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Bitcoin SV, big data and the Internet of Things – This article recaps a few of the large non-gaming enterprises that have integrated or are starting to integrate Bitcoin SV into their operations. Notably EHR Data, a data driven health services company, and UNISOT, a global supply chain company have already found success with Bitcoin SV.
Bitcoin Association – Enterprise Use Cases -The Bitcoin Association put together a resource detailing several ways BSV is already helping businesses make use of cheaper and faster payments
eSports and Bitcoin SV are a natural match -This article discusses the eSports and blockchain technology. Kronoverse CEO Adam Kling discusses why his company chose to build their new turn-based combat strategy game on Bitcoin SV. One key advantage cited was that their games didn’t need a second layer to interface with the blockchain allowing for real-time wagering on matches, with an auditable trail of transactions and game decisions.
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What the president didn’t address is the tax revenue from betting.
In 2025, Brazil collected almost BRL10 billion ($1.97 billion) in tax revenue from the licensed sector. In the first seven months of this year alone, BRL8.7 billion generated by the activity was delivered to public coffers. The Federal Revenue Service itself estimates that the sector should reach BRL16 billion in revenue during 2026.
Besides revenue collection, another concern is legal and economic. Companies have paid over BRL2.5 billion for licences since the sector’s regulation. Certainly, the end of the activity would lead to litigation to recover the amounts paid and compensation for investments made. Furthermore, the revenue from betting is already included in the Annual Budget Law and the Budget Guidelines Law, which define the priorities for federal government spending.
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Lower barriers to entry could significantly widen the pool of potential game creators. Curwen sees opportunities not only for established and emerging studios, but for operators, suppliers, entrepreneurs and potentially entirely new entrants.
“The big change is that technology can increasingly provide the infrastructure,” he says. “The creator provides the idea. And I think that will make the industry much more interesting.”
For Yggdrasil, Game in a Box and Studio in a Box are therefore intended to become more than tools for its own development operation. Curwen envisages them supporting a wider creator ecosystem, although he acknowledges that proving the model commercially must come first.