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Experts Say NFT Job Opportunities to Grow During Sales Boom

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There may not be a lot of NFT-related job opportunities currently floating around the market, but experts believe that will all change as the NFT market continues to see a boom in sales and gain mainstream traction.

NFTs are digital certificates of ownership of collectibles that can be bought and sold, and they are already penetrating markets in gaming, and creating new marketing tech such as NFT SEO, which we have implemented at Gamactica.

“NFT capabilities have never existed before and employers are wrapping their heads around how to attract this new-age talent,” Raj Kapoor, chief advisor at aCryptoverse said, during an interview with MoneyControl. “The growth in this sector has just begun and we will see a major uptick in the hiring space as NFTs move beyond the realms of digital art into the mainstream.”

Trading volumes of NFTs reached nearly $11 billion during Q3 of 2021, marking a new 700% increase from Q2, according to analytics platform DappRadar.

“We also applaud talent and accurate executions much more than ever before,” Pratik Gauri, founder of 5ire added. “What is also occurring with us is that immediacy remains critical at all times. Our staff needs to take this opportunity as something they are passionate about and have it in their blood to do well. There’s plenty of help and coaching available and someone’s always there to lend a hand, which gives the applicants a great opportunity to grow.”

“I believe the platform for its real use isn’t ready yet and it could become more practical for its users in the coming years,” Chintan Jain, CFO of Amaze-World.com said. “The need to build practicality and infrastructure throughout the metaverse will lead to the growth and demand for NFTs. There is certainly no doubt that this is just the beginning of a new era for digital collectibles.”

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Labor Board Says Activision Blizzard Illegally Threatened Staff

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The United Sates National Labor Board says that Activision Blizzard, the publisher behind such games as Call of Duty and Overwatch, illegally threatened staff and enforced a social media policy that conflicts with workers’ rights, according to Bloomberg.

This yet another negative mark on the company, and comes following a complaint filed with the NLRB filed against Activision Blizzard that claims employees were being threated for discussing wages and working conditions via the company’s internal Slack channel.

If Activision Blizzard does not settle this issue, the company will receive a formal complaint from the National Labor Relations Board’s regional director in Los Angeles.

 

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Take-Two Interactive Acquires Zynga

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Take-Two Interactive has officially completed it’s acquisition of mobile studio Zynga, following shareholder approval from both parties being completed last week.

With the acquisition, Take-Two now owns all outstanding shares of the company for approximately $12.7 billion, in what that company is describing as a “pivotal step” in their plans to expand their mobile side of offerings..

“We are thrilled to complete our combination with Zynga,” Take-Two chairman and CEO Strauss Zelnick said in an official announcement. “As we bring together our exceptional talent, exciting pipelines of games, and industry-leading technologies and capabilities, we believe that we can take our portfolio to another level of creativity, innovation, and quality.

“We are eager to continue building an unparalleled portfolio of games that will reach broader markets and lead to continued growth for this next chapter of Zynga’s history” Zynga CEO Frank Gibeau said.

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Tencent Releases Q1 Financial Results, Gaming Accounts for 32% of Revenue

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Chinese tech juggernaut Tencent has released it’s Q1 financial results, which ended on March 31st, and show a reported total revenues of RMB 135.5 billion ($21.3 billion), which is in-line with the $20.2 billion reported back in Q1 of 2021.

Additionally, Games account for 32% of Tencent’s $21.3 billion in revenue.

According to GamesIndustry.biz, Tencent profits are down 52% from RMB 23.7 billion ($3.7 billion), operating profit was down 15% year-on-year to RMB 36.5 billion ($5.8 billion). Operating margin decreased from 32% in Q1 2021 to 27%.

In regards to Tencent’s gaming side of the business, the revenue for domestic titles (those in China) sow a slight dip of 1%, attributed to “direct and indirect effects” of measures implemented in China to protect minors from excessive gaming.

Titles such as League of Legends: Wild Rift and Fight of The Golden Spatula saw a rise in revenue, but were offset by the declines in Call of Duty Mobile, among other titles.

In regards to titles outside of the market in China, gaming revenue spiked 4% year-on-year to RMB 10.6 billion ($1.6 billion), largely due to the success of Valorant and Clash of Clans, but Tencent did report a decline in revenue from PUBG Mobile, explaining “as user spending normalized post-COVID.”

Domestic games accounted for 24% of the company’s total quarterly revenues, slightly down from 25% in Q1 2021, with international games accounting for 8%, a rise from 7%.

Read more, including comments from Chief strategy officer James Mitchell, over at GamesIndustry.biz.

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