• 제목/요약/키워드: Blockchain Games

검색결과 20건 처리시간 0.02초

Research on the Direction of Blockchain Game Platform using AI

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.417-422
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    • 2023
  • AI blockchain technology, which is attracting attention as a core technology of the 4th Industrial Revolution, is a technology that can be used as an important means of innovation not only in the current gaming industry but also in various industrial fields. This paper extracts the platforms and types of blockchain games currently ranked within the top 100 on the blockchain app (DApp) sites State Of The DApps, DApp.com, and Dapp Rader and introduces the top games on major platforms. As a result of extracting platforms and types, the top games were mainly based on Ethereum, EOS, and Steam. However, the results showed that there are significantly more games based on the Ethereum platform, which are stable, easy to apply, and have a low barrier to entry due to the large number of users and DApps. We plan to improve awareness of blockchain games by studying the characteristics that only blockchain games have.

스마트 컨트랙트 프로그래밍 언어 동향 조사 (Survey on Smart Contract Programming Languages)

  • 김익순
    • 전자통신동향분석
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    • 제35권5호
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    • pp.134-138
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    • 2020
  • Blockchain is an enabling technology for managing data with high trust and transparency among connected computers. Blockchain emerged with the advent of the Bitcoin cryptocurrency, and then, evolved as general-purpose platforms such as Ethereum, EOS, R3 Corda, and IBM Hyperledger Fabric. The application of blockchain covers a broad range of areas such as fintech, decentralized identity, distribution, real estate trading, games, and drone air traffic management. Smart contracts are indispensable for constructing blockchain services. This survey classifies smart contract languages by their features and shows their differences from existing general-purpose programming languages.

대체불가능토큰(NFT)기반 블록체인 게임의 비즈니스모델 혁신요소 연구 : 게임 내 디지털 자산 유통 플랫폼 '플레이댑' 사례를 중심으로 (A Study on the elements of business model innovation of non-fungible token blockchain game : based on 'PlayDapp' case, an in-game digital asset distribution platform)

  • 최성원;이승목;고중언;김현지;김정수
    • 한국게임학회 논문지
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    • 제21권2호
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    • pp.123-138
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    • 2021
  • 본 연구는, 블록체인기술을 접목하여 개발된 게임들이 NFT 기반 게임아이템의 상호 운용성(Interoperability)을 통해 게임서비스의 성과증대와 신 모델 창출 등 비즈니스모델 혁신을 만들어 낼 수 있다는 점을 '플레이댑' 플랫폼에 대한 실증사례 분석을 통해 확인하고자 하였다. 연구를 통해, 블록체인게임의 기술적 혁신성은, 사회경제적, 산업생태계적인 거시적 관점에서 긍정적인 영향력이 있음을 알 수 있었다. 또한 게임 내 자산의 소유권 확보 및 이를 통한 새로운 사업모델의 창출을 통해, 참여개발사 와 플랫폼 제공사 등 기업의 차별화 및 고객편익 증대 부분에서 명확한 영향력을 만들어 내고 있음을 알 수 있었다.

Web3.0 Metaverse Business Model Innovation of Sports Media

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.64-76
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    • 2024
  • We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.

웹 3.0에서의 메타버스 플랫폼 발전 방향에 대한 연구: P2E, C2E 모델을 중심으로 (A Study on the Development of Game Platform in Web 3.0: Focused on P2E, C2E Models)

  • 문효원;임선빈;양희동
    • 한국IT서비스학회지
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    • 제22권1호
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    • pp.75-93
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    • 2023
  • The game industry has grown not only by combining them with various technologies also introducing new types of business models such as P2P, F2P, and P2W. Furthermore, games which implemented X2E model with blockchain technology are recently in the spotlight of the public attention. As domestic game companies have also prospect the blockchain games feasible, they are seeking ways to expand their global market share by strengthening the X2E model. Hence, by carrying this new business model out, it is expected to diversify their global revenue stream, which was previously confined to Asia region. This study analyzed the case of companies that have implemented the P2E and C2E models in order to suggest the direction of development for the game platform in Web 3.0 era. The cases of P2E game platform, which constitute of Axie Infinity and Mir 4, encompass the compensation structure, the stabilization mechanism of the in-game token economy, and future strategies regarding blockchain gaming. Likewise, the platform structure, business model, and future growth potential was discussed in terms of C2E scheme, focusing on the ZEPETO and Roblox cases. Based on the above case analysis, this study attempted to provide information on the current limitations and development directions of the P2E and C2E platforms. The current limitations in legal and industrial aspects should be addressed to facilitate the blooming of blockchain and P2E game industry. In addition, the necessity of not only social support also improvement on the technology and social stigma of full-time creators is ought to be emphasized in an effort to encourage the development of C2E platforms.

The Role of Artificial Intelligence and Blockchain in the Metaverse

  • Theodore A., Tagne Poupi;Athar, Ali;Abdullah, Abdullah;Begum, Khadija;Kim, Hee-Cheol
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 춘계학술대회
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    • pp.573-576
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    • 2022
  • Currently, the world has known many innovative technologies created to bring users to interact using the internet. The latest buzzword attracting attention both from industry and academia is the metaverse. The metaverse is a virtual environment in which people used virtual reality and augmented reality devices to carry out numerous virtual activities. At first, metaverse applications were mostly virtual games, but now with advances in research, many other applications and technologies are integrating the metaverse among which manufacturing, real estate, healthcare, military, and many others. The proper operation of these applications requires some technologies like blockchain and artificial intelligence. In this paper, we investigate the role of blockchain and AI in the metaverse. This work aims to present the eventual use cases of these technologies in the metaverse regardless of their application domain.

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블록체인 NFT 문화예술콘텐츠의 현황과 과제 (Prospects & Issues of NFT Art Contents in Blockchain Technology)

  • 김종국
    • Journal of Information Technology Applications and Management
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    • 제30권1호
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구 (Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence)

  • 장문경
    • 지식경영연구
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    • 제23권3호
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    • pp.23-44
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    • 2022
  • 최근 탈중앙화 애플리케이션(dApp: decentralized application)의 하나인 P2E(Play-to-earn) 게임이 많은 사회적 관심을 받고 있다. P2E게임은 블록체인 기술을 기반으로 하여 미래성장가능성이 높은 분야로 긍정적인 평가받는 동시에, P2E게임 아이템을 가상화폐 형태로 현금화할 수 있다는 점 때문에 사행성을 가지고 있다는 부정적인 평가도 받고 있다. 이런 상황에서 본 연구는 사용자들이 P2E게임을 지속적으로 사용하고자 하는 의도에 영향을 미치는 요인에 대해 살펴보고자 한다. 헤도닉 정보시스템 사용의도에 관한 선행연구를 바탕으로, 본 연구는 선행요인을 인지된 재미, 경제적 인센티브, 그리고 사회적 영향으로 제시하고, 사회적 영향에 주는 요인을 동료 및 외부 영향으로 나누어 살펴보았다. 연구모델을 P2E게임을 플레이한 경험이 있거나 인지하고 있는 우리나라 성인 350명을 대상으로 데이터를 수집하여 구조방정식 모형으로 검증하였다. 분석결과, 인지된 재미와 주관적 규범은 P2E게임을 지속적으로 사용하고자 하는 의도에 긍정적 영향을 유의미하게 주는 것으로 나타났으나, 경제적 인센티브는 유의미하게 나타나지 않았다. 그리고 동료 영향과 외부 영향은 주관적 규범에 유의미한 긍정적 영향을 주는 것으로 분석되었다. 본 연구는 게임업계, 정부, 게임사용자 등 여러 이해 당사자들의 P2E게임에 대한 평가가 첨예한 상황에서 발전적인 사회적 논의를 위한 근거 자료로 활용될 수 있을 것이다.

유럽-한인 과학기술학회의 블록체인 적정기술 과학교실 프로그램 개발과 적용 (Development and Implementation of Blockchain Appropriate Technology Science School Program of Europe-Korea Conference on Science & Technology)

  • 김가형;최경일;김도원;손문탁;김병윤
    • 적정기술학회지
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    • 제6권2호
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    • pp.190-199
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    • 2020
  • 본 연구는 유럽-한인 과학기술학회에서 2016년부터 운영하고 있는 청소년 적정기술 과학교실 프로그램의 개발과 적용에 목적을 두고 있다. 개발 과정은 크게 사전 온라인 운영진 회의, 온라인과 오프라인에서의 Tutor 교육, 청소년 적정 기술 과학교실 운영, 만족도 조사로 진행되었다. 개발 결과, 운영진은 사전 온라인 회의를 통해 '블록체인 기술을 이용한 가난한 마을살리기'라는 미션해결형 주제를 선정하였다. 참가 학생들의 수준에 맞게 내용을 재구성하고 공동제작, 게임, 연극 등의 다양한 학습활동을 새로 도입하여 1차로 개발하였고, Tutor 교육을 통해 개발된 프로그램을 시연해보면서 개선시켰다. 2018년 EKC 과학교실에 6개국, 총 38명의 Tutee와 Tutor들이 참가하였다. 적용 결과, 참가자들은 전반적으로 프로그램에 대해 긍정적인 만족도를 나타냈으며, Tutee들은 돔제작활동과 해쉬함수 계산활동에 관심을 보였으며 Tutor들은 블록체인 기술과 관련한 강의나 빌리지코인 보드게임에 흥미를 보였다. 2018 EKC 과학교실 개발과 적용은 운영진들에게는 향후 EKC 과학교실 운영에 대한 전문성 향상에 기여할 것이며, Tutor들은 첨단과학기술도 제3세계 및 공동체 사회를 위한 적정기술로의 선한 영향을 줄 수 있음을 경험하는 계기가 될 것이다. 또한, Tutee들에게는 블록체인기술이 아프리카 마을에 미치는 영향에 대한 역할극을 통해 해당 지역 상황과 공동체사회를 간접적으로 경험하는 기회를 제공할 것이다.

Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.