The purpose of this study is to provide an in-depth legal analysis of the phenomenon of profitable video games, the copyright holders of which, unlike the owners of online computer games of previous generations, recognise the copyright of users in the works created or processed by them, and provide players with the opportunity to dispose of their intellectual rights to make a profit. The work employs scientific methods to analyse contentious relationships in the legal aspects of profitable video games and compares different approaches to their regulation. The fundamental legal differences in the conditions for using free and profitable video games have been identified and analysed. The paper provides the systematisation and discloses the legal nature of methods players use to generate income within network computer games. The research discovers the legal, organisational, and economic reasons and risks leading to the non-recognition of user copyrights and the imposition of a ban on their disposal by copyright holders of free video games. A mechanism has been discovered and disclosed that allowed the owners of profitable video games to eliminate intellectual and legal risks, recognise gamers’ copyrights to the works they created and launch the legal circulation of rights to them. The work analyses the model for using the blockchain infrastructure and non-fungible tokens as its elements for fixing and disposing of rights to user-generated gaming artefacts. The smart contract as the legal instrument of blockchain platforms is critically analysed. Authors made their proposals to improve the legal efficiency of a smart contract by adding a system of standard public licenses. The scientific novelty of the work lies in explaining the legal nature of the phenomenon of profitable video games and the mechanism for disposing of copyrights within them, as well as in proving the absence of identity between a profitable video game and such an object of special regulation as gambling. The practical significance of the article consists in the applicability of its results for improving the legal regulation in the context of the complication of the ecosystem, the growth of the market and the scale of the audience of online computer games.
As the esports industry continues its rapid growth, new opportunities such as the metaverse and non-fungible tokens (NFTs) are emerging, driven by the inherently digital nature of esports. To better understand viewer engagement in this evolving landscape, this study investigates viewer behavior in the context of watching esports. A survey was conducted on a sample of 312 esports viewers in South Korea, and the data was subsequently analyzed using structural equation modeling. The study's findings indicate that hedonic motivation is significantly correlated with attitudes toward esports and the utilization of esports in the metaverse. Furthermore, perceived enjoyment was found to significantly positively influence attitudes toward esports, the metaverse expansion of esports, and the use of esports via NFTs. Notably, attitudes toward esports showed a significant relationship with continuance intention. Both subjective norms and perceived behavioral control were also found to significantly influence continuance intention.
The article illuminates a paradigm shift in the digital landscape, where blockchain technology, Web 3.0, and gaming communities converge to redefine socio-economic dynamics. By examining the emergence of “Gaming Nations,” this article explores how virtual environments have transcended mere leisure, evolving into thriving economic ecosystems. Through case studies, including the transformative impact of Yield Guild Games during the COVID-19 crisis, the article demonstrates how guilds, traditionally formed for gameplay, are becoming veritable businesses. The integration of blockchain assets, particularly Non-Fungible Tokens, as essential elements of gameplay, blurs the boundaries between digital recreation and traditional economic activities. By envisioning a future where digital homes hold equivalent significance to physical residences, the article provokes contemplation on the changing landscape of human interaction and productivity. This comprehensive analysis offers a forward-looking perspective on the potential socio-cultural and economic impacts of this burgeoning phenomenon at the intersection of gaming, blockchain, and Web 3.0 technologies.
This chapter introduces the key issues and debates concerning esports gambling, which is becoming an increasingly substantial part of the esports industry. Various aspects of esports gambling are explored, including those that occur within games themselves and those supported by third-party platforms. Elements of esports gambling are situated within the wider ongoing convergence between digital gaming and gambling, as well as the growing interest of gambling companies in sponsoring and promoting esports events. The analysis is divided into three sections: forms, implications, and new developments in esports gambling. Concerns regarding loot boxes, skin and match betting, problem gambling, match-fixing, and the impact of new developments such as non-fungible tokens (NFTs), fantasy esports, and live streaming are addressed. Through this overview, it is demonstrated that esports gambling is a key and growing aspect of the esports domain as more money, corporate actors, and sport-like practices increasingly pervade competitive gaming. Key highlights include: (1) an overview of the main forms of esports gambling; (2) a review of the major implications of esports gambling; and (3) an introduction to emerging technological developments in esports gambling.
With the popularity of Play-to-Earn (P2E) games, in-game token economies have become the foundation of the financial structure of virtual worlds. More and more players are investing in digital assets, promoting long-term economic growth. This paper delves into the key factors for the sustainability of the P2E game token economy: the investment value of tokens and external incentives. When tokens are no longer profitable, user churn rates rise sharply, which is critical to the continued development of P2E games. External factors also significantly impact token prices, which affects the stability and sustainability of the entire economic system. In response to these challenges, this paper proposes a series of strategies to enhance token stability, including adjustments to game design, improvements to player incentive mechanisms, and the formulation of relevant policies and regulations. The conclusions of this study aim to provide valuable insights and guidance to game designers, investors, and players to promote the healthy development of Web3 game token economic systems.
This chapter covers the ways video games are a synergistic outgrowth of many kinds of legacy media and programming content. It shares gaming history, including the arcade game era and technologies, multiplayer online role-playing games, OpenSimulator, graphic technologies, gaming economics, and ways large and small screens are part of the game experience and industry. The chapter shares ideas about virtual worlds, cross-pollination of gaming efforts, augmented and extended realities, AI chat boxes, and other ways gamers shape a user-driven economy. It shares information on the video game audiences, effects, and the social side of video gaming. It covers the contemporary video gaming landscape, including non-fungible tokens, Bitcoin, blockchain, and other digital economy developments.
Today the term Web3 (as distinct from Web 3.0) exists as a challenger to name the overall space variously known as cryptocurrency, Crypto or blockchain. It has an especial appeal to the post-2021 generation swept in under a wave of innovation in blockchain primitives. These primitives – Decentralised Autonomous Organisations (DAOs), Decentralised Finance (DeFi) and Non-Fungible Tokens (NFTs) – captured the imaginations of a new kind of user, one not necessarily plugged into the cypherpunk or crypto-anarchist ideals of Bitcoin. The term appears to partially reflect a desire to move beyond Bitcoin’s strictly monetary focus. The targets for blockchain decentralisation increasingly became the tech giants of Web 2.0, whose reputation had plummeted in this era.
Abstract This paper is an encounter between an artist creating characters for video games and an academic studying how people and things are being financialized. Exchanging about the appearance of non-fungible tokens (NFTs) and cryptocurrencies – technologies associated with Web3 in the video game industry, the academic, and the artist reflect on the place of playfulness, creation, and finance in our society. They observe that most North American and European players resisted NFTs and cryptocurrencies, while more Asian-Pacific ones embraced the latter. They conclude that those reactions were explained by the fact that gamers perceived cryptocurrencies and NFTs as institutional objects associated with a financial logic, whose presence threatened the gaming logic. As pragmatic friends, they nevertheless issued an NFT with this paper, a “Crow Queen.” Time will tell if the Web3 society will praise this new form of digital joint academic/art production.
DeVerse is a publishing platform built on decentralized and distributed technologies of blockchain and IPFS file sharing system. It is a platform where artists and writers can publish their work and get paid for it and interact with the audience in a secure environment. DeVerse integrates non-fungible tokens (NFTs) to provide unique digital ownership certificates, further enhancing the value and authenticity of published content. In this paper, we begin by highlighting the challenges and limitations faced by traditional publishing systems, such as centralized control, censorship, lack of transparency, and limited monetization opportunities for content creators. We then delve into the key principles and benefits of decentralized systems, including immutability, transparency, censorship resistance, and enhanced user control. We discuss how to create a trustless and transparent ecosystem for content creation, ownership, and distribution. DeVerse is an alternative platform to the existing publication venues aiming to address their drawbacks. Moreover, we address the scalability and performance challenges associated with decentralized systems and propose potential scaling solutions and optimized consensus mechanisms. In conclusion, this research paper emphasizes the transformative potential of decentralized publishing platforms in empowering content creators, democratizing access to information, and fostering a more equitable publishing ecosystem.
Chris Elsden, Evan Morgan, Ella Tallyn, Suzanne Black · 8 authors
This paper presents the design, deployment and qualitative study of a large-scale, public, generative art exhibition, through which passers-by could create artworks, and mint a non-fungible-token (NFT). Following the month-long exhibition, during which 229 anonymous participants produced artworks, 69 non-transferable NFTs were minted, we surveyed (33) and interviewed (14) expert and novice participants about their experiences. We explored contemporary challenges of owning digital things, and the extent to which NFTs, and 'Web3' technologies offer meaningful forms of ownership. Our findings describe how the inability to trade this NFT, and its unique circumstances of acquisition, made it meaningful in ways that extended beyond its immediate (limited) utility and offered participants something through which to construct identity. Reflecting on the aspirations, contradictions, and misconceptions of forms of ownership enabled by NFTs, we conclude with proposals for renewed attention in HCI to the nature of digital possessions, and the potential for 'ownership design'.
This study observes through qualitative textual analysis the Discord community of Virtually Human Studio’s play-to-earn (P2E), blockchain-based videogame ‘ZED Run’ to better understand the nature of non-fungible token (NFT) applications and their users. This study emphasizes gaming and gambling opportunities related to NFTs and blockchain technology which suggest shifts towards increased risk-taking and a blurring of financial and entertainment contexts. In ZED Run, users’ interactions with designed systems, as well as interest in improving one’s understanding of the application and its associated marketplace, is motivated by interest in financial reward. This work argues this close relationship of financial interests to gaming and gambling environments risks fostering an increasingly gamified approach to financial life. Ultimately, ZED Run represents the application of media affordances to an acceleration of risk-taking and an adoption of alternative financial assets that challenge governmental authority while placing users at greater personal and financial risk.
Andreea Raluca Duguleană, Cristina Tănăsescu, Mihai Duguleană
This research aims to establish the primary drivers influencing the development and consumers’ decision-making process in web3 games—decentralized games that function according to the play-to-earn paradigm. We observe several types of micro-economies developed within five play-to-earn games and highlight four roles consumers play at any given time. Our study offers a different perspective on rational consumer behaviour in cryptocurrency-based games and paves the way to better understanding their dynamics and evolution. Results shed light on the construction of in-game economies and how individuals of a given type engage in different playing activities. Furthermore, we compare the key features of web3 games with those similar to classic online games and assess if the play-and-earn implementations represent an evolution from previous revenue models. Using our proposed methodology, researchers can compare and classify any P2E games. We conclude by establishing a set of actions that enable consumers to benefit from this new phenomenon.
Non-Fungible Tokens (NFTs) significantly contribute to the establishment of VIP culture by embodying exclusivity, uniqueness, and privileged access, inherent to their nature. They enable creators and brands to offer exclusive ownership or access to digital or physical assets, aligning with the VIP ethos of rarity and status. Through NFTs, experiences, artworks, or digital collectibles become status symbols, fostering a new dimension of exclusivity in digital spaces. This intersection of technology, art, and exclusivity amplifies VIP culture, allowing it to extend beyond traditional boundaries into the realm of digital collectability and virtual experiences, thus redefining what it means to be part of the "in-crowd" in the digital age.
Purpose Given the rise of sport non-fungible tokens (NFTs) and sponsorships from cryptocurrency companies in the sport industry during the coronavirus disease 2019 (COVID-19) pandemic, this paper aims to critically frame the partnerships between cryptocurrency and sport by exploring the reception of fan tokens amongst supporters of three English Premier League clubs: Manchester City, Everton and Crystal Palace. Design/methodology/approach Drawing upon the emerging critical scholarship on cryptocurrency and the political economy of professional football, this study uses digital ethnography in an attempt to understand the major themes emanating from the online forum discussions amongst fans in response to the issuance of fan tokens by the aforementioned three clubs, among other types of partnerships with crypto companies. Findings The supporters’ critical deliberations revolved around the contradictions of fan tokens (as a means for supposed “fan engagement” or for financial speculation) and the utility of cryptocurrency for the public. These reactions in turn showcase a larger tension underlying the financially unstable professional football industry: the contest between the owners and the fan bases over the exchange value (for profit) and use value (for community) of the clubs. Originality/value This paper is one of the first studies to adopt a critical framework to examine the emerging partnerships between sports and cryptocurrency companies during the COVID-19 pandemic. It also provides one of the first in-depth analyses of the critical receptions of sport NFTs amongst sport fans. While contributing to the literature on fan activism/protest in the context of the commercialization and commodification of sport, the paper also raises new questions on the responsible use of cryptocurrency/NFT in sport.
Metaverse, non-fungible tokens (NFTs), and cryptocurrencies highlight their relevance in the rapidly evolving technological landscape. Web 3.0, a concept associated with the metaverse, focuses on greater user control, enhanced 3D graphical experiences, and the semantic web, which involves a shift from HTML-based page construction to an underlying database structure. The chapter emphasizes the importance of artificial intelligence (AI) and natural language processing in enabling intelligent human–machine dialogue and the emergence of avatars as innovative virtual figures within the metaverse. The challenges and opportunities of the metaverse are explored, including concerns about privacy, hardware accessibility, and large companies’ management of virtual worlds. The characteristics of the metaverse, such as immersion, interactivity, personalization, content creation, and communication, are outlined. Avatars, visual representations of individuals, or fictional characters in online spaces are discussed in the context of the metaverse, emphasizing their role in enhancing social interaction and user engagement. The case study of MetaHuman Creator, developed by Epic Games, is an example of a tool that enables the creation of photorealistic and customizable virtual humans for use in the metaverse.
Non-fungible tokens (NFTs) are digital assets that represent ownership of a particular item or can represent in-game items or virtual real estate. They are exclusive and limited in quantity, and their ability to be modified and controlled is what makes digital assets so valuable. The objective of the initiative is to develop interactive and immersive gaming experiences by utilizing the unique capabilities of NFTs. This concept is made possible through the use of smart contracts, which decentralize the ownership of NFTs and increase their desirability. The endeavor entails the creation of two online games employing NFTs. “Obstacle Assault” is a side-scrolling game in which players guide a character through obstacles and adversaries to reach the level&s;s conclusion. The game will use NFTs to depict weapons, armor, and power-ups that can be purchased and used to improve the player&s;s character. “Turtle Sidestep” is a puzzle game in which players must guide a turtle through a succession of obstacles in order to reach the level&s;s conclusion. NFTs will be used to depict virtual real estate in this game, allowing players to purchase and own specific locations within the game world.
In this paper, we conduct a portfolio analysis based on the lottery-like characteristics of cryptocurrencies to examine return predictability. Our results show that cryptocurrencies with higher lottery-like characteristics exhibit lower one-month ahead returns. This phenomenon, known as the lottery-like effect, suggests that investors overvalue cryptocurrencies with stronger lottery-like traits, leading to lower future returns. Moreover, the effect persists over longer horizons, and the results remain robust after controlling for other crypto-asset characteristics.
Bu çalışmanın amacı, spor markalarının modern dünyanın getirdiği yeniliklerden olan Metaverse evrenine girişlerinin incelenmesidir. Çalışmada araştırmacının çevresindeki fotoğrafları, kayıtları ve dokümanları harmanlayarak yorumlaması ile öne çıkan nitel araştırma modeli kullanılmıştır. Verilerin ayrıntılı olarak toplanması ve analiz edilmesi için doküman analizi tekniği kullanılmıştır. Spor markalarından Nike ve Adidas; metaverse evreninde yeni platformlar oluşturdukları, Non-fungible token (NFT) alım ve satımı gibi çeşitli konularda patent başvuruları yaptıkları ve aynı zamanda her iki markanın da çeşitli şirketlerle ortaklıklar kurdukları saptanmıştır. Nike, kendi adını taşıyan Nikeland isimli bir metaverse sanal platformu kurmuştur. Nikeland ile kullanıcılar avatarlarını oluşturarak çeşitli spor branşlarında oyunlar oynamaktadır. Nike, kendi adını taşıyan kıyafet NFT’leri satarak kullanıcıların oluşturdukları avatarları giydirebilmelerine ve çevrim dışı yapılan fiziki hareketlerin metaverse evreninde oluşturulan çevrim içi platforma entegre edilmesine olanak sağlamaktadır. Aynı zamanda Nikeland platformunda geliştirilen görevlerle kullanıcıların özel alanlar oluşturmalarına olanak sağlanmakta ve gerçekleştirilen görevler karşılığında ödüllendirmeler yapılarak kullanıcıların teşvik edildiği görülmektedir. Adidas ise Adidas Originals adıyla NFT’lerini satışa çıkarmış olup hem kullanıcıların Sandbox metaverse evreninde kendi avatarlarını giydirebilmelerine hem de gerçek dünyada satışa sunulan Adidas ürünlerinde indirimlere sahip olmalarına olanak sağladığı saptanmıştır. Sonuç olarak Nike ve Adidas gibi globalleşmiş spor markalarının modern dünyanın getirdiği metaverse teknolojisinin kullanımı noktasında adımlar attıkları görülmektedir. Kullanıcılara ulaşmak, rekabeti artırmak ve kullanıcıları spora teşvik etmek spor markalarının metaverse giriş amaçlarını ortaya koymaktadır. Ayrıca, markalar kendi isimlerini taşıyan NFT’leri kullanıcılara satarak hem kendilerinin hem de kullanıcıların kazandıkları bir sistem oluşturmayı hedeflemektedirler. Nike ve Adidas gibi büyük markaların bu faaliyetlerinin diğer markalara da örnek oluşturabileceği düşünülmektedir.
Open access
Virtual Reality Applications and Impacts
Digital Games and Media
Consumer Behavior in Brand Consumption and Identification
This thesis tells the story of DTube, a blockchain-based social media (BSM) platform positioned as an alternative to YouTube. BSM platforms are situated at the intersection of the emergent Web3 discourse and the dominant platform paradigm. These novel initiatives attempt to develop community-led alternatives to mainstream commercial platforms by leveraging emergent Web3 technologies. Using the platform biography approach, the thesis traces DTube’s evolution between 2017-2022, locating these changes within the history of the web and digital media platforms. It contributes to a broader understanding of changing discourses, technologies, and practices of the web at a crucial historical juncture.
Teknolojinin gelişmesi ile iletişim araçlarında başlayan değişim birçok farklı sektöre ve alana yayılmıştır. Bu değişimi yaşayan alanlardan biri de geleneksel oyun kavramı olmuştur. Oyunun oynandığı ortam, konsol, yazılım değişmiş ve dijital oyun kavramı ortaya çıkmıştır. Dijital oyunların sağladığı etkileşimli dünya, sosyalleşme kavramını dahi değiştirmiş ve kavramın anlamı tartışılır noktaya gelmiştir. Ancak teknolojinin ilerlemesi günden güne devam etmektedir. Blokzincir teknolojisinin hayatımıza girmesi, bankacılığı, turizmi, sosyal mecraları etkilediği gibi dijital oyunları da etkilemiştir. Satoshi Nakatomo lakaplı bir yazarın 2008 yılında bir makalesinde bahsetmesiyle, dijital para birimi “Bitcoin” dünyada adını duyurmuştur. Başlangıçta para transferinde aracıyı ortadan kaldıran bir dijital bir para olarak faydalanabileceği düşünülen bu kripto paranın inşasını sağlayan Blokzincir teknolojisi ise birçok alanda değişim yaratmaya başlamıştır. Nakatomo, Blokzincir’i; sürekli büyüyen işlem kayıtlarının listesini çalınma veya değiştirilme gibi tehlikelerden koruyarak tutan dağıtık veri tabanı olarak tanımlamaktadır. Blokzincir teknolojisinin popülerleşmeye başlaması ile birlikte ise NFT(Non-fungible token) kavramı literatürde yer almaya başlamıştır. Bir dijital varlığın benzersiz bir kriptografik anahtarına sahip olan, çoğaltılamayan, sahibi tek olan NFT’ler temellerinde yatan blokzincir teknolojisiyle sanat başta olmak üzere birçok alanda etkisini göstermiştir. Bu alanlardan biri dijital oyunlar olmuş ve NFT oyunlarıyla birlikte play-to-earn oyunları ortaya çıkmıştır. Ethereum akıllı kontratlarıyla üretilen NFT, ne kadar dijital sanat eserleri ile ünlense de günümüzde birçok NFT ve blokzincir tabanlı oyun vardır. Bu oyunları oynayan kullanıcılar token üretebilmekte (mining), oyunların NFT avatarlarına sahip olabilmekte ve en önemlisi bu yolla maddi kazanç sağlayabilmektedirler. Bu bağlamda bir kazanç mekanizmasıyla oynanan oyunlara “Play to Earn” oyunları denir. Oyunlar geliştikçe klanlar oluşmakta ve dijital oyunda bahsettiğimiz etkileşim, sosyalleşme kavramları Discord, Telegram gibi uygulamaların sohbet gruplarında devam etmektedir. Çalışmamızda NFT ve play-to-earn oyunları incelenecek ayrıca bu oyunların dijital oyunlar arasında nasıl bir yere sahip olduğu araştırılacaktır. Oyuncuların, oyunlara olan ilgisinin sebeplerini öğrenmek için Discord, Telegram gibi uygulamaların oyun gruplarında, oyuncuların yorumları toplanacak ve incelenecektir. Elde edilen bu veriler, içerik analizi yöntemiyle incelenerektir. Blokzincir, NFT, Play to Earn gibi teknolojilerin popülerleşmesi ve maddi kazanç sağlanmasıyla bu alandaki oyunlara da gösterilen ilgi artmıştır. Bu bağlamda NFT oyunlarının gelecekte nasıl bir yere sahip olacağı, kalıcı olup olmayacağı gibi sorular merak edilmektedir. NFT tabanlı oyunların detaylarının incelendiği çalışmada, oyunların geleceği de tartışmaya sunulacaktır.