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

# GameFi

The crypto gaming industry had a market revenue of US$321 million in 2020 with around 41.9 million gamers owning crypto. According to [Newswagg’s](https://medium.com/@arbenk/crypto-native-games-offering-new-opportunities-for-the-development-of-future-crypto-applications-9ff663a90ff1) research, 38% of them are Millennials aged between 21-38 years old, and they are the biggest age group.

Gamers are also much more likely to own crypto as compared to others — 55% of the Millennial gamers own crypto as compared to just 5% of all Millennials.

There’s an immense potential for crypto to be more involved in the gaming industry. Among gamers who own crypto, 80% of them are interested in using cryptocurrency for gaming purchases, and 67% hope there are more opportunities for using cryptocurrency in gaming.

Blockchain games are enjoyable and highly rewarding, as in the case of Axie Inﬁnity, where some players are able to earn a reasonable income from the comfort of their homes.
