Ethereum crypto-games: Mechanics, prevalence and gambling similarities

  • Oliver James Scholten
  • , Nathan Gerard Jayy Hughes
  • , Sebastian Deterding
  • , Anders Drachen
  • , James Alfred Walker
  • , David Zendle

Publikation: Kapitel i bog/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

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Abstract

Ethereum crypto-games are a booming and relatively unexplored area of the games industry. While there is no consensus definition yet, ‘crypto-games’ commonly denotes games that store tokens, e.g. in-game items, on a distributed ledger atop a cryptocurrency network. This enables the trading of game items for cryptocurrency, which can then be exchanged for regular currency. Together with their chance-based mechanics, this makes crypto-games part of the recent convergence of digital gaming and gambling. In a first effort to scope the field, this paper surveys popular crypto-games, which use the Ethereum cryptocurrency, to tease out characteristic technical properties and gameplay. It then compares the games’ features with criteria found in current legal and psychological definitions of gambling. We find that the popular crypto-games selected meet a combined legal and psychological definition of gambling, and conclude with ramifications for future research.

OriginalsprogEngelsk
TitelCHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
ForlagAssociation for Computing Machinery
Publikationsdato17. okt. 2019
Sider379-389
ISBN (Elektronisk)9781450366885
DOI
StatusUdgivet - 17. okt. 2019
Begivenhed6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 - Barcelona, Spanien
Varighed: 22. okt. 201925. okt. 2019

Konference

Konference6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019
Land/OmrådeSpanien
ByBarcelona
Periode22/10/201925/10/2019

Bibliografisk note

Funding Information:
This work was supported by the EPSRC Centre for Doctoral Training in Intelligent Games & Games Intelligence (IGGI) [EP/L015846/1] and the Digital Creativity Labs (digitalcre-ativity.ac.uk), jointly funded by EPSRC/AHRC/Innovate UK under grant no. EP/M023265/1.

Funding Information:
This work was supported by the EPSRC Centre for Doctoral Training in Intelligent Games & Games Intelligence (IGGI) [EP/L015846/1] and the Digital Creativity Labs (digitalcreativity.ac.uk), jointly funded by EPSRC/AHRC/Innovate UK under grant no. EP/M023265/1.

Publisher Copyright:
©2019 is held by the owner/author(s).

Finansiering

This work was supported by the EPSRC Centre for Doctoral Training in Intelligent Games & Games Intelligence (IGGI) [EP/L015846/1] and the Digital Creativity Labs (digitalcre-ativity.ac.uk), jointly funded by EPSRC/AHRC/Innovate UK under grant no. EP/M023265/1. This work was supported by the EPSRC Centre for Doctoral Training in Intelligent Games & Games Intelligence (IGGI) [EP/L015846/1] and the Digital Creativity Labs (digitalcreativity.ac.uk), jointly funded by EPSRC/AHRC/Innovate UK under grant no. EP/M023265/1.

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