Epic, Steam, And The Role Of Skin-Betting In Game (Platform) Economies

JOURNAL OF CONSUMER CULTURE(2021)

引用 8|浏览3
暂无评分
摘要
In this article, we discuss how and why virtual items known as "skins" travel beyond games and into wider online ecosystems where they become tokens in gambling games. We argue that betting with skins purchased on the Steam platform contributes to the wider platform economy. We do this on the basis of a comparative analysis of Counter-Strike: Global Offensive and Fortnite: Battle Royale as well as the two platforms on which these games exist. First, we discuss the notion of platform economies in relation to the two cases in question and how this positions the consumer as "prosumer" and "micro-entrepreneur." Second, we introduce our analytical framework related to game economies and skins as commodities and currencies. On the basis of this, we compare the ways skins are acquired in the two games and the degree to which they extend exist beyond the game. We argue that Epic retains a "skin-monopoly," within the game, whereas Steam features a free "skin market" that transgresses the platform and turns the "prosumer" into a "micro-entrepreneur" and the "modder" into a "speculator."
更多
查看译文
关键词
Steam, skin-betting, market structure, platform economy, application programing interfaces, skins, gambling, video games
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要