Cryptomarkets Gamified : What Can We Learn by Playing CryptoKitties?

annif.suggestionsInternet|electronic money|digital games|games|virtual currency|payment methods|online games|mobile games|educational games|playing (games and sports)|enen
annif.suggestions.linkshttp://www.yso.fi/onto/yso/p20405|http://www.yso.fi/onto/yso/p3653|http://www.yso.fi/onto/yso/p22353|http://www.yso.fi/onto/yso/p6062|http://www.yso.fi/onto/yso/p28873|http://www.yso.fi/onto/yso/p21843|http://www.yso.fi/onto/yso/p22610|http://www.yso.fi/onto/yso/p15342|http://www.yso.fi/onto/yso/p23092|http://www.yso.fi/onto/yso/p14483en
dc.contributor.authorSerada, Alesja
dc.contributor.departmentfi=Ei tutkimusalustaa|en=No platform|-
dc.contributor.facultyfi=Markkinoinnin ja viestinnän yksikkö|en=School of Marketing and Communication|-
dc.contributor.orcidhttps://orcid.org/0000-0001-6559-7686-
dc.contributor.organizationfi=Vaasan yliopisto|en=University of Vaasa|
dc.date.accessioned2020-10-20T05:15:40Z
dc.date.accessioned2025-06-25T12:42:33Z
dc.date.available2020-10-20T05:15:40Z
dc.date.issued2020
dc.description.abstractThis paper presents an analysis of CryptoKitties (Axiom Zen 2017) as an educational tool for blockchain adoption. The focus is placed on the official agenda of the game, presented in its white paper (“White Pa-Purr”) and the user guide. I compare statements of the game's developers to the actual practice of playing CryptoKitties for a year. Although gamification of blockchain technologies may have been successful on a broader level of service marketing, the game itself does not make cryptocurrency-based services more accessible to the audience previously unfamiliar with blockchain. However, I conclude that it can launch a longer independent exploration of crypto markets, a potentially transformative experience for the player.-
dc.description.notification© 2020 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author.-
dc.description.reviewstatusfi=vertaisarvioitu|en=peerReviewed|-
dc.format.bitstreamtrue
dc.format.contentfi=kokoteksti|en=fulltext|-
dc.format.extent15-
dc.format.pagerange1-15-
dc.identifier.olddbid12748
dc.identifier.oldhandle10024/11471
dc.identifier.urihttps://osuva.uwasa.fi/handle/11111/762
dc.identifier.urnURN:NBN:fi-fe2020102085734-
dc.language.isoeng-
dc.publisherDigra-
dc.relation.ispartofProceedings of the 2020 DiGRA International Conference: Play Everywhere-
dc.relation.issn2342-9666-
dc.relation.urlhttp://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_201.pdf-
dc.source.identifierhttps://osuva.uwasa.fi/handle/10024/11471
dc.subjectblockchain-
dc.subjectcryptocurrencies-
dc.subjectcryptocurrency studies-
dc.subjectcrypto games-
dc.subjectCryptoKitties-
dc.subjecteducational games-
dc.subjectEthereum-
dc.subjectmoney games-
dc.subjectserious games-
dc.subject.disciplinefi=Viestintätieteet|en=Communication Studies|-
dc.titleCryptomarkets Gamified : What Can We Learn by Playing CryptoKitties?-
dc.type.okmfi=A4 Artikkeli konferenssijulkaisussa|en=A4 Peer-reviewed article in conference proceeding|sv=A4 Artikel i en konferenspublikation|-
dc.type.publicationarticle-
dc.type.versionpublishedVersion-

Tiedostot

Näytetään 1 - 1 / 1
Ladataan...
Name:
Osuva_Serada_2020_DiGRA.pdf
Size:
1.47 MB
Format:
Adobe Portable Document Format
Description:
Artikkeli

Kokoelmat