The problem with "having fun" is that, at the end of the day, someone has to pay the bill. Having planetary-wide fun together, from Indonesia to Poland to Ecuador is thrilling, exciting. But it cannot exist without someone "keeping the lights on"
And for that, a different, completely not fun attitude is needed. I think we've reached a point where trying to guess what would "turn the boat around" is only digging deeper. It's the attitude that brought us here. "Turning the boat around" cannot be done by pursuing the same rather nonchalant random walk we've being doing for the past six years (or ten years if we include Steem).
That doesn't mean games are a bad idea, quite the opposite. Indeed, developing fun games could be great to bring people to Hive ... necessary, but not sufficient! Developing fun games is the "easy part" (and we all know it's not really easy, actually). The hard but indispensable part is developing games that persuade people to BUY HIVE with fiat (or with other crypto). Or at least, to BUY more than they SELL.
That is to say that the key to turning the boat around holds in these words: people buying HIVE
Whether they buy HIVE because they need to spend it to play games, or they need it to pay for their food using @innopay or something else, it's less important, and actually the more reasons we give people to buy HIVE, the better.
On the other hand, developing fun games that attract people to extract value from HIVE (classical play to earn where you turn your skill into HIVE that you then convert to fiat end suck out of the ecosystem) is an illusion that might alleviate our problems for a while but that in the long term will only seal our fate
RE: The Fun Deficit