February 2023] FINANCIAL INCLUSION GONE WRONG 381
frontier for Generation Z
and even Generation Alpha,
who have enjoyed
platforms such as Fortnite
and Brawl Stars
since infancy. Indeed, video
games now make up the most significant entertainment market in the world in
terms of size and magnitude.
Moreover, with the dawn of the new metaverse
era,
cryptoassets such as NFTs
are beginning to play a central role in digital
games.
But Generations Z and Alpha are taking this gamification-of-finance
trend one step further. Using new platforms and apps such as the Sandbox
. Joe Pinsker, Oh No, They’ve Come Up with Another Generation Label, THE ATLANTIC (Feb. 21, 2020),
https://www.theatlantic.com/family/archive/2020/02/generation-after-gen-z-named-alpha/606862/; Kate
Lindsay, Are You Sure You’re Not Guilty of the ‘Millennial Pause’?, THE ATLANTIC (Aug. 6, 2022),
https://www.theatlantic.com/technology/archive/2022/08/tiktok-gen-z-millennial-pause-parody/671069/.
. Pinsker, supra note 198.
. Epic Games’ Fortnite, which has about 250 million active players, is probably the most popular video
game in the world and generated approximately $3 billion in 2018 alone—profits far above those of the highest-
grossing movie. Jon Russell, Epic Games, the Creator of Fortnite, Banked a $3 Billion Profit in 2018,
TECHCRUNCH (Dec. 27, 2018, 7:44 AM), https://techcrunch.com/2018/12/27/epic-fortnite-3-billion-profit/. One
of the most financially successful movies of all time is Avengers: Endgame, which is estimated to have earned
$2.80 billion to date. Josh Jackson, The Top 20 Highest-Grossing Movies of All Time Worldwide, PASTE MAG.
(Aug. 11, 2021, 4:14 PM), https://www.pastemagazine.com/movies/highest-grossing-movies/the-highest-
grossing-movies-of-all-time/.
. Supercell—based in Helsinki and responsible for several tremendously successful gaming platforms,
including Brawl Stars, which went global in December 2018—published in February 2022 its reported revenues
of $2.24 billion and a before-tax profit of $852 million for 2021, thanks to its 250 million monthly active players.
See Dean Takahashi, Supercell Makes $852M on $2.24 Billion in 2021 Revenue, VENTUREBEAT: GAMESBEAT
(Feb. 15, 2022, 12:30 AM), https://venturebeat.com/2022/02/15/supercell-makes-852m-on-2-24-billion-in-2021
-revenue/.
. Shani Shisha, Fairness, Copyright, and Video Games: Hate the Game, Not the Player, 31 FORDHAM
INTELL. PROP. MEDIA & ENT. L.J. 694, 697–98 (2021) (“A recent study also suggests that some players think of
Fortnite as their primary social media platform. Moreover, a recent poll found that a whopping 75% of
Americans have at least one video game player in their household. Video games have likewise crept into other
fora of mass media, and a growing cascade of movies and television shows are now premised on (or inspired
by) video games—a clear indication of the cultural force that drives the video game market.”).
. See, e.g., Brian X. Chen, What’s All the Hype About the Metaverse?, N.Y. TIMES (Jan. 18, 2022),
https://www.nytimes.com/2022/01/18/technology/personaltech/metaverse-gaming-definition.html; Nico Grant,
YouTube Plans To Make Gaming Videos Immersive in Metaverse Push, BLOOMBERG (Feb. 10, 2022, 6:00 AM),
https://www.bloomberg.com/news/articles/2022-02-10/youtube-plans-to-make-gaming-videos-immersive-in-
metaverse-push.
. Katya Fisher, Once Upon a Time in NFT: Blockchain, Copyright, and the Right of First Sale Doctrine,
37 CARDOZO ARTS & ENT. L.J. 629, 631 (2019); Taylor Locke, NFT Trading Volume Hit $10.7 Billion Last
Quarter—Here Are 2 Reasons Why People Are Spending Thousands on Digital Assets, CNBC (Oct. 6, 2021,
10:29 AM), https://www.cnbc.com/2021/10/06/nft-trading-volume-hit-10-billion-2-reasons-why-people-are-
buying.html; Jane Hanson, The NFT Market Is Exploding and Women Are Taking Charge, FORBES (Nov. 30,
2021, 8:00 AM), https://www.forbes.com/sites/janehanson/2021/11/30/the-nft-market-is-exploding-and-
women-are-taking-charge/?sh=214825e042b0.
. See, e.g., Justin Birnbaum, Why Video Game Makers See Huge Potential in Blockchain—and Why
Problems Loom for Their New NFTs, FORBES (Jan. 6, 2022, 7:00 AM), https://www.forbes.com/sites
/justinbirnbaum/2022/01/06/why-video-game-makers-see-huge-potential-in-blockchain-and-why-problems-
loom-for-their-new-nfts/?sh=12b38ee343d7 (“Gaming-related NFTs generated $4.8 billion of revenue in 2021,
according to data from DappRadar, and represented roughly 20% of all NFT sales during the year, which
includes popular items from NBA Top Shot, CryptoPunks and Board Ape Yacht Club.”); Julian Dossett, The
Video Game Industry Was Hot on NFTs. Then Came Hacks and a Market Meltdown, CNET (July 8, 2022, 5:00
AM), https://www.cnet.com/personal-finance/crypto/features/nfts-are-coming-for-your-video-games-players-
get-ready/.