The University of Southampton
University of Southampton Institutional Repository

Cryptocurrencies in the Ludic economies: the case of contemporary game cultures

Cryptocurrencies in the Ludic economies: the case of contemporary game cultures
Cryptocurrencies in the Ludic economies: the case of contemporary game cultures
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 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.
games, cryptocurrencies, ludic economies, eSports, economic models
IntechOpen
Mataruna dos Santos, Leonardo
4b35d7e2-b3c3-42d2-bd8c-d05733f7e99f
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Salman, Dr. Asma
Mataruna dos Santos, Leonardo
4b35d7e2-b3c3-42d2-bd8c-d05733f7e99f
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Salman, Dr. Asma

Mataruna dos Santos, Leonardo and Wanick, Vanissa (2018) Cryptocurrencies in the Ludic economies: the case of contemporary game cultures. In, Salman, Dr. Asma (ed.) Cryptocurrencies. IntechOpen. (In Press)

Record type: Book Section

Abstract

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 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.

Full text not available from this repository.

More information

Accepted/In Press date: 1 December 2018
Keywords: games, cryptocurrencies, ludic economies, eSports, economic models

Identifiers

Local EPrints ID: 426060
URI: https://eprints.soton.ac.uk/id/eprint/426060
PURE UUID: dc62e31d-69ae-4cde-acd1-c818929a2bc7
ORCID for Vanissa Wanick: ORCID iD orcid.org/0000-0002-6367-1202

Catalogue record

Date deposited: 12 Nov 2018 17:30
Last modified: 14 Mar 2019 01:26

Export record

Contributors

Author: Leonardo Mataruna dos Santos
Author: Vanissa Wanick ORCID iD
Editor: Dr. Asma Salman

University divisions

Download statistics

Downloads from ePrints over the past year. Other digital versions may also be available to download e.g. from the publisher's website.

View more statistics

Atom RSS 1.0 RSS 2.0

Contact ePrints Soton: eprints@soton.ac.uk

ePrints Soton supports OAI 2.0 with a base URL of https://eprints.soton.ac.uk/cgi/oai2

This repository has been built using EPrints software, developed at the University of Southampton, but available to everyone to use.

We use cookies to ensure that we give you the best experience on our website. If you continue without changing your settings, we will assume that you are happy to receive cookies on the University of Southampton website.

×