Cryptocurrencies in the Ludic Economies: The Case of Contemporary Game Cultures

  • José Mataruna-dos-Santos L
  • Wanick V
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Abstract

Games have their own economic models. Today, players can not only collect digital currencies, but they can also use real currencies to buy virtual goods. Business models in games such as freemium and in-app purchases, for example, sustain this structure. Within this context, there is also the expansion of models outside the game realm like eSports, which happens in the form of tournaments. With this, there is constant exchange of value that emerges from games, which could also include the use of cryptocurrencies. In this chapter, we give an overview of the current state of the art of economic models within games and eSports. The current chapter aims to situate and analyse the application of these business models derived from games, e-sport and the future of ludic economies.

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APA

José Mataruna-dos-Santos, L., & Wanick, V. (2019). Cryptocurrencies in the Ludic Economies: The Case of Contemporary Game Cultures. In Blockchain and Cryptocurrencies. IntechOpen. https://doi.org/10.5772/intechopen.80950

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