From Wikipedia, the free encyclopedia
  1. Fowler, Allan; Pirker, Johanna (2021). "Tokenfication: The potential of non-fungible tokens (NFT) for game development". CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play: 152–157. doi: 10.1145/3450337.3483501.
  2. Serada, Alesja (2020). "Why Is CryptoKitties (Not) Gambling?". FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games: 1–4. doi: 10.1145/3402942.3402985.
  3. Serada, Alesja; Sihvonen, Tanja; Harviainen, J. Tuomas (2020). "CryptoKitties and the New Ludic Economy. How Blockchain Introduces Value, Ownership, and Scarcity in Digital Gaming". Games and Culture. 16 (4): 457–480. doi: 10.1177/1555412019898305.
  4. Pfeiffer, Alexander; Kriglstein, Simone; Wernbacher, Thomas (2020). "Blockchain Technologies and Games: a Proper Match?". FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games: 1–4. doi: 10.1145/3402942.3402996.
  5. Aquino, Alfred Joshua S.; et al. (2022). "Assessment of Behavioral Impacts and Socio-Economic Status stand of Blockchain Games to Undergraduate Students in Metro Manila" (PDF). Proceedings of the 7th North American International Conference on Industrial Engineering and Operations Management. Retrieved 2023-04-18.
  6. Delic, Amelia J.; Delfabbro, Paul H. (2022). "Profiling the Potential Risks and Benefits of Emerging "Play to Earn" Games: a Qualitative Analysis of Players' Experiences with Axie Infinity". International Journal of Mental Health and Addiction. doi: 10.1007/s11469-022-00894-y.
  7. Barbon, Andrea; Ranaldo, Angelo (2023). "Non-Fungible Tokens". In Walker, Thomas; Nikbakht, Elaheh; Kooli, Maher (eds.). The Fintech Disruption. How Financial Innovation Is Transforming the Banking Industry. Palgrave Macmillan. pp. 139–163. doi: 10.1007/978-3-031-23069-1_6. ISBN  978-3-031-23068-4.
  8. Belocerkov, Andreas (2023). "Blockchain-Gaming. Mehr als nur der Traum vom Spielen um Geld". Wirtschaftsinformatik & Management (in German) (1). doi: 10.1365/s35764-023-00451-9. Retrieved 2023-04-18.
  9. Vvedenskaya, Anna (2022). "Taxes in video games: overview, purposes, relevance". Interactive Entertainment Law Review. 5 (1). doi: 10.4337/ielr.2022.01.04.
  10. Guidi, Barbara; Michienzi, Andrea (2022). "Social games and Blockchain. Exploring the Metaverse of Decentraland". 2022 IEEE 42nd International Conference on Distributed Computing Systems Workshops (ICDCSW): 199–204. doi: 10.1109/ICDCSW56584.2022.00045.
  11. Vidal-Tomás, David (2022). "The new crypto niche: NFTs, play-to-earn, and metaverse tokens". Finance Research Letters. 47 (B). doi: 10.1016/j.frl.2022.102742.
  12. Kraft, Daniel (2022). "Horizontal Scalability of Blockchain Games Using the GSP Model". In Dingli, Alexiei; et al. (eds.). Disruptive Technologies in Media, Arts and Design. A Collection of Innovative Research Case-Studies that Explore the Use of Artificial Intelligence and Blockchain within the Media, Arts and Design Sector. Berlin: Springer. pp. 77–88. doi: 10.1007/978-3-030-93780-5_7. ISBN  978-3-030-93779-9.
  13. Farmaki, Despoina (2022). "Copyright protection of video games: a comparative study". Interactive Entertainment Law Review. 5 (2): 107–121. doi: 10.4337/ielr.2022.02.04.
  14. Qiao, Diana (2020). "This Is Not a Game: Blockchain Regulation and Its Application to Video Games". Northern Illinois University Law Review. 40 (2): 176–226. Retrieved 2023-04-19.
  15. da Silva, Isabela Ruiz Roque; Omar, Nizam (2021). "Real and Virtual Token Economy Applied to Games. A Comparative Study Between Cryptocurrencies". In Arai, Kohei (ed.). Intelligent Computing. Proceedings of the 2021 Computing Conference. Vol. 2. Springer. doi: 10.1007/978-3-030-80126-7_61. ISBN  978-3-030-80125-0.
  16. Scharfman, Jason (2023). "Decentralized Finance (DeFi) Fraud and Hacks. Part 2". In Scharfman, Jason (ed.). The Cryptocurrency and Digital Asset Fraud Casebook. New York: Palgrave Macmillan. pp. 97–110. doi: 10.1007/978-3-031-23679-2_7. ISBN  978-3-031-23678-5.
  17. Scharfman, Jason (2023). "Additional Case Studies in Cryptocurrency Fraud". In Scharfman, Jason (ed.). The Cryptocurrency and Digital Asset Fraud Casebook. New York: Palgrave Macmillan. pp. 161–172. doi: 10.1007/978-3-031-23679-2_11. ISBN  978-3-031-23678-5.
  18. Scharfman, Jason (2023). "Trends and Future Developments". In Scharfman, Jason (ed.). The Cryptocurrency and Digital Asset Fraud Casebook. New York: Palgrave Macmillan. pp. 173–186. doi: 10.1007/978-3-031-23679-2_12. ISBN  978-3-031-23678-5.
  19. Arnedo-Moreno, Joan; Garcia-Font, Victor (2022). "Research opportunities in the application of blockchain in video games. A scoping review". 2022 IEEE International Conference on Omni-layer Intelligent Systems (COINS): 1–5. doi: 10.1109/COINS54846.2022.9854939.
  20. Proelss, Juliane; Sevigny, Stephane; Schweizer, Denis (2023). "GameFi: The Perfect Symbiosis of Blockchain, Tokens, DeFi, and NFTs?". doi: 10.2139/ssrn.4316073. {{ cite journal}}: Cite journal requires |journal= ( help)
  21. Muthe, Koushik Bhargav; Sharma, Khushboo; Sri, Karthik Epperla Nagendra (2020). "A Blockchain Based Decentralized Computing And NFT Infrastructure For Game Networks". 2020 Second International Conference on Blockchain Computing and Applications (BCCA). doi: 10.1109/BCCA50787.2020.9274085.
  22. Komiya, Kosuke; Nakajima, Tatsuo (2019). "Increasing Motivation for Playing Blockchain Games Using Proof-of-Achievement Algorithm". In Fang, Xiaowen (ed.). HCI in Games. First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings. Springer. pp. 125–140. doi: 10.1007/978-3-030-22602-2_11. ISBN  978-3-030-22601-5.
  23. Karbach, Lars; et al. (2023). "A Usability Analysis of the DAO Concept Based on the Case Study of a Blockchain Game". In Deliyannis, Ioannis (ed.). Gamification. Analysis, Design, Development and Ludification. doi: 10.5772/intechopen.105347. ISBN  978-1-80356-261-2.
  24. Besançon, Léo; Da Silva, Catarina Ferreira; Ghodous, Parisa; Gelas, Jean-Patrick (2022). "A Blockchain Ontology for DApps Development". IEEE Access. 10: 49905–49933. doi: 10.1109/ACCESS.2022.3173313.
  25. Hamzah, Muzaffar; Ghazali, Mohd Fahmi; Asli, Mohammad Fadhli (2022). "Bringing Blockchain Technology in Innovating Industries. A Systematic Review". In Al-Emran, Mostafa; Al-Sharafi, Mohammed A.; Al-Kabi, Mohammed N.; Shaalan, Khaled (eds.). Proceedings of International Conference on Emerging Technologies and Intelligent Systems. Vol. 1. Springer. pp. 391–416. doi: 10.1007/978-3-030-85990-9_33. ISBN  978-3-030-82616-1.
  26. Trojanowska, Natalia; Kedziora, Michal; Hanif, Moataz; Song, Houbing (2020). "Secure Decentralized Application Development of Blockchain-based Games". 2020 IEEE 39th International Performance Computing and Communications Conference (IPCCC). doi: 10.1109/IPCCC50635.2020.9391556.
  27. Kshetri, Nir (2022). "Policy, Ethical, Social, and Environmental Considerations of Web3 and the Metaverse". IT Professional. 24 (3): 4–8. doi: 10.1109/MITP.2022.3178509.
  28. Scholten, Oliver J.; Zendle, David; Walker, James A. (2020). "Inside the decentralised casino: a longitudinal study of actual cryptocurrency gambling transactions". PLOS ONE. 15 (10). doi: 10.1371/journal.pone.0240693.{{ cite journal}}: CS1 maint: unflagged free DOI ( link)
  29. Scholten, Oliver J.; et al. (2019). "Ethereum Crypto-Games: Mechanics, Prevalence, and Gambling Similarities". CHI PLAY '19: Proceedings of the Annual Symposium on Computer-Human Interaction in Play: 379–389. doi: 10.1145/3311350.3347178.
  30. Delfabbro, Paul; Delic, Amelia; King, Daniel L. (2022). "Understanding the mechanics and consumer risks associated with play-to-earn (P2E) gaming". Journal of Behavioral Addictions. 11 (3): 716–726. doi: 10.1556/2006.2022.00066.
  31. Gonserkewitz, Phil; Karger, Erik; Jagals, Marvin. "Non-fungible tokens. Use cases of NFTs and future research agenda". Risk Governance and Control Financial Markets & Institutions. 12 (3): 8–18. doi: 10.22495/rgcv12i3p1.
  32. Yang, Qinglin; et al. (2022). "Fusing Blockchain and AI With Metaverse: a Survey". IEEE Open Journal of the Computer Society. 3. Retrieved 2023-04-20.
  33. Culannay, Roger Charles (2022). "Analysis on the Factors that Influence the Investment on Online Crypto Games". International Journal of Arts, Sciences and Education. 3 (1): 143–154. Retrieved 2023-04-18.
  34. Tavares, Rogério; Sousa, João Paulo; Maganinho, Bruno; Gomes, João Pedro (2023). "Gamers' Reaction to the Use of NFT in AAA Video Games". Procedia Computer Science (219): 606–613. doi: 10.1016/j.procs.2023.01.329.
  35. Girasa, Rosario (2022). Regulation of Cryptocurrencies and Blockchain Technologies. National and International Perspectives. Pleasantville: Palgrave Macmillan. doi: 10.1007/978-3-031-21812-5. ISBN  978-3-031-21811-8.
  36. Francisco, Ryan D.; Rodelas, Nelson C.; Ubaldo, John Edison T. (2022). "The Perception of Filipinos on the Advent of Cryptocurrency and Non-Fungible Token (NFT) Games". International Journal of Computing Sciences Research (6): 1005–1018. doi: 10.25147/ijcsr.2017.001.1.89.
  37. Fara, Saeed Banaeian; Bamakan, Seyed Mojtaba Hosseini; Quc, Qiang; Jiang, Qingshan (2022). "A Review of Non-fungible Tokens Applications in the Real-world and Metaverse". Procedia Computer Science. 214: 755–762. doi: 10.1016/j.procs.2022.11.238.
  38. Bamakan, Seyed Mojtaba Hosseini; et al. (2022). "Patents and intellectual property assets as non-fungible tokens: key technologies and challenges". Scientific Reports. 12. doi: 10.1038/s41598-022-05920-6.
  39. Gao, Shang; Li, Ying (2021). "An empirical study on the adoption of blockchain-based games from users' perspectives". The Electronic Library. 39 (4): 596–614. doi: 10.1108/EL-01-2021-0009.
  40. De Jesus, Shealtielle Blaise Dimapilis; et al. (2022). "Play-to-Earn: a Qualitative Analysis of the Experiences and Challenges Faced By Axie Infinity Online Gamers Amidst the COVID-19 Pandemic". International Journal of Psychology and Counseling. 12 (1). doi: 10.6084/m9.figshare.18856454.v1.
  41. Osivand, Sina (2022). "The Risk and Return of Game(NFT)" (PDF). International Journal of Research in Engineering and Science (IJRES). 10 (1): 38–40. Retrieved 2023-04-19.
  42. Hakkarainen, Tuuli; Colicev, Anatoli (2023). "Blockchain-enabled advances (BEAs): Implications for consumers and brands". Journal of Business Research. 160. doi: 10.1016/j.jbusres.2023.113763.
  43. Jiang, Yu; Fan, Sizheng; Cai, Wei (2022). "Economic Analysis of Loot Box Market in Blockchain Games". BSCI '22: Proceedings of the Fourth ACM International Symposium on Blockchain and Secure Critical Infrastructure: 35–46. doi: 10.1145/3494106.3528675.
  44. Jiang, Yu; et al. (2022). "Towards Understanding Player Behavior in Blockchain Games. A Case Study of Aavegotchi". FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games: 1–12. doi: 10.1145/3555858.3555883.
  45. Jiang, Xin-Jian; Liu, Xiao Fan (2021). "CryptoKitties Transaction Network Analysis. The Rise and Fall of the First Blockchain Game Mania". Frontiers in Physics. 9. doi: 10.3389/fphy.2021.631665.{{ cite journal}}: CS1 maint: unflagged free DOI ( link)
  46. Lee, Jaehwan; Yoo, Byungjoon; Jang, Moonkyoung (2019). "Is a Blockchain-Based Game a Game for Fun, or Is It a Tool for Speculation? An Empirical Analysis of Player Behavior in Crypokitties". In Xu, Jennifer J.; et al. (eds.). The Ecosystem of e-Business: Technologies, Stakeholders, and Connections. Springer. pp. 141–148. doi: 10.1007/978-3-030-22784-5_14. ISBN  978-3-030-22783-8.
From Wikipedia, the free encyclopedia
  1. Fowler, Allan; Pirker, Johanna (2021). "Tokenfication: The potential of non-fungible tokens (NFT) for game development". CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play: 152–157. doi: 10.1145/3450337.3483501.
  2. Serada, Alesja (2020). "Why Is CryptoKitties (Not) Gambling?". FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games: 1–4. doi: 10.1145/3402942.3402985.
  3. Serada, Alesja; Sihvonen, Tanja; Harviainen, J. Tuomas (2020). "CryptoKitties and the New Ludic Economy. How Blockchain Introduces Value, Ownership, and Scarcity in Digital Gaming". Games and Culture. 16 (4): 457–480. doi: 10.1177/1555412019898305.
  4. Pfeiffer, Alexander; Kriglstein, Simone; Wernbacher, Thomas (2020). "Blockchain Technologies and Games: a Proper Match?". FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games: 1–4. doi: 10.1145/3402942.3402996.
  5. Aquino, Alfred Joshua S.; et al. (2022). "Assessment of Behavioral Impacts and Socio-Economic Status stand of Blockchain Games to Undergraduate Students in Metro Manila" (PDF). Proceedings of the 7th North American International Conference on Industrial Engineering and Operations Management. Retrieved 2023-04-18.
  6. Delic, Amelia J.; Delfabbro, Paul H. (2022). "Profiling the Potential Risks and Benefits of Emerging "Play to Earn" Games: a Qualitative Analysis of Players' Experiences with Axie Infinity". International Journal of Mental Health and Addiction. doi: 10.1007/s11469-022-00894-y.
  7. Barbon, Andrea; Ranaldo, Angelo (2023). "Non-Fungible Tokens". In Walker, Thomas; Nikbakht, Elaheh; Kooli, Maher (eds.). The Fintech Disruption. How Financial Innovation Is Transforming the Banking Industry. Palgrave Macmillan. pp. 139–163. doi: 10.1007/978-3-031-23069-1_6. ISBN  978-3-031-23068-4.
  8. Belocerkov, Andreas (2023). "Blockchain-Gaming. Mehr als nur der Traum vom Spielen um Geld". Wirtschaftsinformatik & Management (in German) (1). doi: 10.1365/s35764-023-00451-9. Retrieved 2023-04-18.
  9. Vvedenskaya, Anna (2022). "Taxes in video games: overview, purposes, relevance". Interactive Entertainment Law Review. 5 (1). doi: 10.4337/ielr.2022.01.04.
  10. Guidi, Barbara; Michienzi, Andrea (2022). "Social games and Blockchain. Exploring the Metaverse of Decentraland". 2022 IEEE 42nd International Conference on Distributed Computing Systems Workshops (ICDCSW): 199–204. doi: 10.1109/ICDCSW56584.2022.00045.
  11. Vidal-Tomás, David (2022). "The new crypto niche: NFTs, play-to-earn, and metaverse tokens". Finance Research Letters. 47 (B). doi: 10.1016/j.frl.2022.102742.
  12. Kraft, Daniel (2022). "Horizontal Scalability of Blockchain Games Using the GSP Model". In Dingli, Alexiei; et al. (eds.). Disruptive Technologies in Media, Arts and Design. A Collection of Innovative Research Case-Studies that Explore the Use of Artificial Intelligence and Blockchain within the Media, Arts and Design Sector. Berlin: Springer. pp. 77–88. doi: 10.1007/978-3-030-93780-5_7. ISBN  978-3-030-93779-9.
  13. Farmaki, Despoina (2022). "Copyright protection of video games: a comparative study". Interactive Entertainment Law Review. 5 (2): 107–121. doi: 10.4337/ielr.2022.02.04.
  14. Qiao, Diana (2020). "This Is Not a Game: Blockchain Regulation and Its Application to Video Games". Northern Illinois University Law Review. 40 (2): 176–226. Retrieved 2023-04-19.
  15. da Silva, Isabela Ruiz Roque; Omar, Nizam (2021). "Real and Virtual Token Economy Applied to Games. A Comparative Study Between Cryptocurrencies". In Arai, Kohei (ed.). Intelligent Computing. Proceedings of the 2021 Computing Conference. Vol. 2. Springer. doi: 10.1007/978-3-030-80126-7_61. ISBN  978-3-030-80125-0.
  16. Scharfman, Jason (2023). "Decentralized Finance (DeFi) Fraud and Hacks. Part 2". In Scharfman, Jason (ed.). The Cryptocurrency and Digital Asset Fraud Casebook. New York: Palgrave Macmillan. pp. 97–110. doi: 10.1007/978-3-031-23679-2_7. ISBN  978-3-031-23678-5.
  17. Scharfman, Jason (2023). "Additional Case Studies in Cryptocurrency Fraud". In Scharfman, Jason (ed.). The Cryptocurrency and Digital Asset Fraud Casebook. New York: Palgrave Macmillan. pp. 161–172. doi: 10.1007/978-3-031-23679-2_11. ISBN  978-3-031-23678-5.
  18. Scharfman, Jason (2023). "Trends and Future Developments". In Scharfman, Jason (ed.). The Cryptocurrency and Digital Asset Fraud Casebook. New York: Palgrave Macmillan. pp. 173–186. doi: 10.1007/978-3-031-23679-2_12. ISBN  978-3-031-23678-5.
  19. Arnedo-Moreno, Joan; Garcia-Font, Victor (2022). "Research opportunities in the application of blockchain in video games. A scoping review". 2022 IEEE International Conference on Omni-layer Intelligent Systems (COINS): 1–5. doi: 10.1109/COINS54846.2022.9854939.
  20. Proelss, Juliane; Sevigny, Stephane; Schweizer, Denis (2023). "GameFi: The Perfect Symbiosis of Blockchain, Tokens, DeFi, and NFTs?". doi: 10.2139/ssrn.4316073. {{ cite journal}}: Cite journal requires |journal= ( help)
  21. Muthe, Koushik Bhargav; Sharma, Khushboo; Sri, Karthik Epperla Nagendra (2020). "A Blockchain Based Decentralized Computing And NFT Infrastructure For Game Networks". 2020 Second International Conference on Blockchain Computing and Applications (BCCA). doi: 10.1109/BCCA50787.2020.9274085.
  22. Komiya, Kosuke; Nakajima, Tatsuo (2019). "Increasing Motivation for Playing Blockchain Games Using Proof-of-Achievement Algorithm". In Fang, Xiaowen (ed.). HCI in Games. First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings. Springer. pp. 125–140. doi: 10.1007/978-3-030-22602-2_11. ISBN  978-3-030-22601-5.
  23. Karbach, Lars; et al. (2023). "A Usability Analysis of the DAO Concept Based on the Case Study of a Blockchain Game". In Deliyannis, Ioannis (ed.). Gamification. Analysis, Design, Development and Ludification. doi: 10.5772/intechopen.105347. ISBN  978-1-80356-261-2.
  24. Besançon, Léo; Da Silva, Catarina Ferreira; Ghodous, Parisa; Gelas, Jean-Patrick (2022). "A Blockchain Ontology for DApps Development". IEEE Access. 10: 49905–49933. doi: 10.1109/ACCESS.2022.3173313.
  25. Hamzah, Muzaffar; Ghazali, Mohd Fahmi; Asli, Mohammad Fadhli (2022). "Bringing Blockchain Technology in Innovating Industries. A Systematic Review". In Al-Emran, Mostafa; Al-Sharafi, Mohammed A.; Al-Kabi, Mohammed N.; Shaalan, Khaled (eds.). Proceedings of International Conference on Emerging Technologies and Intelligent Systems. Vol. 1. Springer. pp. 391–416. doi: 10.1007/978-3-030-85990-9_33. ISBN  978-3-030-82616-1.
  26. Trojanowska, Natalia; Kedziora, Michal; Hanif, Moataz; Song, Houbing (2020). "Secure Decentralized Application Development of Blockchain-based Games". 2020 IEEE 39th International Performance Computing and Communications Conference (IPCCC). doi: 10.1109/IPCCC50635.2020.9391556.
  27. Kshetri, Nir (2022). "Policy, Ethical, Social, and Environmental Considerations of Web3 and the Metaverse". IT Professional. 24 (3): 4–8. doi: 10.1109/MITP.2022.3178509.
  28. Scholten, Oliver J.; Zendle, David; Walker, James A. (2020). "Inside the decentralised casino: a longitudinal study of actual cryptocurrency gambling transactions". PLOS ONE. 15 (10). doi: 10.1371/journal.pone.0240693.{{ cite journal}}: CS1 maint: unflagged free DOI ( link)
  29. Scholten, Oliver J.; et al. (2019). "Ethereum Crypto-Games: Mechanics, Prevalence, and Gambling Similarities". CHI PLAY '19: Proceedings of the Annual Symposium on Computer-Human Interaction in Play: 379–389. doi: 10.1145/3311350.3347178.
  30. Delfabbro, Paul; Delic, Amelia; King, Daniel L. (2022). "Understanding the mechanics and consumer risks associated with play-to-earn (P2E) gaming". Journal of Behavioral Addictions. 11 (3): 716–726. doi: 10.1556/2006.2022.00066.
  31. Gonserkewitz, Phil; Karger, Erik; Jagals, Marvin. "Non-fungible tokens. Use cases of NFTs and future research agenda". Risk Governance and Control Financial Markets & Institutions. 12 (3): 8–18. doi: 10.22495/rgcv12i3p1.
  32. Yang, Qinglin; et al. (2022). "Fusing Blockchain and AI With Metaverse: a Survey". IEEE Open Journal of the Computer Society. 3. Retrieved 2023-04-20.
  33. Culannay, Roger Charles (2022). "Analysis on the Factors that Influence the Investment on Online Crypto Games". International Journal of Arts, Sciences and Education. 3 (1): 143–154. Retrieved 2023-04-18.
  34. Tavares, Rogério; Sousa, João Paulo; Maganinho, Bruno; Gomes, João Pedro (2023). "Gamers' Reaction to the Use of NFT in AAA Video Games". Procedia Computer Science (219): 606–613. doi: 10.1016/j.procs.2023.01.329.
  35. Girasa, Rosario (2022). Regulation of Cryptocurrencies and Blockchain Technologies. National and International Perspectives. Pleasantville: Palgrave Macmillan. doi: 10.1007/978-3-031-21812-5. ISBN  978-3-031-21811-8.
  36. Francisco, Ryan D.; Rodelas, Nelson C.; Ubaldo, John Edison T. (2022). "The Perception of Filipinos on the Advent of Cryptocurrency and Non-Fungible Token (NFT) Games". International Journal of Computing Sciences Research (6): 1005–1018. doi: 10.25147/ijcsr.2017.001.1.89.
  37. Fara, Saeed Banaeian; Bamakan, Seyed Mojtaba Hosseini; Quc, Qiang; Jiang, Qingshan (2022). "A Review of Non-fungible Tokens Applications in the Real-world and Metaverse". Procedia Computer Science. 214: 755–762. doi: 10.1016/j.procs.2022.11.238.
  38. Bamakan, Seyed Mojtaba Hosseini; et al. (2022). "Patents and intellectual property assets as non-fungible tokens: key technologies and challenges". Scientific Reports. 12. doi: 10.1038/s41598-022-05920-6.
  39. Gao, Shang; Li, Ying (2021). "An empirical study on the adoption of blockchain-based games from users' perspectives". The Electronic Library. 39 (4): 596–614. doi: 10.1108/EL-01-2021-0009.
  40. De Jesus, Shealtielle Blaise Dimapilis; et al. (2022). "Play-to-Earn: a Qualitative Analysis of the Experiences and Challenges Faced By Axie Infinity Online Gamers Amidst the COVID-19 Pandemic". International Journal of Psychology and Counseling. 12 (1). doi: 10.6084/m9.figshare.18856454.v1.
  41. Osivand, Sina (2022). "The Risk and Return of Game(NFT)" (PDF). International Journal of Research in Engineering and Science (IJRES). 10 (1): 38–40. Retrieved 2023-04-19.
  42. Hakkarainen, Tuuli; Colicev, Anatoli (2023). "Blockchain-enabled advances (BEAs): Implications for consumers and brands". Journal of Business Research. 160. doi: 10.1016/j.jbusres.2023.113763.
  43. Jiang, Yu; Fan, Sizheng; Cai, Wei (2022). "Economic Analysis of Loot Box Market in Blockchain Games". BSCI '22: Proceedings of the Fourth ACM International Symposium on Blockchain and Secure Critical Infrastructure: 35–46. doi: 10.1145/3494106.3528675.
  44. Jiang, Yu; et al. (2022). "Towards Understanding Player Behavior in Blockchain Games. A Case Study of Aavegotchi". FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games: 1–12. doi: 10.1145/3555858.3555883.
  45. Jiang, Xin-Jian; Liu, Xiao Fan (2021). "CryptoKitties Transaction Network Analysis. The Rise and Fall of the First Blockchain Game Mania". Frontiers in Physics. 9. doi: 10.3389/fphy.2021.631665.{{ cite journal}}: CS1 maint: unflagged free DOI ( link)
  46. Lee, Jaehwan; Yoo, Byungjoon; Jang, Moonkyoung (2019). "Is a Blockchain-Based Game a Game for Fun, or Is It a Tool for Speculation? An Empirical Analysis of Player Behavior in Crypokitties". In Xu, Jennifer J.; et al. (eds.). The Ecosystem of e-Business: Technologies, Stakeholders, and Connections. Springer. pp. 141–148. doi: 10.1007/978-3-030-22784-5_14. ISBN  978-3-030-22783-8.

Videos

Youtube | Vimeo | Bing

Websites

Google | Yahoo | Bing

Encyclopedia

Google | Yahoo | Bing

Facebook