战斗
消费者
经济
无礼的
经济
虚拟经济
游戏研究
消费(社会学)
商业
市场经济
计算机科学
社会学
工程类
人工智能
历史
电气工程
考古
社会科学
管理
可再生能源
作者
Anne Mette Thorhauge,Rune Kristian Lundedal Nielsen
标识
DOI:10.1177/1469540521993929
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.”
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