• Title/Summary/Keyword: Blockchain Games

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Research on the Direction of Blockchain Game Platform using AI

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.417-422
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    • 2023
  • AI blockchain technology, which is attracting attention as a core technology of the 4th Industrial Revolution, is a technology that can be used as an important means of innovation not only in the current gaming industry but also in various industrial fields. This paper extracts the platforms and types of blockchain games currently ranked within the top 100 on the blockchain app (DApp) sites State Of The DApps, DApp.com, and Dapp Rader and introduces the top games on major platforms. As a result of extracting platforms and types, the top games were mainly based on Ethereum, EOS, and Steam. However, the results showed that there are significantly more games based on the Ethereum platform, which are stable, easy to apply, and have a low barrier to entry due to the large number of users and DApps. We plan to improve awareness of blockchain games by studying the characteristics that only blockchain games have.

Survey on Smart Contract Programming Languages (스마트 컨트랙트 프로그래밍 언어 동향 조사)

  • Kim, Ik-Soon
    • Electronics and Telecommunications Trends
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    • v.35 no.5
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    • pp.134-138
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    • 2020
  • Blockchain is an enabling technology for managing data with high trust and transparency among connected computers. Blockchain emerged with the advent of the Bitcoin cryptocurrency, and then, evolved as general-purpose platforms such as Ethereum, EOS, R3 Corda, and IBM Hyperledger Fabric. The application of blockchain covers a broad range of areas such as fintech, decentralized identity, distribution, real estate trading, games, and drone air traffic management. Smart contracts are indispensable for constructing blockchain services. This survey classifies smart contract languages by their features and shows their differences from existing general-purpose programming languages.

A Study on the elements of business model innovation of non-fungible token blockchain game : based on 'PlayDapp' case, an in-game digital asset distribution platform (대체불가능토큰(NFT)기반 블록체인 게임의 비즈니스모델 혁신요소 연구 : 게임 내 디지털 자산 유통 플랫폼 '플레이댑' 사례를 중심으로)

  • Choi, Sung-Wone;Lee, Sung-Mok;Koh, Joong-Eon;Kim, Hyun-Ji;Kim, Jeong-Soo
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.123-138
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    • 2021
  • This study aims to empirically prove that blockchain games can provide business model innovations through interoperability among NFT based game items. Through our research on 'PlayDapp platform', we figured out that the technological innovation of blockchain games not only has provided a positive influence to the socio-economic and industrial ecosystem perspectives, but also it differentiates companies(game developers and platform providers in this eco-system) and increases customer benefits.

Web3.0 Metaverse Business Model Innovation of Sports Media

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.64-76
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    • 2024
  • We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.

A Study on the Development of Game Platform in Web 3.0: Focused on P2E, C2E Models (웹 3.0에서의 메타버스 플랫폼 발전 방향에 대한 연구: P2E, C2E 모델을 중심으로)

  • Hyo Won Moon;Seon Bin Lim;Hee Dong Yang
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.75-93
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    • 2023
  • The game industry has grown not only by combining them with various technologies also introducing new types of business models such as P2P, F2P, and P2W. Furthermore, games which implemented X2E model with blockchain technology are recently in the spotlight of the public attention. As domestic game companies have also prospect the blockchain games feasible, they are seeking ways to expand their global market share by strengthening the X2E model. Hence, by carrying this new business model out, it is expected to diversify their global revenue stream, which was previously confined to Asia region. This study analyzed the case of companies that have implemented the P2E and C2E models in order to suggest the direction of development for the game platform in Web 3.0 era. The cases of P2E game platform, which constitute of Axie Infinity and Mir 4, encompass the compensation structure, the stabilization mechanism of the in-game token economy, and future strategies regarding blockchain gaming. Likewise, the platform structure, business model, and future growth potential was discussed in terms of C2E scheme, focusing on the ZEPETO and Roblox cases. Based on the above case analysis, this study attempted to provide information on the current limitations and development directions of the P2E and C2E platforms. The current limitations in legal and industrial aspects should be addressed to facilitate the blooming of blockchain and P2E game industry. In addition, the necessity of not only social support also improvement on the technology and social stigma of full-time creators is ought to be emphasized in an effort to encourage the development of C2E platforms.

The Role of Artificial Intelligence and Blockchain in the Metaverse

  • Theodore A., Tagne Poupi;Athar, Ali;Abdullah, Abdullah;Begum, Khadija;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.573-576
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    • 2022
  • Currently, the world has known many innovative technologies created to bring users to interact using the internet. The latest buzzword attracting attention both from industry and academia is the metaverse. The metaverse is a virtual environment in which people used virtual reality and augmented reality devices to carry out numerous virtual activities. At first, metaverse applications were mostly virtual games, but now with advances in research, many other applications and technologies are integrating the metaverse among which manufacturing, real estate, healthcare, military, and many others. The proper operation of these applications requires some technologies like blockchain and artificial intelligence. In this paper, we investigate the role of blockchain and AI in the metaverse. This work aims to present the eventual use cases of these technologies in the metaverse regardless of their application domain.

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Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence (P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구)

  • Jang, Moonkyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.23-44
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    • 2022
  • With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.

Development and Implementation of Blockchain Appropriate Technology Science School Program of Europe-Korea Conference on Science & Technology (유럽-한인 과학기술학회의 블록체인 적정기술 과학교실 프로그램 개발과 적용)

  • Kim, Gahyoung;Choi, Kevin Kyeong-iI;Kim, Dowon;Son, Muntak;Kim, Byoung-Yoon
    • Journal of Appropriate Technology
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    • v.6 no.2
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    • pp.190-199
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    • 2020
  • The purpose of this study is to develop and implement the Appropriate Technology Science School program (ATSS) for youth operated by the Europe-Korea Conference on Science & Technology (EKC) since 2016. The development process consisted of pre-online management meetings, online and offline tutor training, operation of ATSS for youth, and satisfaction surveys. As a result of the development, the management team selected the mission-solving theme of "Transforming village using blockchain technology" through a pre-online meeting. The contents were reorganized according to the level of the participating tutees, and various learning activities such as co-building activities, games, and plays were newly introduced and developed first, and the programs developed through tutor training were demonstrated and improved. A total of 38 tutees and tutors from 6 countries participated in the 2018 ATSS. As a result, participants showed positive satisfaction overall. Tutees showed interest in dome co-building activities and hash function calculation activities, and tutors showed interest in lectures and monopoly games related to blockchain technology. The development and of the 2018 ATSS will contribute to the improvement of expertise in the operation of the EKC ATSS in the future to the management team. It will be an opportunity for tutors to experience that high-tech science and technology have a good impact on appropriate technology for the third world and community society. In addition, Tutees will be provided with an opportunity to indirectly experience the local situation and community society through a role play on the impact of blockchain technology on African villages.

Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.