Limit Break Redefines Online Gaming: Free-To-Own NFTs at Super Bowl LVII

• Limit Break will give away thousands of its Dragon series NFTs via an interactive advertisement that will air during Super Bowl LVII on February 12.
• The giveaways mark a radical departure from the previous generation of NFT projects, which often charge thousands of dollars for digital collectibles instead of giving them away for free.
• Mobile gaming is a $300-billion industry worldwide – far larger than television, movies and music combined.

Limit Break’s Upcoming Super Bowl Commercial

Limit Break, a blockchain-based Web 3 company and pioneer of free-to-own NFT model, will give away thousands of its Dragon series NFTs via an interactive advertisement that will air during Super Bowl LVII on February 12.

Introducing Massive Audience to DigiDaigaku

The giveaways mark a radical departure from the previous generation of NFT projects, which often charge thousands of dollars for digital collectibles instead of giving them away for free. In many cases, these earlier projects sell these collectibles as in-game assets for games that they promise to build with the money they receive in these sales. Many such projects fail to keep these promises or simply push them out far into the future. But DigiDaigaku provides tens of thousands of free NFT tokens, gamers own outright without the aftertaste of false promises and puffery. These tokens can be used to enhance the player experience in Web3 games – like Limit Break collaborator games “Castaways” and “Ether Orcs”. This new blockchain gaming model is poised to revolutionize the industry.

Free-To-Own Model Is Game Changing

“Limit Break’s free-to-own NFT model is literally game-changing,” said Mr. Leydon, Limit Break’s CEO. “Whether you are an existing fan or new to our community, we encourage everyone to take advantage of the release of these digital collectibles during the Super Bowl broadcast on February 12.”

Mobile Gaming Industry

Mobile gaming is a $300-billion industry worldwide – far larger than television, movies and music combined. The vast majority of the industry is built around the free-to-play model of gaming – also pioneered by Leydon and Nakagawa at a previous company, Machine Zone – in which users either purchase add-on game enhancements or earn them by playing.

Limit Break Already Raised $200 Million

Limit break has already raised $200 million and expects to grow a massive global audience