Metaverse/GameFi Salaries and Rates in 2024

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Median Salary Expectations:

How statistics are calculated

We count how many offers each candidate received and for what salary. For example, if a Metaverse/GameFi with a salary of $4,500 received 10 offers, then we would count him 10 times. If there were no offers, then he would not get into the statistics either.

The graph column is the total number of offers. This is not the number of vacancies, but an indicator of the level of demand. The more offers there are, the more companies try to hire such a specialist. 5k+ includes candidates with salaries >= $5,000 and < $5,500.

Median Salary Expectation – the weighted average of the market offer in the selected specialization, that is, the most frequent job offers for the selected specialization received by candidates. We do not count accepted or rejected offers.


What Is the Metaverse?

Metaverse is a cyber-space where people are connected together in virtually created worlds, in which people can communicate with friends, enjoy amusements and play games, carry out and shop. Metaverse can therefore be thought of as a cyberspace, a vast internet grown into its graphical content; you don’t have to log in to it. It could also take from part of the virtual and augmented reality.

While today the hypothesis of a single universally accepted metaverse as it is has a rather purist character if we attach it to science fiction. However, this failed to hold back a couple of tech mammoths that are experimenting with metaverse-like reality like virtual fashion shows, live concerts and work spaces.

Here’s a closer look at each of these elements that Ball says make up the metaverse:

Virtual worlds: Computer-generated environments.

Three-dimensional: Without the features of three dimensions, the metaverse would become just another web.

Real-time rendered: Virtual worlds which can “interact with the user” or react to inputs not only from the user.

Massively scaled: It simulates the real-life behaviors so that people can interact with others and participate in different activities as if they are in the real world but in a game instead.

Interoperable network: A universal set of protocols, which will be common for all the existing platforms and allow users to use their information they already use in various different virtual places upontheir entranceing the new virtual world.

Persistence: It never turned off, and it gave users the feeling that it was already available for them.

Synchronous: Human beings can right now perceive their stories together in real time.

Unlimited users and individual presence: It will facilitate multitude users at the same moment, of each, in order to express his or her own point of view through a character called avatar.

As Ball suggests, the concept of all scalable factors, needed for a true metaverse, is still to come several years from today. While the efforts will be on, technology firms will continue to innovate motsinney us into how much the scientific fiction technology-based movie portrays into reality each step.

History of the Metaverse

While the idea of metaverse was released in the 1992 novel of Neal Stephenson called Snowcrash, in which he presents that nearly everbody utilizes virtual avatars to engage in the cyberspace reality. This concept was also propagated in another novel Earnest Clien’s 2011 Ready Player One that depicts that people wear VR headset and enter virtual world to

The metaverse also exists beyond literature: The virtual world Second Life went online in 2003 by Linden Lab. Second Life is widely regarded as one of the early implementations of a real-life metaverse, or at least something very much alike in its construction. The game is rather difficult to be defined — it is not a game with points or a storyline played through — but a 3D simulation in which users can dictate what is done with virtual surroundings. It allows people to be defined solely on their actions and beliefs, develop certain hobbies, run virtual businesses, and create long-lasting friendships with like-minded individuals from far away places of the world.

Second Life, upon the official launch, was a great success, which got an estimated million of users to sign up. Second Life was one of the most hyped virtual worlds in the early days. Harvard University did a class in it, rapper Jay-Z performed there, and Rolling Stone said it’s “future of the Net.” But soon the mood for Second Life dwindled, and its user growth became stagnant. Yet, by doing this, it demonstrated the prospect of immersing oneself in this type of interactive environment.

The years after Second Life’s peak were slightly shadowed by these technological advancements, majorly originating from the gaming industry. However, the conversation on the Metaverse has been revived and this time, stronger.

In 2006, Roblox came to the market—it was successfully designed as a sandbox like a virtual platform where people can build, play games and experiences. However, it has not turned into a success until more than a decade later. And, by January 2022, Roblox had almost 55 million daily active members. Baszucki, the CEO of Roblox Corporation, hoped one day to see his company become a metaphorical shepherds of the Metaverse.

It was the year 2019 when a hit game Fortnite, developed by Epic Games, made its way into the top of the popularity list. From the virtual point of view of social networking and attending the real events, Fornite delivers this across the platforms like PC, mobile and the different game consoles as well, thus, this remarkable vector of interoperability seems to be unforeseen in this industry that has historically operated only in so called walled gardens. It is the ability of the Minecraft to keep its IP in line along with its ability to upset wildly different IP in its game, like you can see Iron Man fighting alongside Indiana Jones and LeBron James, for example, that shines as a metaphor for what the future metaverse could look like.

With the popularity rising of Roblox, Fortnite and a bunch of other media channels: apps and platforms like Minecraft, Snapchat, etc. brought up the need to speak about the arrival of the metaverse (this certainly transpired in some gaming and tech circles). However, the 2021 rebrand of Facebook which led to Meta served as a catalyst introducing the concept of metaverse to a wider audience.

The next stage will take it to a whole new level; “an embodied internet” where you’re not only a viewer, but rather a participant. In his open letter, Zuckerberg explained the essence of the approach: “what you wear, what you look like and where you are, everything will be part of the metaverse. We call this the metaverse”.

With the same words as Meta Horizon, a platform that allows the user to develop avatars and explore virtual worlds and also use co-working spaces in VR is one of the latest implementation introductions.

The shape of the future to come remains somewhat unpredictable; however, it might be the aggregate of all the platforms discussed in this article all together in some larger metaverse.

Web3 vs.the Metaverse

Sometimes the word metaverse may be mentioned in similar context to another popular term also recognized as Web3. On the one hand, the two concepts overlap in their visions of successful and future-oriented internet version, but they are not the same and therefore it is not allowed to use Metaverse and Web 3 as synonyms.

Web3 is the term used for the all new internet build up by the use of blockchain technology. In the case of the Web3 idea, the power distribution between the web airport intensives and the many individual users and developers will shift.

However, it should be noted that none of the Web3’s key characteristics run counter to those which stand for the metaverse. The prospect is not that we will only see one of the visions in the future, both scenarios can be a reality.

Metaverse vs. the Internet: Difference between what?

The big problem is that the Metaverse is basically a very big almost never ending network of people just doing pointless things like just chilling with friends, creating art, playing games and shopping while the so- called Big Technology companies just make money out of every extra minute we use their products — so yes the Metaverse is no different from the internet we know today.

Matthew Ball describes to the metaverse as stemming from the internet rather than being a new and separate entity from it. The metaverse is viewed as a factual internet that you are within rather than having access to.

“The metaverse won’t replace or change the internet’s architecture, which was being developed on top of that in a way that makes it unique,” as Ball said in The Metaverse. “It will be more like a new layer on top of the existing system that will feel distinct.”

The similarities don’t stop there: “The way that the metaverse looks is pretty much like when the internet first came into existence:” is how Pim de Witte, co-founder and Chief Executive Officer of medal – a platform for sharing game clips – described to BUILT IN.

Metaverse is a network that consists of browsers, indexes, and destinations according to De Witte’s concept of it, not an ultimate destination where people are all directed to.

He explained it like this: Platforms like Fortnite, Roblox, and even Minecraft do not technically constitute metaverses. Instead, they are an eco-system of arranged destinations within the metaverse.

There are multiple of such locations, these suppliers’ stores, just like websites on the internet now. Instead, as Fortnite does not have all the characteristics of the metaverse, one can say that it is not the metaverse but Facebook is not a World Wide Web. The difference is that two of them inhabit in a pool of stars known as spiral arm.

Blockchain, Web3 and virtual assets are being driven by the power of imagination and imagination shifts to become a function of commodification in the Metaverse.

The future internet may very likely go beyond its present domain as firms and projects of the blockchain and Web3 and the metaverse are emerging in the market. As implied earlier these doctrines are opposite to and not against each other To some extent, this reinforcement and cooperation as we step up to a higher standard internet levels only, is only a matter of time and not resources.

Two widely known Web3 projects, along with incorporating both blockchain and metaverse – these are The Sandbox and Decentraland. While they both provide a fully immersive virtual environment and designs that enable users to monetize their creations within those worlds, they unfortunately differ in the way they approach user ownership. This alters the ecosystem completely and primarily due to the fact that these companies which are considered to be the face of the metaverse, i.e. The Sandbox and Decentraland, have their ownership in the hands of their users and are built on the Ethereum blockchain.

Metaverse, as the upcoming innovative technology, is becoming a real hype recently. The main mechanism of it is called virtual reality.

The virtual world of the metaverse is supposed to host an infinite number of people who can not only be there at the same time but also be involved in a multidimensional virtual setting. On top of that, the digital environment is believed to be able to connect to our real world in very close ways.

In reality, this is the last technological detailing to perfect. To put it mildly, such a development consumes huge amounts of computer processing power and is dramatically increasing due to the rapid breakthroughs in mobile devices, such as smartphones, gaming devices and VR and AR headsets.

Besides, a solitary interconnected metaverse , in which a user can continue to carry their digital collectibles and identities across different platforms owned by various companies, will require some ambitious coordination and collaboration between several of these organizations.

In the past, there have established brands like game companies (they are yet an exceptionally) who are not willing to share with others the materials or assets that they use. This logic means that playing with other forces, other platforms, would definitely entail some level of relinquishing the authority. This logic means that playing with other forces, other platforms, would definitely entail some level of relinquishing the authority. Interacting well with other platforms is the argument and sacrificing a certain portion of control connotations this. A major tenet of neutrality, however, implies sacrificing a degree of control to your competitors. It is suggested that the world of different platforms working together means that some amount of control will have to be lost. Being open to other platforms, the idea follows, would necessarily mean to some extent losing the control factor.

On the other hand, the augmentation of reality will require the joint efforts of many world corporations, but it should be remembered that the moment is less distant than it seems.

Which of the Metaverse access options exist and do how can we use them.

Although for the time being, there is no “one door” into the metaverse since the concept of a “The Great Metaverse” remains a fantasy That said, people who want to participate in metaverse-like experiences have a number of options:

  • Our first step in VR experience is buying virtual reality headset, followed by joining a VR social experience, for instance, Horizon Worlds, VRChat or Rec Room.
  • Create a free account with the popular platform such as Roblox, Fortnite, or Minecraft. This can be experienced either on a PC/ laptop, mobile phone or a gaming console.
  • Explore the two world the sandbox and decentraland which are playable in the ethereum network.

One day this could be a major gateway where all users will come later and from here they can enter each part of the metaverse, just like the forest where The Nightmare Before Christmas opens, with each world being accessible by a magical door which can move the users from one world to another.

Who Owns the Metaverse?

Similarly to this no person can be owned by the internet, I believe, by the same token it is unlikely for one party, either a states organization or multinational corporation, to be the only owner of the metaverse. Perhaps not the case, the metaverse will most likely appear like a system comprised of different companies, cooperatives and independent developers negotiating under some common policies and protocols.

The Khronos Group is one of the groups poised to effectuate this. The open standard of Video for Virtual Reality and Augmented Reality that Khronos Group has made available free of charge has already attracted significant support industry-wide, and the benefits of portability it offers have been demonstrated. Having moved into more than 1800 standard bodies, non-profits and companies like the Metaverse Standards Forum, there is a palpable hope that it can unravel various detailed approaches and provide an inclusive and pervasive metaverse structure. But that really is the choice on the table, right? Maybe not the greatest one but it is a choice and the alternative certainly does not look good, at least from the point of view of Tim Sweeney’s company.

“This metaverse is just not going to be limited on geographical boundaries but would be omnipresent and meaningfully more widespread in its impact,” Sweeney told VentureBeat. “Should one organization acquire this, definitely they would be more powerful than any nation on this earth and a God, literally, the ruler.”

The Metaverse Economy: In a Metaverse you will be able to shop and even make investments.

Unbelievably, by some strange alchemy, the free game Fortnite received $ 5.8 billion revenue over the year 2021. That is because a game has users who are willing to pay for fashion, moves, dance and other character equipment, different from an edge or it not giving users a competitive edge.

The economy of the Metaverse will be harder than that and will not only involve companies selling digital assets to customers. Besides, which this can be considered as a primary thing, it will be peer selling to peer. As an illustration, we might take Roblox game. Users can develop their own games via the Red Blox’s system for developers. Through this, they can in turn, make these available to be bought by other gamers as well. If, for example, they spend the next US$6.11, Roblox collects about 30% of it.

Mainly, we live in, “an economy that is a free market and user driven, “ Deepak Chandrasekaran, Roblox vice president of product management, said. And this “is not just about having disposable funds taken away but about financial tools such as using the same digital currency and investing it across the ecosystem.”

Roblox users do not simply come to the platform, reveal their wares, take users’ money and leave. Moreover, Roblox serves as a convenient ‘storefront’, an ‘online shop’ where these activities take place directly. Themajority of them will then make transfers of these sums back into the in-game economy, for instance, into credits which they use to buy games and avatars that other users craft. Cash flows here and there internally but not in and out. Listen to the given audio and make the required corrections. Routing: A gradual process of urbanization would ensure such an environment. The virtual reality not less restrictive than real life: thus, we even need to simulate most of the real world. The only thing I think we don’t have is the stocks that Apex keeps,” Chandrasekaran said. “That’s the funny thing,” he said. “I believe it won’t be too long now before we may be forced to sign the damn papers.”

As it is developing quickly, the future metaverse will stand out as a prominent platform for investors. Nowadays, the private sector provides its clients with several options to invest in Meta company or projects and currencies.

Some individuals made profits on digital real estate by using cryptos for acquiring property on Decentraland and Sandbox platforms. Some have been more cautious in their investments and only placed it in publicly traded companies, which have a relationship with the emerging metaverse sector, for example Meta, Roblox, Nvidia, Unity, Autodesk, Take-Two Interactive and Snap. Moreover, Big tech also a big role in determining the future of the internet like Apple, Amazon, Alphabet and Microsoft.

See, that is to be expected, by no means an all-inclusive list. The geniune future of the metaverse is 100% for the users — the average people you meet on the bus, at the mall or your local coffee shop whose inventive and communicative traffic will hopefully create a successor of the internet which is more exciting and creative than any sci-fi book is able to apprehend.

Introducing GameFi

GameFi is the junction of blockchain, online gaming and crypto-finance. It is an in-game economy built to maximize the gaming experience. It explains principles of play-to-earn (P2E) mechanics that give a stake in the game to its player based on their in-game activities, receiving digital assets, unique items, etc.

If the it is already multi-billionaire, still growing, then the ones made in the forecast show it to breach $38B by 2028.

Notwithstanding this risk of the market far reaching the $100 B, on account of wide contribution of DeFiNFTs, the metaverse and so much more. In the majority of those video games which already depicted virtual world, in the past only players could get substantial rewards. On the other hand they can only swap these just hot skins everyone else is after. On the other hand, their is nothing of theirs out of the virtual reality of the game. At the end of the day, centralized game publishers have all the power, since they own what is owned and what is sold, and this data still remains under their servers control.

Nevertheless, blockchain technology and non-fungible tokens (NFTs) have been used to give unique personal ownership to all the players in the GameFi space. Similarly, gamers can gain remuneration for the hours they put into playing the games through the in-game token payout mechanisms.

How Does GameFi Work?

Although GameFi is sometimes very different from one project to another, there are certain elements to it that give it the essence that it has.

First is blockchain technology that is used in the games as the core token is needed. Another contribution of smart contracts lies in the decentralization of the online gaming world to a large degree.

Specifically, decentralized finance, non-fungible tokens, and play-to-make are the three key components that make GameFi possible. First, let me go through these three dimensions in a little more detail.


DeFi converges with the GameFi economy by expanding applications such as staking and providing liquidity. In the context of Video Game Finances, Decentralized Finance (Defi) also plays a huge role in bringing about these projects. DeFi is designing in-game rewards that are attractive and stimulating.


By also using NFTs to make the process of swapping in-game items seamless. In addition to this, they provide means for people to possess in-game digital assets. NFTs involve different things such as avatars, costumes, weapons, land and collectibles. The rarer the items means the more expensive you should be.

The marketplace in the game communities an economic system, which is much easier to carry out.


Games were as early made, mainly MMORPGs like World of Warcraft, were payed-per-play. However, the notion of GameFi is people having interacted and gained rewards by using the game. It could be tokens or quite uncommon collectibles as such. This can be achieved by earning bonuses for completing missions, breeding virtual pets, establishing a new place, competing with other users, and other features.

There are several gaming futures of GamedFi namely the emergence of gaming DAOs and of the community decision making to create a level playing field for the players.

Playing cryptogames as you gain experience and collect assets could be lucrative as well as risky.

Game Finance (GameFi) is also comprised of both benefits and drawbacks.


  • P2E stands for “play-to-earn” and it’s an alternative to the old “pay-to-play” models most of the earlier video games possessed. It allows players to participate in the play-to-earn game format and this increases their capacity to earn money. Furthermore, It builds the potential for more market participation, a factor that also boosts its momentum.
  • Blockchain-based crypto tokens NFTs promote the virtual assets ownership without respect to the control by the centralized participants. Many who do not have access to in-game benefits get great fulfilment from implementing NFTs into the existing system for maximizing income and obtaining worthwhile, rare collectibles.
  • Alongside the reduction in the number of enthusiasts heading to the selected places, some traditional games will be dropped. With one hand, GameFi passes the limits and brings everyone to the neighborhood regardless of their location, giving them the opportunity to explore each day new aspects of the growing industry. The chances will help create more financial inclusion as well as may enhance the knowledge and the branch of technology.


  • For many people playing a blockchain game may be inconvenient for they are not familiar with the games of the virtual format. This element needs devs to do some effective game redesigning to make game playing more responsive.
  • NFTs and Gamefi coins like all other currencies are influenced by market forces like fluctuations. As a result of that, You face GameFi losses at times when crypto rates thusly fluctuate greatly.
  • The current situation with gamefi is that any regulations have yet to be established, hence, any legal risk exists when playing games and making GameFi tokens to earn and trade.
  • Some projects in crypto field may end up being for a while not productive like some projects were not made for the interest of others. Though we have avoided the worst of such cases for some time, scams, rug pulled, hacks, and more could end up giving you bad actors. This suggests that digital crime is much worse when we become concerned with finance primarily. The investment community thereby becomes another group concerned about the stability of their assets.

The GameFi platform is a popular games category.

Check the list of the popuplar GameFi platforms you can participate in below.

Axie InfinityIlluviumGods Unchained
As for the most favourite blockchain games, Axie Infinity takes a leading position today. These creatures called Axies are the player units that you can collect, upgrade and use for combats in the game. Axie Infinity’s marketplace enables players to sell each other Axies, and the highest price an Axie has ever sold was 300ETH. The major gaming element of Axie Infinity is represented by AXS tokens responsible for powering the game, allocate rewards, and set-up staking.The game that has long been awaited, Illuvium entered the scene in 2022. According to the autobattler the game is an Interoperable Blockchain Game (IBG) with P2E features which stimulate virtual traveling beyond the basic gameplay. You need to play the game to collect the Illuvials first; then you can train them for better chances at battles. It also allows you the comfort of using its token ILV for in-game purchases and staking.Gods Unchained is a card trading game that allows for unrestricted ownership of the cards you get in the game to be made on the Ethereum blockchain. The chess format calls for the defeat of the opponents by out-sighting them, not guessing. The game economy is based on buying and selling of the GODS token along with deciding on timely voting rights. You may build your deck stack, buy or sell/buy cards owned by other players, or do whatever to get to the top of the deck hoping to have the best stack ever.

GameFi is just starting out with a very small number of games that are considered to be the starting point of the mainstream play-to-earn model even though it is too early to talk about the game-changer. Nevertheless, any gaming development that looks like in-game purchase in the online gaming community will be a huge challenge to surmount by any GameFI movement if it purportedly wants to take off.

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