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Epic, Steam, and the role of skin-betting in game (platform) economies
Journal of Consumer Culture ( IF 2.4 ) Pub Date : 2021-03-12 , DOI: 10.1177/1469540521993929
Anne Mette Thorhauge 1 , Rune K. L. Nielsen 2
Affiliation  

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.”



中文翻译:

史诗,Steam和博彩在游戏(平台)经济中的作用

在本文中,我们讨论了被称为“皮肤”的虚拟物品如何以及为什么超越游戏而进入更广泛的在线生态系统,并在这些生态系统中成为赌博游戏的代币。我们认为,使用Steam平台购买的皮肤进行投注有助于更广泛的平台经济。我们在对《反恐精英:全球攻势》与《堡垒之夜:大逃杀》进行比较分析的基础上以及这些游戏所在的两个平台。首先,我们讨论与上述两个案例有关的平台经济概念,以及这如何将消费者定位为“生产者”和“微型企业家”。其次,我们介绍与游戏经济性和皮肤作为商品和货币有关的分析框架。在此基础上,我们比较了两种游戏中获取皮肤的方式以及它们在游戏之外的扩展程度。我们认为Epic在游戏中保留了“皮肤垄断”,而Steam具有免费的“皮肤市场”,可以超越平台,将“生产者”转变为“微型企业家”,将“修改者”转变为“投机者。”

更新日期:2021-03-12
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