Users’ Perceptions of Key Blockchain Features in Games
Abstract
:1. Introduction
2. Background
2.1. Blockchain Assets and Games
2.2. Blockchain Trust, Transparency, and User-Generated Content
2.3. Retention and Engagement
3. Research Methods
3.1. The Artifact
3.2. Demonstrations and Interviews
- Background questions
- What makes assets valuable
- Asset ownership and the lack of a trusted third party
- Data on the blockchain is immutable and transparent
- Security and trust of blockchain systems
- Background questions
- What makes assets valuable
- Asset ownership and the lack of trusted third party
- Data on blockchain being immutable and transparent
- Security and trust of blockchain systems
3.3. Data Analysis
4. Results
4.1. Retention, Engagement, and Gaming Experience
“Video games are great because you get to use your brain, create things yourself, decide on the course of the events yourself, how it is going, what you are allowed to do, what you want to do. In streaming services, you can choose what to watch.”(P8)
“If you are looking for alleviating stress, it (the emotion) can be, for example, calmness. For example, in some role-playing games like Witcher, you can see yourself running in the virtual world and hear the wind in your ears, and some music can calm the situation at the same time. It is so versatile in terms of which emotions and senses touch you.”(P6)
“I like the idea of cross-platform or cross-game related things very much. […] If we imagine that you have a Mario game and they would release four different games where you could get this cross-stuff from each game so that you could shuffle them around with this blockchain-like idea, I would probably buy them all. [29]”(P3)
“I would play a game like that, but of course not with cars because I think cars are the most boring thing. However, if we were to say that something like Diablo would work that way, that all items are blockchain objects, it would be a really good thing. Having items in a game be reflected in the outer world or other currency, I do not see that it would make any game worse. [29]”(P8)
“In Player Unknown’s Battlegrounds, I had things that could be converted by selling to Steam currency, and that could be used to buy any games sold on Steam. Additionally, in games like the World of Warcraft, if you have spent a couple of years trying to find a certain item that you have a chance to get only once a week with a drop rate lower than one percent, so even if it is not in any way significant or it does not have monetary value, it still feels good to achieve it.”(P5)
“It would not bother me even if we could trade genuinely valuable things. That would be fun. I can hear how my money goes down the drain. On the other hand, if everything was for sale, it could mean that using so-called ‘honest methods,’ it would be really difficult to get those items. That could be one negative drawback affecting people playing the game.”(P3)
“The worst thing you can do is that you buy with money the best item you can get. The game is over at that point. So, you are paying money so that you do not want to play the game anymore.”(P8)
“Old RuneScape did not have Grand Exchange yet, … so people would gather in these trade worlds where thousands of people were in one place shouting what they wanted to sell. Some people wanted money in return, but some traded items for other items. It was a really functional and extremely pleasant social event where people were gathering as if they were at a marketplace.”(P6)
4.2. Transparency, Trust, and User-Generated Content
“I think transparency is important for everything. I have been contemplating public and private data for some time. While I believe that even if it is private, it should be transparent, not all private data can be public. Transparent means that you can see a log of the actions, and [so can] the public, […] everybody can also see the data.”(P1)
“Surely it (transparent data in a system) is not better than private. If I happen to sell something, I do not want everybody to check that ‘Oh, they sold that.’ […] If it does not enable everyone to see something that a regular guy would like to keep hidden, then it is not necessarily a bad thing.”(P10)
“I would say that with my understanding still, I would not (trust blockchain). […] I have played games that are based on servers, and they have worked for me and everyone else, so I trust those. Maybe for me to trust the blockchain, it would require that it becomes a mainstream thing and is proven safe. […] I am not the first guy who goes to try a new invention.”(P10)
“The law of supply and demand comes straight away and an old saying that you should not shoot a milk-producing cow. What I mean by that is that when the developers stop developing the game, it is because no one wants to fund it anymore, no one wants to buy it, and it does not have any players.”(P8)
“That (open third-party involvement) would have saved so many good game projects so far. For example, Age of Empires Online, some eight years ago, was a concrete example that there was a game that was playable but ran out of developers. There were players, sure, but no one wanted to update and continue developing the game.”(P6)
“I am just a gamer who does not want to use my own thinking time to ponder these modding issues, and I just play what is fun. […] It is the developers’ responsibility to get the people to remain in the game and to direct us players to do what makes us stay with the game.”(P8)
“Another thing that I find intriguing about blockchain is that if you get things through spending a lot of effort, you get rare things, and then you could sell those things for real money. I think that it is a really neat idea. Those guys who built Middle-Earth in Minecraft—they built it for 13 years—I would say that if they could now sell the Middle-Earth as a map, I think that is what they would do.”(P3)
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
- General questions
- How would you describe your relationship with video games?
- How would you differentiate video games from other media entertainment?
- Why are those aspects important?
- How do you feel when playing video games?
- How do you feel about the blockchain? Do you feel the pressure to get involved?
- What do you have to say about the blockchain game prototype?
- Would you play the game again? Why/why not?
- If the blockchain functionalities were implemented in an existing game you play, how would you feel about that?
- Was the game engaging?
- How did you feel about the responsiveness in the game?
- What makes assets valuable
- Have you ever considered any video game asset/item valuable?
- How would you differentiate the value of money from that item?
- Why is that important?
- Do you think these could be unified?
- Asset ownership and the lack of a trusted third party
- In the game you played, how does it make you feel that there isn’t a higher authority over the assets than yourself? Explain the feelings.
- How does the lack of a middleman make you feel from a social point of view?
- Have you ever considered who actually owns your virtual assets/items on traditional games or software platforms?
- If so, did it concern you? Why/why not?
- If so, how would you differentiate the concern from concern over losing something you physically own?
- Data on blockchain, immutable and transparent
- All of the transactions done in the game are public, and your racers can be identified using your address. How do you feel about that?
- Do you think there’s value in the possibility of multiplayer interactivity after developer support ends? Why?
- How about 3rd party modding possibilities during development? Why?
- Security and trust on the blockchain
- How would you describe your security concerns regarding information systems in general?
- From what you’ve experienced, would you say that you trust the blockchain? Why/why not?
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Tangible | Intangible | |
---|---|---|
Non-Fungible | Asset-token | Utility-token |
ERC-21 token passport | Service | |
Fungible | Asset-token | Cryptocoins |
ERC-20-token Car | Bitcoin Ether |
Crypto Assets | |||
---|---|---|---|
Crypto Coins | Asset Tokens | Utility Tokens | |
Fungibility | Fungible | Fungible or non-fungible | Non-fungible |
Tangibility | Intangible | Tangible | Intangible |
Represents | Digital object, medium of exchange | Object with tangible characteristic | Digital object providing access rights |
Example | Bitcoin, ETH | Car, property, NFT | Service, subscription |
Interviewee Number | Interview Method | Interview Language |
---|---|---|
#1 | Face-to-face meeting | English |
#2 | Face-to-face meeting | English |
#3 | Online meeting | Finnish |
#4 | Face-to-face meeting | Finnish |
#5 | Online meeting | Finnish |
#6 | Online meeting | Finnish |
#7 | Online meeting | Finnish |
#8 | Online meeting | Finnish |
#9 | Online meeting | Finnish |
#10 | Online meeting | Finnish |
Interview Topic | Themes | Sub-Themes |
---|---|---|
General questions | Personal relationship with video games | Personal motivation |
Emotions in video games | ||
Blockchain-related experience | Cryptocurrencies | |
Blockchain games | ||
Blockchain-related experience | Suggestions for improvement | |
Retention on artefact | ||
Engagement on artefact | ||
What makes assets valuable | What gives value to an asset? | Assets with monetary value |
Assets with non-monetary value | ||
Giving all assets monetary value (i.e., making them sellable and purchasable) | Financial incentive | |
Unfair playing field in video games | ||
Asset ownership and the lack of a trusted third party | Authorities over data in a video game context | Authorities controlling/ exploiting |
High prerequisites for authority-free environment | ||
Exchange through a central system as opposed to person-to-person | Convenience of centralized system | |
Social aspect of person-to-person exchange | ||
Actual ownership of virtual assets | ||
Data on the blockchain, immutable and transparent | The effects of transparency in video games and IS | Traceability and accountability |
Privacy concerns | ||
Third-party involvement in video games | Continued support | |
Modding | ||
Security and trust on the blockchain | Trust on the blockchain |
Play Again | Engaged | |
---|---|---|
Yes | 4 | 2 |
No | 3 | 2 |
No answer | 3 | 1 |
Partly | - | 5 |
Observations | Implications |
---|---|
Blockchain technology was seen as a novel technology among gamers. | Using blockchain technology in games can provide a huge competitive advantage, since there are not many game companies using it as their games’ core technology. |
Transparency was perceived as a complex issue. | Even though transparency is one of the fundamental properties of blockchain technology, gamers might not automatically perceive it as a positive element. |
Asset ownership was perceived as the most important blockchain feature in games. | Asset ownership can potentially increase player engagement and retention. |
User-generated content was seen as a positive possibility. | Adding the possibility for user-generated content directly into the game seems like a viable choice. |
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Paajala, I.; Nyyssölä, J.; Mattila, J.; Karppinen, P. Users’ Perceptions of Key Blockchain Features in Games. Future Internet 2022, 14, 321. https://doi.org/10.3390/fi14110321
Paajala I, Nyyssölä J, Mattila J, Karppinen P. Users’ Perceptions of Key Blockchain Features in Games. Future Internet. 2022; 14(11):321. https://doi.org/10.3390/fi14110321
Chicago/Turabian StylePaajala, Iikka, Jesse Nyyssölä, Juho Mattila, and Pasi Karppinen. 2022. "Users’ Perceptions of Key Blockchain Features in Games" Future Internet 14, no. 11: 321. https://doi.org/10.3390/fi14110321
APA StylePaajala, I., Nyyssölä, J., Mattila, J., & Karppinen, P. (2022). Users’ Perceptions of Key Blockchain Features in Games. Future Internet, 14(11), 321. https://doi.org/10.3390/fi14110321