Draft:Impact items
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Impact Items (II’s) are in-game, digital items that also impact the real world.
Created with purpose, Impact Items were designed to connect video games, Metaverse, Augmented, and physical worlds, in order to translate impact potential from the digital world to the physical environment, and combat the effects of climate change.
Impact Items function by offering the purchase of various in-game items such as character skins or clothing items, swords or building blocks. Unlike standard in-game items, the purchase of Impact Items triggers a portion of the profits to be donated to a specific, real-world environmental project, visible to the player.
The sales of Impact Items translate profits (impact value) into real-world environmental projects that seek to combat the negative effects of climate change, via impact projects such as reforestation of trees lost to forest fires, cleaning CO2 air pollution, regrowing coral reefs, and saving endangered species.
II’s can be purchased on all types of gaming platforms, for games that are mobile, console, hand-held, table-top or computer-based. In addition, Impact Items allow for an additional element in game balance, in which game creators, developers, and designers can enable a new type of altruistic value creation in order to further monetize games by driving in-game impact purchases to increase gamer engagement, and allow for player retention via altruistic gameplay that extends into the real world.
History
[edit]Created by CXO and Strategist Ana Matic in 2022, Impact Items were designed to enable a direct line of value siphoning from in-game item purchases to real-life impact, by driving value from digital games and gamers into real world environmental projects.
Impact Items were first originated as part of an initiative by VIV Games, and the promotion of VIV Items, which are impact items that translate purchase sales value from digital game items in Roblox, Minecraft and League of Legends, to replanting trees lost to forest fires in the Amazon rainforest.
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