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Main Authors: Trujillo, Amaury, Bacciu, Clara, Abrate, Matteo
Format: Preprint
Published: 2024
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Online Access:https://arxiv.org/abs/2407.15625
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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