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| Main Authors: | , , |
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| Format: | Preprint |
| Published: |
2024
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| Subjects: | |
| Online Access: | https://arxiv.org/abs/2407.15625 |
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| _version_ | 1866916791150706688 |
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| author | Trujillo, Amaury Bacciu, Clara Abrate, Matteo |
| author_facet | Trujillo, Amaury Bacciu, Clara Abrate, Matteo |
| contents | Decentraland is a blockchain-based social virtual world where users can publish and sell wearables to customize avatars. In it, the third-party Decentral Games (DG) allows players of its flagship game ICE Poker to earn cryptocurrency only if they possess certain wearables. Herein, we present a comprehensive study on how DG and its game influence the dynamics of wearables and in-world visits in Decentraland. To this end, we analyzed 5.9 million wearable transfers made on the Polygon blockchain (and related sales) over a two-year period, and 677 million log events of in-world user positions in an overlapping 10-month period. We found that these activities are disproportionately related to DG, with its ICE Poker casinos (less than 0.1% of the world map) representing a remarkable average share of daily unique visitors (33%) and time spent in the virtual world (20%). Despite several alternative initiatives within Decentraland, ICE Poker appears to drive user activity on the platform. Our work thus contributes to the understanding of how play-to-earn games influence user behavior in social virtual worlds, and it is among the first to study the emerging phenomenon of virtual blockchain-based gambling. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2407_15625 |
| institution | arXiv |
| publishDate | 2024 |
| record_format | arxiv |
| spellingShingle | Dressed to Gamble: How Poker Drives the Dynamics of Wearables and Visits on Decentraland's Social Virtual World Trujillo, Amaury Bacciu, Clara Abrate, Matteo Computers and Society Decentraland is a blockchain-based social virtual world where users can publish and sell wearables to customize avatars. In it, the third-party Decentral Games (DG) allows players of its flagship game ICE Poker to earn cryptocurrency only if they possess certain wearables. Herein, we present a comprehensive study on how DG and its game influence the dynamics of wearables and in-world visits in Decentraland. To this end, we analyzed 5.9 million wearable transfers made on the Polygon blockchain (and related sales) over a two-year period, and 677 million log events of in-world user positions in an overlapping 10-month period. We found that these activities are disproportionately related to DG, with its ICE Poker casinos (less than 0.1% of the world map) representing a remarkable average share of daily unique visitors (33%) and time spent in the virtual world (20%). Despite several alternative initiatives within Decentraland, ICE Poker appears to drive user activity on the platform. Our work thus contributes to the understanding of how play-to-earn games influence user behavior in social virtual worlds, and it is among the first to study the emerging phenomenon of virtual blockchain-based gambling. |
| title | Dressed to Gamble: How Poker Drives the Dynamics of Wearables and Visits on Decentraland's Social Virtual World |
| topic | Computers and Society |
| url | https://arxiv.org/abs/2407.15625 |