20 Playbour in Web3: Cryptogames and Playing to Earn
-
Ben Egliston
Abstract
Videogames, a globally dominant form of media entertainment, are increasingly sites for experimentation and new technological developments. One such example can be seen with the intersection of games and blockchain technology. Cryptogames, as they are known, have recently created a model known as “play-to-earn” (P2E); specifically, where players accumulate and trade crypto assets, such as coins and nonfungible tokens, in exchange for real-world currency. For its proponents, play becomes analogous to work, adding to the tradition of games intersecting with labor and money. In this chapter, I argue that P2E, while promising financial prosperity, can perpetuate economic disparities that foster exploitative practices while exposing players to financial risk. This chapter challenges the commonly touted utopian narrative of P2E ushering in economic prosperity, particularly for users in the developing world.
Abstract
Videogames, a globally dominant form of media entertainment, are increasingly sites for experimentation and new technological developments. One such example can be seen with the intersection of games and blockchain technology. Cryptogames, as they are known, have recently created a model known as “play-to-earn” (P2E); specifically, where players accumulate and trade crypto assets, such as coins and nonfungible tokens, in exchange for real-world currency. For its proponents, play becomes analogous to work, adding to the tradition of games intersecting with labor and money. In this chapter, I argue that P2E, while promising financial prosperity, can perpetuate economic disparities that foster exploitative practices while exposing players to financial risk. This chapter challenges the commonly touted utopian narrative of P2E ushering in economic prosperity, particularly for users in the developing world.
Chapters in this book
- Frontmatter I
- Contents V
- List of Contributors IX
- Introduction XVII
- Acknowledgements XXI
-
I Digital Transformation in the Workplace
- 1 Innovation: Five Key Strategies to Business Transformation 1
- 2 Position, Genre, and Social Innovation: The Creative Next Step 19
- 3 Data Analytics: Making Organizations Smarter 29
- 4 Artificial Intelligence and the Transformation of the Working Sphere 47
- 5 Metaverse: Business Design and Applications 69
- 6 Remote Working from Home: The Adaptive Organization 81
- 7 The Platformization of Media Information and Entertainment 95
-
II Technology Trends and Forecasts
- 8 Smart Cities: The Creative Next Step 121
- 9 Web3: Exploring Technologies, Challenges, and Innovative Applications in the Media and Creative Industries 135
- 10 The Internet of Things 153
- 11 Human-Computer Interaction 169
- 12 OTT Video Streaming: Redefining the Future of Television 183
- 13 Innovation in Public Service Media Organizations 201
- 14 Metaverse: Technology Design Principles and Future Forecasts 217
-
III Digital Lifestyle: Social and Business Perspectives
- 15 The Power of Social Media: Shaping the Public Conversation 239
- 16 Cyberbullying and the Power of Social Media 253
- 17 Cybercrime and Organizational Adoption of Cyber Incident Response Planning 271
- 18 Transmedia Storytelling and Innovation 289
- 19 A Critical Analysis of the Current Position of the Brazilian Supreme Court on the Right to Be Forgotten 307
- 20 Playbour in Web3: Cryptogames and Playing to Earn 321
- List of Figures 335
- List of Tables 337
- About the Editor 339
- Index 341
Chapters in this book
- Frontmatter I
- Contents V
- List of Contributors IX
- Introduction XVII
- Acknowledgements XXI
-
I Digital Transformation in the Workplace
- 1 Innovation: Five Key Strategies to Business Transformation 1
- 2 Position, Genre, and Social Innovation: The Creative Next Step 19
- 3 Data Analytics: Making Organizations Smarter 29
- 4 Artificial Intelligence and the Transformation of the Working Sphere 47
- 5 Metaverse: Business Design and Applications 69
- 6 Remote Working from Home: The Adaptive Organization 81
- 7 The Platformization of Media Information and Entertainment 95
-
II Technology Trends and Forecasts
- 8 Smart Cities: The Creative Next Step 121
- 9 Web3: Exploring Technologies, Challenges, and Innovative Applications in the Media and Creative Industries 135
- 10 The Internet of Things 153
- 11 Human-Computer Interaction 169
- 12 OTT Video Streaming: Redefining the Future of Television 183
- 13 Innovation in Public Service Media Organizations 201
- 14 Metaverse: Technology Design Principles and Future Forecasts 217
-
III Digital Lifestyle: Social and Business Perspectives
- 15 The Power of Social Media: Shaping the Public Conversation 239
- 16 Cyberbullying and the Power of Social Media 253
- 17 Cybercrime and Organizational Adoption of Cyber Incident Response Planning 271
- 18 Transmedia Storytelling and Innovation 289
- 19 A Critical Analysis of the Current Position of the Brazilian Supreme Court on the Right to Be Forgotten 307
- 20 Playbour in Web3: Cryptogames and Playing to Earn 321
- List of Figures 335
- List of Tables 337
- About the Editor 339
- Index 341