Vintage CryptoKitties and the Quest for Authenticity

IEEE
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This paper presents the case of the blockchain-based game CryptoKitties (Axiom Zen, 2017), more specifically, one particular way of making game tokens potentially more valuable by labeling them ‘vintage’. Firstly, I show how the meaning of ‘vintage’ was collectively constructed by the community of players and negotiated online until it was acknowledged by the owners of the game. Secondly, I measure the influence of the ‘vintage’ label on the game market in the first six months of 2018. I base my measurements on open market data available through such services as KittyHelper, Etherscan and the Chrome plug-in CKBox. I conclude that ‘vintage kitties' did not acquire surplus market value even after they became a publicly recognized part of the game: breeding them resulted in losses for the majority of players. However, their retro aesthetics inspired creativity of many players and signified the social status of “the new rich”.

Emojulkaisu

2021 IEEE Conference on Games (CoG)

ISBN

978-1-6654-3886-5

ISSN

2325-4289
2325-4270

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