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20 Playbour in Web3: Cryptogames and Playing to Earn

  • Ben Egliston
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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.

Kapitel in diesem Buch

  1. Frontmatter I
  2. Contents V
  3. List of Contributors IX
  4. Introduction XVII
  5. Acknowledgements XXI
  6. I Digital Transformation in the Workplace
  7. 1 Innovation: Five Key Strategies to Business Transformation 1
  8. 2 Position, Genre, and Social Innovation: The Creative Next Step 19
  9. 3 Data Analytics: Making Organizations Smarter 29
  10. 4 Artificial Intelligence and the Transformation of the Working Sphere 47
  11. 5 Metaverse: Business Design and Applications 69
  12. 6 Remote Working from Home: The Adaptive Organization 81
  13. 7 The Platformization of Media Information and Entertainment 95
  14. II Technology Trends and Forecasts
  15. 8 Smart Cities: The Creative Next Step 121
  16. 9 Web3: Exploring Technologies, Challenges, and Innovative Applications in the Media and Creative Industries 135
  17. 10 The Internet of Things 153
  18. 11 Human-Computer Interaction 169
  19. 12 OTT Video Streaming: Redefining the Future of Television 183
  20. 13 Innovation in Public Service Media Organizations 201
  21. 14 Metaverse: Technology Design Principles and Future Forecasts 217
  22. III Digital Lifestyle: Social and Business Perspectives
  23. 15 The Power of Social Media: Shaping the Public Conversation 239
  24. 16 Cyberbullying and the Power of Social Media 253
  25. 17 Cybercrime and Organizational Adoption of Cyber Incident Response Planning 271
  26. 18 Transmedia Storytelling and Innovation 289
  27. 19 A Critical Analysis of the Current Position of the Brazilian Supreme Court on the Right to Be Forgotten 307
  28. 20 Playbour in Web3: Cryptogames and Playing to Earn 321
  29. List of Figures 335
  30. List of Tables 337
  31. About the Editor 339
  32. Index 341
Heruntergeladen am 26.9.2025 von https://www.degruyterbrill.com/document/doi/10.1515/9783111145174-020/html
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