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Blockchain Games Key to Onboarding a ‘Critical Mass of Users Onto Web3’ — Claudio Riff – Interview Bitcoin News

According to Claudio Riff, the CEO of Pooky, a sport prediction game powered by blockchain, gaming may be one of the more effective ways of getting users to experience the potential of blockchain and Web3 without dealing with the associated complexities. Onboarding People to Web3 Through Gaming Pointing to the gaming industry’s

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BitGo patches critical vulnerability first discovered by Fireblocks

Cryptocurrency wallet BitGo has patched a critical vulnerability that could have exposed the private keys of retail and institutional users.Cryptography research team Fireblocks identified the flaw and notified the BitGo team in December 2022. The vulnerability was related to BitGo Threshold Signature Scheme (TSS) wallets and had the potential to

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Janet Yellen Says ‘Critical’ to Establish Strong Crypto Regulation — ‘We Haven’t Suggested Outright Banning’ – Regulation Bitcoin News

U.S. Treasury Secretary Janet Yellen says “it is critical to put in place a strong regulatory framework” for crypto on the sidelines of the G20 meeting for finance ministers and central bank governors. “We haven’t suggested outright banning of crypto activities,” Yellen added. Janet Yellen on ‘Strong’ Crypto Regulation U.S. Treasury Secretary

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LayerZero bridging protocol denies accusation of ‘critical vulnerabilities’

Summa founder James Prestwich has accused the $382 million LayerZero bridging protocol of hosting a “critical vulnerability.” According to a Jan. 30 post by Prestwich, this vulnerability “could result in theft of all user funds.” LayerZero CEO Bryan Pellegrino has called Prestwich’s accusation “absolutely shocking” and “wildly dishonest,” claiming that the

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Casual gamers a ‘critical’ audience for blockchain games: GameFi execs

The casual gaming market will remain a crucial audience for blockchain games and nonfungible tokens (NFTs) in gaming, according to three blockchain gaming company co-founders. Casual gamers, people who play games somewhat regularly but rarely invest significant time, make up the largest segment of players in the gaming industry. Kieran Warwick,

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