As we have already explained in the section on the solutions we propose, this new model brings with it greater monetization options, including for less competitive and more casual users (F2P). The different forms of user monetization are as follows:
Income from direct "in-app" purchases: We will use a classic system of selling game coins. These will be the Coins and the Gems. With them, it will be possible to improve the cars that are obtained for free, be able to make them better, and acquire other digital assets such as hats, tires, and others for the car, while with the gems, it will be possible to advance the waiting processes to obtain new cars, buy envelopes where there are chances to get new cars and other assets, etc.
Revenue from incentivized advertising: in many cases, it represents the total revenue of many F2P games; in most casual and mobile games, advertising represents more than 50% of revenue. While most DLT solutions advocate the elimination of advertising, we follow the market trend that benefits both the player and the developer.