The rise of centralised social networks has consolidated power among a few major technology companies, raising critical concerns about privacy, censorship, and transparency. In response, decentralised alternatives, including Web3 platforms like Decentralised Social (DeSo) and Fediverse platforms such as Mastodon, have gained increasing attention. While prior research has explored individual aspects of decentralised networks, comparisons between Fediverse and Web3 platforms remain limited, and the unique dynamics of Web3 networks like DeSo are not well understood. This study provides the first in-depth study of DeSo, characterising user behaviour, discourse, and economic activities, and compares these with Mastodon and memo.cash . We collected over 3.1M posts from 13K users on DeSo and Mastodon, along with 11M DeSo on-chain transactions via public APIs. Our analysis reveals that while DeSo and Mastodon share similarities in passive content engagement, they differ in their use of URLs, hashtags, and community focus. DeSo is primarily oriented around Decentralised Finance (DeFi) topics, whereas Mastodon hosts diverse discussions with an emphasis on news and politics. Despite DeSoâs decentralised social graph, its transaction graph remains centralised, underscoring the need for further decentralisation in Web3 platforms. Additionally, while wealth inequality exists on DeSo, low transaction fees promote user participation irrespective of financial status. These findings provide new insights into the evolving landscape of decentralised social networks and highlight critical areas for future research and platform development.
The proliferation of cryptocurrency throughout society has led to widespread usage within criminal offending. Despite this, limited research has investigated fear of cryptocurrency-based victimization, or the role that financial or cryptocurrency literacy play in influencing such fears. This study examines the influence in which financial and cryptocurrency literacy plays in both personal and altruistic fear of financial and cryptoeconomic crimes. Using a sample of college undergraduates (n = 433), and employing a validated scale of cryptocurrency literacy, results indicate that cryptocurrency literacy is not significantly associated with all modalities of fear of crime investigated, with the exception of altruistic fear of non-cryptocurrency financial crimes. Conversely, general financial literacy was negatively associated with personal fear of both financial crimes and non- cryptoeconomic financial crimes. Findings are discussed in light of research and policy implication as well as limitations.
The technological evolution has not only opened new frontiers but has also become an indispensable part of our daily lives. However, the technology that enhances our lives presents a dual realityâit offers opportunities for criminals while creating challenges for law enforcement. Fraud, particularly, has become a pervasive issue. In response, virtual asset service providers must take measures to tackle cryptocurrency-related fraud. Nevertheless, this becomes challenging if the perpetrator exists solely within the virtual world. In 1992, Neal Stephenson used the term âMetaverseâ to describe a virtual world where people interact with each other using avatars. Over time, the Metaverse has transformed into a complex concept akin to 'cyberspace'. The Metaverse is a virtual environment that uses technologies to mimic the real world. As this virtual space became intertwined with financial transactions, especially through cryptocurrencies, the Metaverse evolved into a medium for perpetrating scams. Within this context, the article addresses the challenges associated with criminal activity in the Metaverse. Considering the potential applications of AI, cryptocurrencies and Non-Fungible Tokens, three main challenges can be identified: 1) decentralisation, 2) anonymity of the user, and 3) lack of regulation. This article examines the applicability of existing legislation to regulate criminal activity in the Metaverse through doctrinal research. Using a comparative approach, it analyses the challenges of addressing virtual crimes by contrasting fraud (Fraud Act 2006) with sexual assault (Sexual Offences Act 2003), highlighting the complexity of addressing crimes involving physical contact in virtual spaces compared to financial crimes.
The association between madness and the oppression of women is a trope of narratives focusing on women which can support a sexist or a feminist perspective âwomenâs psychological distress being either a proof of their inferiority or a result of their systematic oppression. Contemporary representations of female characters suffering from mental distress build on this tradition and play with it as they question the gender norms that tend to produce personality disorders. Such representations are also shaped by the society that produced them and, in this case, the emergence of âtherapy cultureâ (FĂŒredi 2004) may have political consequences for the meaning conveyed by the shows. Comparing Ally McBeal (Fox, 1997-2002) and Crazy Ex-Girlfriend (The CW, 2015-2019) allows for an analysis that covers two decades and major social and economic evolutions to adopt a social and historical perspective on the representation of female characters suffering from mental health issues in US TV series. This chapter aims at comparing the two shows to see how the treatment of mental distress in female characters points to gender dynamics and how it can contribute to challenging the norm. It argues that there are broader issues of identity and social norms at stake in the representation of mental distress in female heroines.
Christopher GroĂmann, Katrin Merfeld, Jan F. Klein, Franziska Föller · 5 authors
While the sharing economy has promised to solve a range of problems associated with traditional consumption, the reality is more akin to its inability or even exacerbation of economic and societal issues. We propose that blockchain technology could address these issues. To this end, we explain its potential by elaborating on how blockchain-based sharing services can help solve exploitation, data abuse, financial and legal risks, and the limited accessibility of current sharing practices. Moreover, we conduct a meansâend chain analysis to provide a customerâs perspective on the motivations and fears related to blockchain-based sharing solutions. We find four motives (trust, self-determination, quality of life, and security) and two fears (mistrust and economic interest) related to blockchain-based sharing. By juxtaposing the potential benefits of blockchain-based shared services with customer insights, we provide an outline of research avenues for promoting blockchain-based sharing to overcome the current dark side of sharing practices.
Abstract This chapter has two purposes. First, we describe how information system (IS) scholars approach privacy research and summarize major findings. IS scholars are concerned with information privacy and have discovered that individuals have serious information privacy concerns. These concerns, however, do not prevent individuals from disclosing personal identifiable information (PII) with centralized platform providers, a phenomenon called the privacy paradox . We highlight four common explanations for the privacy paradox: privacy calculus, privacy fatigue, trust, and lack of choice. Most IS research investigated Web2 applications. Web2 is the foundation for todayâs global economy. With Web2, users rely on centralized platforms for online searching, shopping, banking, data storage, social media, and other services. Second, we introduce readers to the new paradigm of Web3. Privacy protection has been the paramount logic behind the grand design of Web3 applications. Web3 is the era of the Internet that is based on decentralized infrastructures and applications, like Bitcoin and Ethereum. Web3 applications enhance information privacy compared to Web2 because individuals can access services without disclosing PII to a central authority. The privacy objective is achieved technically through a combination of digital wallets, cryptography, and distributed ledgers (a.k.a blockchain). While Web3 is still in its early days, education is an important driver of adoption.
With the recent hype around the Metaverse and NFTs, Web3 is getting more and more popular. The goal of Web3 is to decentralize the web via decentralized applications. Wallets play a crucial role as they act as an interface between these applications and the user. Wallets such as MetaMask are being used by millions of users nowadays. Unfortunately, Web3 is often advertised as more secure and private. However, decentralized applications as well as wallets are based on traditional technologies, which are not designed with privacy of users in mind. In this paper, we analyze the privacy implications that Web3 technologies such as decentralized applications and wallets have on users. To this end, we build a framework that measures exposure of wallet information. First, we study whether information about installed wallets is being used to track users online. We analyze the top 100K websites and find evidence of 1,325 websites running scripts that probe whether users have wallets installed in their browser. Second, we measure whether decentralized applications and wallets leak the user's unique wallet address to third-parties. We intercept the traffic of 616 decentralized applications and 100 wallets and find over 2000 leaks across 211 applications and more than 300 leaks across 13 wallets. Our study shows that Web3 poses a threat to users' privacy and requires new designs towards more privacy-aware wallet architectures.
Benjamin Johnson, Tianze Sun, Daniel StjepanoviÄ, Giang Thu Vu · 5 authors
The constant, substantial price fluctuations of cryptocurrency allow traders to engage in highly speculative trading that closely resembles gambling. With significant financial loss associated with adverse mental health outcomes, it is important to investigate the impact that market participation has on mental health. Therefore, we conducted interviews with 17 participants who self-reported problems due to trading. Thematic analysis was conducted revealing themes: (1) factors in engagement, (2) impacts of trading and (3) harm reduction. Factors in engagement captured factors that motivated and sustained cryptocurrency trading. Impacts of trading outlined how cryptocurrency trading positively and negatively impacted participants. Harm reduction described methods participants employed to reduce mental distress from trading. Our study provides novel insights into the adverse impacts of cryptocurrency trading across multiple domains, especially mental health, relationships and finances. They also indicate the importance of further research on effective coping strategies for distress caused by financial loss from trading. Additionally, our study reveals the significant role social environments play on participants' expectations and intentions regarding cryptocurrency trading. These social networks extend beyond real-life relationship to include celebrity and influencer endorsement. This encourages investigation into the content of cryptocurrency promotions and the influence they have on individuals' decision to trade.
Videogames are an increasingly prominent use case for blockchain technology (what has been termed âcryptogamingâ). Drawing on documents, such as industry presentations, social media posts, interviews and white papers, this article analyses discourses surrounding cryptogames, focusing on the claims made by cryptogame developers and investors. We ask two related research questions: What are the dominant visions of a cryptogaming future, imagined by and for various constituencies? And what sorts of values get realised in such an imagined future of game development and use? We argue that cryptogames imagine players and developers as financialised subjects, adopting attitudes and practices of risk and investment as salves to both microeconomic problems in the games industry as well as broader macroeconomic issues.
Policymakersâ attempts to prevent gambling-related harm are affected by the âgamblificationâ of, for example, video games and investing. This review highlights related issues posed by cryptocurrencies, which are decentralised and volatile digital assets, and which underlie âcryptocasinosââa new generation of online gambling operators. Cryptocurrencies can be traded around the clock and provide the allure of big potential lottery-like wins. Frequent cryptocurrency traders often suffer from gambling-related harm, which suggests that many users are taking on substantial risks. Further, the lack of regulation around cryptocurrencies and social media echo chambers increases usersâ risk of being scammed. In comparison to the conventional regulated online gambling sector, cryptocasinos pose novel risks for existing online gamblers, and can also make online gambling accessible to the underage, the self-excluded, and those living in jurisdictions where online gambling is illegal. Researchers and policymakers should continue to monitor developments in this fast-moving space.
Sayak Saha Roy, Dipanjan Das, Priyanka Bose, Christopher Kruegel · 6 authors
The rapid growth in popularity and hype surrounding digital assets such as art, video, and music in the form of non-fungible tokens (NFTs) has made them a lucrative investment opportunity, with NFT-based sales surpassing $25B in 2021 alone. However, the volatility and general lack of technical understanding of the NFT ecosystem have led to the spread of various scams. The success of an NFT heavily depends on its online virality. As a result, creators use dedicated promotion services to drive engagement to their projects on social media websites, such as Twitter. However, these services are also utilized by scammers to promote fraudulent projects that attempt to steal users' cryptocurrency assets, thus posing a major threat to the ecosystem of NFT sales. In this paper, we conduct a longitudinal study of 439 promotion services (accounts) on Twitter that have collectively promoted 823 unique NFT projects through giveaway competitions over a period of two months. Our findings reveal that more than 36% of these projects were fraudulent, comprising of phishing, rug pull, and pre-mint scams. We also found that a majority of accounts engaging with these promotions (including those for fraudulent NFT projects) are bots that artificially inflate the popularity of the fraudulent NFT collections by increasing their likes, followers, and retweet counts. This manipulation results in significant engagement from real users, who then invest in these scams. We also identify several shortcomings in existing anti-scam measures, such as blocklists, browser protection tools, and domain hosting services, in detecting NFT-based scams. We utilize our findings to develop and open-source a machine learning classifier tool that was able to proactively detect 382 new fraudulent NFT projects on Twitter.
Smart contracts are a method for implementing direct democracy in virtual worlds. However, it is not clear whether voting preferences in the virtual world will mirror real-world voting preferences. We present a within-subject study in which participants were asked to allocate voting power in two scenarios. The first scenario probed participantsâ opinion about the divisibility of voting rights. The second scenario presented participants with the case of unequal allocation of voting power in a virtual world, enforced by smart contracts. In both scenarios, participants allocated voting power and rated the fairness of their decision. Our study finds that participantsâ voting preferences in the virtual world scenario did not mirror their real-world preferences and beliefs. Voting systems in the metaverse need to be carefully designed to align with human values and ethics.
Flavio A. M. Pinto, Yogachandran Rahulamathavan, James Skinner
Doping is a well-known problem in competitive sports. Along the years, several cases have come to public, evidencing corrupt practices from within the sports environment. To guarantee fair play and prevent public health issues, anti-doping organizations and sports authorities are expected to cooperate in the fight against doping. To achieve this mission, doping-related data must be produced, stored, accessed, and shared in a secure, tamperproof, and privacy-preserving manner. This paper investigates the processes and tools established by the World Anti-Doping Agency for the global harmonization of doping control activities. From this investigation, it is possible to conclude that there is an inherent trust problem, in part due to a centralized data management paradigm and to the lack of fully digitalized processes. Therefore, this paper presents two main contributions: the concept of a multiorganizational decentralized data governance model and a blockchain-based design for one of the most sensitive data-sharing processes within the anti-doping ecosystem. Throughout this article, it is shown that the adoption of a permissioned blockchain can benefit the whole anti-doping community, creating more reliable processes for handling data, where privacy and security are enhanced.
Maira Andrade, Steve Sharman, Leon Y. Xiao, Philip Newall
OBJECTIVE: Online gambling has increased the accessibility and range of gambling products available to people all over the world. This trend has been particularly noticeable in the United Kingdom. Cryptocurrency-based gambling is a new, largely unregulated, way to gamble online, which uses mostly anonymous blockchain-based technologies, such as Bitcoin. The present research investigated consumer protection features of 40 frequently visited and U.K.-accessible cryptocurrency-based online gambling operators. METHOD: A content analysis was performed by visiting all 40 cryptocurrency-based online operators and recording their safer gambling and consumer protection practices. Coded features included aspects of the sign-up process, features of any safer gambling pages, customer support practices, and Identity verification. RESULTS: Results revealed significant failings in the account registration process; none of the operators verified the identity of new users, and 35% required only an email or no personal information for sign-up. Overall, 37.5% of operators offered no safer gambling tools and a further 20% offered only one. Additionally, 64.7% of operators continued to email promotional material after being informed of a user's impaired control when gambling. Less than half of the analyzed operators held a valid license (47.5%), and none of the operators with an available deposit page required identity verification before enabling deposits. CONCLUSIONS: These results highlight the potential risks for young and vulnerable individuals, especially when a lack of identity verification is paired with the inherent anonymity of cryptocurrencies. Furthermore, it emphasizes the need for greater policy and research attention toward cryptocurrency-based online gambling. (PsycInfo Database Record (c) 2023 APA, all rights reserved).
Professional sports have in recent years become increasingly intertwined with gambling marketing, especially in countries such as Australia, Spain, and the UK. Even Formula 1 racing, which used to be closely associated with tobacco sponsorship, announced in 2021 an agreement to have an official betting sponsor. However, as happened previously with tobacco sponsorship, some policymakers and regulators have started to take legal action with gambling marketing restrictions. In Italy, gambling advertising and sponsorship are now prohibited. In Spain, gambling sponsorship of sports teams is prohibited, whilst advertising is prohibited except between 1:00AMâ5:00AM, thus effectively banning commercially viable gambling marketing through sports. The UK is currently considering a sponsorship ban in sports. Although these regulatory actions may have improved consumer protection against gambling harms, a closer examination of recent developments in the top menâs soccer leagues of these three countries reveals an emerging trend toward sponsorship from two gambling-like industries that are unaffected by these legal bans: financial trading apps and cryptocurrencies. Consumers are becoming increasingly exposed to the marketing of these gambling-like products through sports contexts, and these products could pose similar risks to gambling or even additional, unique risks.
The targeted advertising is based on preference profiles inferred via relationships among individuals, their monitored responses to previous advertising and temporal activity over the Internet, which has raised critical privacy concerns. In this paper, we present a novel proposal for a Blockchain-based advertising platform that provides: a system for privacy preserving user profiling, privately requesting ads from the advertising system, the billing mechanisms for presented and clicked ads, the advertising system that uploads ads to the cloud according to profiling interests, various types of transactions to enable advertising operations in Blockchain-based network, and the method that allows a cloud system to privately compute the access policies for various resources (such as ads, mobile user profiles). Our main goal is to design a decentralized framework for targeted ads, which enables private delivery of ads to users whose behavioral profiles accurately match the presented ads, defined by the ad system. We implement a POC of our proposed framework i.e. a Bespoke Miner and experimentally evaluate various components of Blockchain-based in-app advertising system, implementing various critical components; such as, evaluating user profiles, implementing access policies, encryption and decryption of users' profiles. We observe that the processing delay for traversing policies of various tree sizes, the encryption/decryption time of user profiling with various key-sizes and user profiles of various interests evaluates to an acceptable amount of processing time as that of the currently implemented ad systems.
Oliver James Scholten, David Zendle, James Alfred Walker
Decentralised gambling applications are a new way for individuals to engage in online gambling. Decentralised gambling applications are distinguished from traditional online casinos in that individuals use cryptocurrency as a stake. Furthermore, rather than being stored on a traditional server, decentralised gambling applications are stored on a cryptocurrencyâs blockchain.Previous work in the player behaviour tracking literature has examined the spending profiles of gamblers on traditional online casinos. However, parallel work has not taken place in the decentralised gambling domain. The profile of gamblers on decentralised gambling applications are therefore not known.This paper explores 2,232,741 transactions from 24,234 unique addresses to three such applications operating atop the Ethereum cryptocurrency network over 583 days. We present spending profiles across these applications, providing the first detailed summary of spending behaviours in this technologically advanced domain. We find that the typical user spends approximately \$110 equivalent across a median of 6 bets in a single day, although heavily involved bettors spend approximately \$100,000 equivalent over a median of 644 bets across 35 days. Our findings suggest that the use of decentralised gambling applications typically involves lower and less frequent expenditures than other online casinos, but that the most heavily involved players in this new domain spend substantially more. Our findings also demonstrate the use of these applications as a research platform, specifically for large scale longitudinal in-vivo data analysis.
Alesha Serada, Tanja Sihvonen, J. Tuomas Harviainen
This article analyzes specific characteristics of value created through digital scarcity and blockchain-proven ownership in cryptogames. Our object of study is CryptoKitties, the first instance of a blockchain-based game that has garnered media recognition and financial interest. The objective of this article is to demonstrate the limits of scarcity in value construction for owners of CryptoKitties tokens, manifested as breedable virtual cats. Our work extends the trends set out by earlier cryptocurrency studies from the perspective of cultural studies. For the purpose of this article, we rely on open blockchain analytics such as DappRadar and Etherscan, as well as player-created analytics, backed by a one-year-long participant observation period in the said game for research material. Combining theoretical cryptocurrency and Bitcoin studies, open data analysis, and virtual ethnography enables a grounded discussion on blockchain-based game design and play.
New currencies designed for user anonymity and privacy â widely referred to as âprivacy coinsâ â have forced governments to listen and legislate, but the political motivations of these currencies are not well understood. Following the growing interest of political brands in different contexts, we provide the first systematic review of political motivations expressed in cryptocurrency whitepapers whose explicit goal is âprivacy.â Many privacy coins deliberately position themselves as alternative political brands. Although cryptocurrencies are often closely associated with political philosophies that aim to diminish or subvert the power of governments and banks, advocates of privacy occupy much broader ideological ground. We present thematic trends within the privacy coin literature and identify epistemic and ethical tensions present within the communities of people calling for the adoption of entirely private currencies.
Games have their own economic models. Today, players can not only collect digital currencies, but they can also use real currencies to buy virtual goods. Business models in games such as freemium and in-app purchases, for example, sustain this structure. Within this context, there is also the expansion of models outside the game realm like eSports, which happens in the form of tournaments. With this, there is constant exchange of value that emerges from games, which could also include the use of cryptocurrencies. In this chapter, we give an overview of the current state of the art of economic models within games and eSports. The current chapter aims to situate and analyse the application of these business models derived from games, e-sport and the future of ludic economies.