie games. It is where gamers are the most open-minded towards new platforms and also gives us the possiblity to expand into software licenses in the future.
2. **Mobile Gaming** is mainly dominated by free-to-play games - this means players end up purchasing in-game items. This "*ownership of items*" problem is already being solved by multiple blockchain-based iniciatives.
3. **Console Gaming** is a *closed-off garden*: there is currently no way to operate an individual gaming storefront within Playstation's, Xbox's or Nintendo's consoles. Hash Game Store's technology is developed for easy future integration, so these are still possible markets to explore in the future.

The global PC gaming market is a massive industry, being [**valued at over $44B**](https://www.statista.com/statistics/292516/pc-online-game-market-value-worldwide/) in 2022.

The few major platforms such as Steam and Epic Games constitute a massive share of the community with [**over 60 million daily users**](https://backlinko.com/steam-users). Steam alone has [**14.8%**](https://vginsights.com/insights/article/report-steam-games-market-size-likely-to-decline-in-2022-after-reaching-6-6bn-in-2021) of the PC gaming worldwide market share, and there are approximately [**1.7 billion PC players**](https://www.statista.com/statistics/420621/number-of-pc-gamers/#:~:text=In%202020%2C%20there%20were%20an,titles%20accessible%20for%20gamers%20worldwide.) around the world.

Total investments in [**Web3 Gaming** exceeded **over $4.1B in the first half of 2022**, a **38% increase** over the previous year](https://www.outlookindia.com/business/gamefi-bringing-more-gaming-companies-into-blockchain-technology-says-binance-report-news-209664).

### <mark style="color:red;">Developer Target Audience</mark>

Our strategy is to **first attract non-Web 3.0 indie game developers** as they produce [**95% of Steam's games** and generate **28% of its gross revenue**](https://vginsights.com/insights/article/indie-games-make-up-40-of-all-units-sold-on-steam). Afterwards, we'll also attract the **Web 3.0 indie developers**, fostering and creating a community around both of these audiences.

* **Indie Games**: Games developed without big publishers and budgets, usually by small teams.
* **Web3/Blockchain Games**: Games that incorporate blockchain technology into their backends, such as unique items as NFTs or currencies being ERC20 tokens.

We will also use token incentives to **encourage platform adoption, use, and retention** as well as **exclusivity** from developers ([you can learn more in-depth about this in the **Tokenomics** section](/hash-game-store-whitepaper/hash-token/tokenomics.md#growth)).
