<p>Much of the online literature on gamification seeks to understand how work can be impacted by play. This paper flips that concept to explore how play, in the context of online games, is increasingly impacted by work-like practices. The concept of Workification is examined, followed by an investigation into how blockchain influences this trend through the introduction of the Play-to-Earn (P2E) business model. P2E remains an understudied topic in academia, with little empirical work. This study clarifies its definition and finds that while blockchain enables a value-added form of workified gaming, it is not without issue. Drawing on 13 semi-structured interviews with players and developers, the study uses hermeneutic analysis to interpret their experiences within this emerging industry. Findings suggest that, compared to traditional games, blockchain games meet an ideological demand for player autonomy; of assets, funds, and leisure time, and this is perhaps the main change that blockchain introduces into this context. In many cases. developers are themselves players, motivated to build a more egalitarian industry in terms of value exchange, though some practices may contradict this aspiration. Since Blockchain brings the ability to enforce property rights into the digital age without intermediation, parallels to digital feudalism are also explored, as this has vast implications for society as a whole. This study contributes to our understanding of work-like activities in game contexts, highlighting how technology, work, and leisure increasingly overlap and shape each other. Future research should examine more closely how blockchain can both alleviate and exacerbate the issues raised herein.</p>

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‘Serfing’ the Web; Play-to-Earn, Blockchain, and the Workification of Online Games

  • Matthew Davis

摘要

Much of the online literature on gamification seeks to understand how work can be impacted by play. This paper flips that concept to explore how play, in the context of online games, is increasingly impacted by work-like practices. The concept of Workification is examined, followed by an investigation into how blockchain influences this trend through the introduction of the Play-to-Earn (P2E) business model. P2E remains an understudied topic in academia, with little empirical work. This study clarifies its definition and finds that while blockchain enables a value-added form of workified gaming, it is not without issue. Drawing on 13 semi-structured interviews with players and developers, the study uses hermeneutic analysis to interpret their experiences within this emerging industry. Findings suggest that, compared to traditional games, blockchain games meet an ideological demand for player autonomy; of assets, funds, and leisure time, and this is perhaps the main change that blockchain introduces into this context. In many cases. developers are themselves players, motivated to build a more egalitarian industry in terms of value exchange, though some practices may contradict this aspiration. Since Blockchain brings the ability to enforce property rights into the digital age without intermediation, parallels to digital feudalism are also explored, as this has vast implications for society as a whole. This study contributes to our understanding of work-like activities in game contexts, highlighting how technology, work, and leisure increasingly overlap and shape each other. Future research should examine more closely how blockchain can both alleviate and exacerbate the issues raised herein.