2022
DOI: 10.1556/2006.2022.00066
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Understanding the mechanics and consumer risks associated with play-to-earn (P2E) gaming

Abstract: Background and aims Play-to-earn (P2E) gaming is a newly emerging form of gaming increasingly based on blockchain technology. In this paper, we examine the mechanics and business model of these games and their potential benefits and risks for players. Methods The paper draws upon and critically synthesises the developing published literature on predatory monetization in gaming as well as objective market data drawn from credible online sour… Show more

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Cited by 30 publications
(5 citation statements)
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“…Interestingly, cryptoasset behaviors and play-to-earn gaming were often unassociated with health and were also often significantly weaker in their relationships with health compared to the other domains. More research is needed to understand when and for whom these domains, which have formerly been associated with problem gaming and gambling (Delfabbro et al, 2022;, may or may not be associated with health.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Interestingly, cryptoasset behaviors and play-to-earn gaming were often unassociated with health and were also often significantly weaker in their relationships with health compared to the other domains. More research is needed to understand when and for whom these domains, which have formerly been associated with problem gaming and gambling (Delfabbro et al, 2022;, may or may not be associated with health.…”
Section: Discussionmentioning
confidence: 99%
“…Loot boxes are in-game purchases with a chance-based outcome (Spicer et al, 2022), while play-to-earn games are a combination of video games and cryptoassets, in which players can earn cryptocurrency by playing, and often sell those earned cryptocurrencies for real-world money to other players (De Jesus et al, 2022). The risks of play-to-earn and loot box gaming are akin to those in gambling, including the potential for monetary exploitation of gamers (Delfabbro et al, 2022), as well as some mixed associations with mental health (Johnson et al, 2023).…”
Section: Media Use Domainsmentioning
confidence: 99%
“…Yet, the first empirical research investigating the impacts of loot boxes on consumers came as late as 2018, years after issues were first raised and this mechanism came to prominence (Macey & Hamari, 2019;. This is but one example of multiple potential video game effects whose thorough investigation has not begun in an adequately rapid manner: Other examples of literature that are inappropriately in their nascence include the study of toxic behaviour; extremist attitudes; and novel web3-related business models (such as 'play-to-earn' and the use of in-game NFTs) (Delfabbro et al, 2022;Kowert, 2020;Kowert et al, 2022;Scholten et al, 2019).…”
Section: A Dilemma Of Interest: Independence In Video Game Effects Re...mentioning
confidence: 99%
“…If potential consumers believe that they buy and sell NFTs anytime and anywhere they want, the NFTs will be recognized as stable assets. Delfabbro et al (2022) argued that consumer risk decreases when game items in play-to-earn gaming, based on blockchain, can be exchanged or converted into cash. In a study on Bitcoin, the consumers' attitudes were positive when they expected Bitcoin to be accepted by the mass (Lee et al, 2018).…”
Section: 22mentioning
confidence: 99%