A post-apocalyptic online survival game with a blockchain based economy
This version: 27th November 2018.
Stephen Arnold, CEO, FractureLabs OÜ
We are creating an online multiplayer sandbox game where players must use skill and intelligence to harvest resources, trade with other players, and survive in a hostile apocalyptic environment. DECIMATED is an online multiplayer sci-fi survival game which we are developing in Unreal Engine 4 and SpatialOS to achieve this massive scale, and meaningful persistence.
There are two factions of players: human citizens and cyborg cops, both of whom are played by real people.
We are using blockchain technology to manage in-game trading, digital scarcity and ownership of virtual items, which will be stored in a digital wallet on the players’ smartphone. Our digital token is called ÐIO and can be earned or scavenged in-game, used to buy, sell or trade virtual items, upgrades and customizations.
DECIMATED will incentivize exploring and scavenging the environment, looting, missions and working for reward. Players can compete against each other, or cooperate to complete objectives and perform jobs in-game – as good citizens, or rogue citizens. All virtual items from clothing, weapons, construction equipment and technology will have value on the market, and can be traded with other players or in virtual shops.
FractureLabs OÜ (registry code: 14651876) is a Limited Liability Company located at Kinga 3, Tallinn 10146, Estonia, created in 2018 specifically to create an online videogame with a blockchain based economy.
Stephen Arnold – CEO & Founder
Stephen is responsible for the organisation of the company, and strategic partnerships. He has arranged partnerships with many videogame studios including Warner Bros, Netherrealm, Sony Santa Monica and more, delivering the highest quality visuals and pushing the limits of game engine technology.
Samuel Visscher – Blockchain Lead
Samuel was the lead front-end developer of the Skycoin Desktop, Mobile and Web Wallet, and is the lead blockchain developer for Fracture Labs, with a support team in the Ukraine. He has designed, built and implemented multiple web applications, smart contracts, web apps and mobile apps.
Ken Thain – Narrative/Cinematic Director
Ken is a critically acclaimed Cinematic Director with over 5 top selling big budget AAA game releases, including Mass Effect, Dragon Age and Star Wars franchises. With more than 12 years experience in a creative leadership role in the gaming industry, Kens focus is in delivering the best story-based content and cinematics in top selling video games. https://www.linkedin.com/in/ken-thain-0703922/
Julius Carter – Lead Game Designer
Julius is a former game designer at CI Games and Crytek, having worked on Sniper Ghost Warrior 3, Robinson, The Climb, Warface and more. He has more than 6 years experience in the games industry at AAA game production studios for VR, PC and console platforms.
Joe Garth – Cinematic Artist
Joe is an experienced Cinematic Artist with 8+ years of industry experience working on Crysis, Robinson, Ryse: Son of Rome and Primal Carnage. Joe has extended knowledge of Autodesk 3D Studio Max, Maya, Adobe Photoshop, Unreal Engine 4, 3D Coat, Substance Designer, Megascans studio and more.
Jason Chee – Previs/Layout Artist
Jason is a hugely experienced previs artist and animator having worked on Bladerunner 2049, Pacific Rim, Deadpool 2, Maze Runner and War for the Planet of the Apes. Jason has software knowledge of Maya, Motion Builder, Match Mover, After Effects, Photoshop, Unreal Engine and Nuke.
Chris Brown – Game Economist
Chris has published many articles related to economics and specifically for games such as World of Warcraft™, Everquest, and Lord of the Rings Online. Chris provides insight into digital economies and how to create competition and cooperation between real players while maintaining the persistent and socially driven ideas of online games.
Kris Kaufman – Environment Artist
Kris is a 16 year veteran of the games, film, and TV industry, having worked on Destiny 2, DOOM, HALO Wars and more. Kris has led teams in the creation of content for AAA games, films and virtual reality. Extensive experience and insight into production pipelines and processes for creating assets for games across various platforms, as well as high end film production.
Thomas Lemesle – Recruitment Manager
Thomas has experience specialized in project management for game development, localization, QA, community management, and process management. Formerly from Nintendo Europe, he has an extremely valuable network of talent in the games industry, finding the perfect people for the perfects role.
ABOUT THE GAME
Earth has been abandoned after hundreds of years of destructive climate change and catastrophic neglect of the environment by corporations and industry. Political and social unrest has left the old cities decimated and hostile to life. Civilization has collapsed and destroyed itself.
Only obedient first class citizens, were permitted onto the new world. The unworthy who were left behind – criminals, dissidents and the poor – scavenge in the forgotten cities of the old world, which have become overgrown with jungle, flooded by swamps, swallowed by sand and frozen by ice. Pollution and technological debris litters the environment, and survivors have set up shelter in destroyed skyscrapers, laboratories, abandoned metros and crumbling freeways.
The world is inhabited by criminals, pirates, bounty hunters, slavers, cannibals, mutated creatures, genetic experiments and malfunctioning robots, all competing for resources and territory.
The game will be a 3rd person Player vs Environment (PvE) & Player vs Player (PvP) game in a persistent online world, on more than 64km² map that can be crossed by land, sea and air vehicles. Players can switch into 1st person at any time, such as when aiming with a weapon.
DECIMATED will be a competitive and cooperative online game, where players can choose to play a human citizen or a cyborg cop, policing the area.
All players will begin as human citizens, and can be whitelisted to play a cyborg cop if they have been playing by the rules of the game, and pass their training. There will be ranks to be promoted to as a cop, but breaking the law or not performing duties will result in demotion, and potentially being blacklisted temporarily or permanently from playing on the cop side.
Players can salvage technology, repair vehicles, find cryptocurrency, build bases, fortify shelters, and trade in this hostile post apocalyptic environment. Enemies include other players trying to survive, plus NPC’s such as malfunctioning robots, bio-monsters and mutated creatures.
Players can earn DIO by:
– exploring and salvaging cryptocurrency and technology
– Undertaking legal or illegal jobs with varying risk/reward
– hijacking shipments/ambushing convoys
– escorting shipments and protecting them
– collecting bounties by imprisoning/killing players and target NPC’s
– breaking prisoners out of imprisonment for a reward
– buying/selling/trading items to other players or on the virtual market
Missions will spawn around the map, attracting players from all directions, and the last man or last clan standing will get the loot.
Players will have to find food, water and in some cases, oxygen to survive. Food and water can be found around the environment and in dispenser machines.
If players are injured, they will have to treat their wounds or risk bleeding to death. Players can treat each other and help recover from injury, however, they can become addicted to medication and their performance and judgment will be affected by their addictions.
If you die in the game, you will respawn with limited items. There will be safes and safehouses where players can store items and respawn from custom locations.
USER GENERATED CONTENT
Our game will feature user generated content (UGC), and players will be able to create content to be used by other players. User Generated Content can be bought, sold and traded in-game much like other 3D asset stores and the Unreal Marketplace. All UGC will go through a quality control process to ensure that the content is suitable for the game world. Copyright, credit and compensation will always be assigned to the original creator.
Players will also be able to offer token rewards to others for co-op missions, breaking prisoners out of jail, collecting bounties, etc. Players can create groups to attempt missions. Each group member will be assigned a split of the loot, provided they survive to the end, or are not betrayed by other players.
Players will be able to spray graffiti tags around the environment to mark their territory. We believe that this will give players a creative input into how the game world looks, which will develop over time on each server. Of course, tagging will be considered an offence by the cyborg cops, so players will have to do this discreetly.
GREEN ZONES AND RED ZONES
Green zones are safe areas that are heavily controlled by the cyborg cops. It is illegal to injure, rob or kill other players in this zone, so it’s the perfect place for players to transfer tokens to/from their wallet, buy licenses, or socialize with other players. There will be low risk, low reward jobs in and around the green zones.
Red zones are designated areas where players can rob, fight and kill each other. These are usually in the high risk, high reward areas, and usually where more experienced players will travel through in order to hijack shipments, hold up other players, take hostages, or other illegal activities.
BUILDING AND FORTIFICATION
The game will feature a build system to allow players to modify and fortify existing areas of the map, or construct entirely new buildings using modular components such as walls, windows, doors, pillars, stairs, fences and decorations.Components will have varying levels of damage resistance, so other players will be able to attack bases, damage them, and potentially conquer them.
Building components can be scavenged from around the map, or purchased in the marketplace.
Once bases have been built, ownership and permissions can be assigned. Only owners will have permission to make modifications inside a controlled area.
Our game will allow ownership of property and custom built safehouses. Abandoned buildings in the wastelands will not be purchasable, but by fortifying floors or buildings, or building fences around them, players can limit access only to authorized players. Properties will have safes and storage boxes to store virtual items such as weapons, ammo, armor and other virtual items. These will be cryptographically locked so that other players cannot hack them.
TRAVEL AND TRANSPORTATION
Players will start on foot unless they have purchased virtual items in advance, and will be able to find and repair vehicles, or purchase them from other players and trading posts. Vehicles will include traditional wheeled vehicles, hovering vehicles, flying vehicles, and water vehicles. Players will also be able to pay NPC’s to fast travel to other locations.
COMPETITION FOR RESOURCES
Decimated is a real-time multiplayer action adventure game where players will have to use skill and intelligence to survive, cooperate with or compete against other players.
On purchasing the game, players will start with DIO tokens that they can use to buy their first license, vehicle or weapon, and will have to find paid work to progress.
As well as the challenge of surviving in a harsh environment, meeting other players and choosing to cooperate or fight each other, each player can pay real money, earn money while playing, and exchange into real money later by auctioning their virtual assets to other players.
We are creating a huge open world map that will span more than 200km². The environment will include crumbling cities, deserts, wastelands, caves, and safe zones fortified by the cyborg cops. Players will be free to explore this vast area, scavenge, trade, build or complete missions.
PLAYER AND FACTIONS
Players and NPC’s in the game will be friendly, or hostile. Player status and reputation will be stored on the blockchain, and in their offline wallet, and other players / NPC’s will react accordingly.
On starting the game, players will be a citizen trying to survive in the world, but after the player has progressed through the game, provided they play by the rules, they can be whitelisted to play as cyborg cops.
Cops must undergo training before being assigned to duty. Players begin as a cadet and will be given training missions, to teach them about the rules. Their job is to catch criminals and police the wasteland. Cops will be able to communicate with each other via VOIP channels, to alert each other of citizens breaking the law.
The cops will set up checkpoints, interrogate citizens, penalize citizens, confiscate contraband, catch criminals and incarcerate them. There will be cash rewards for catching criminals, such as bounties on bandits and murderers.
If citizens get incarcerated, they can ask other players to break them out of jail for a reward.
Armed cops will be able to deliver non-lethal or lethal shots to civilians, and take citizens into custody if they are a suspected of a crime or do not possess the correct license and registration for their vehicle, weapon or commodity that they are transporting. Licences can be revoked by the cops if players are breaking the law.
Both cops and citizens can purchase technological upgrades for their characters for extra strength, agility, stamina or perceptive ability. Both will be able to level up their character and capabilities the more experience they get.
Citizens will be able to choose to do low risk, low reward, or high risk, high reward missions.
INFECTED WOUNDS & AUGMENTATIONS
Players can get injured and will need to be healed with certain pharmaceuticals or by medics, which could be played by other players or NPC’s. Untreated injuries will result in poorer performance and sometime death.
Damaged limbs can be healed with stem cell regeneration fluid, or player can equip their body with cyborg augmentations to enhance their performance.
We will include mutations so players could take chemicals that will affect their performance and appearance in positive and negative ways.
The game will be created in Unreal Engine 4, using the most up to date physically based rendering (PBR), with assets from Quixel Megascans. We will be creating a hyper-realistic game world, with lifelike characters, creatures and environments. Textures will use dynamic shaders for snow, sand, water and other environmental effects, that will change according to the weather.
Blockchain transactions will be secured by proof-of-stake (PoS), in order to ensure transaction transparency and to protect users from fraudulent activity with in-game currency. There will be non mining involved.
Unlike proof-of-work, where the algorithm rewards miners who solve mathematical problems with the goal of validating transactions and creating new blocks, in proof-of-stake, the creator of a new block is chosen in a deterministic way, depending on its wealth, also defined as stake. In this PoS system miners are called forgers. The total number of the digital currency is decided in the beginning, and the number never changes. This means that in the PoS system there is no block reward, so, the forgers take the transaction fees instead. More information on the Proof of Stake system can be read at: https://blockgeeks.com/guides/proof-of-work-vs-proof-of-stake/
We will use smart contracts with a decentralized name/value store built directly into the blockchain. This will store player data, inventory, virtual asset ownership and personal records such as completed missions, reputation and player class.
Blockchain technology provides many advantages to the videogame industry:
It provides unprecedented levels of security
It mitigates hacking, fraud, and manipulation of the database
It can be used for Peer-to-Peer transactions without the need for a 3rd party
It can be used to store ownership of virtual items
It can be used to create digital scarcity
We will use the Ethereum blockchain for our ICO. Transactions are nearly instantaneously broadcast over the network. Gas is the internal pricing for running a transaction or contract in Ethereum. The more complex the commands you wish to execute, the more gas (and Ether) you have to pay.
We are using the HALO Platform (https://www.haloplatform.tech) which is a hard fork of Ethereum, specifically designed for online multiplayer games. Features include masternodes, wallet integration, an exchange, dashboard, and a smartphone application.
In a Token Sale, a quantity of tokens issued by the company is pre-allocated to contributors and early backers in exchange for ETH, BTC, BCH, LTC or EUROS.
During the token sale phase of our company, we will issue an ERC20 token based on the Ethereum blockchain that can later be exchanged for the unique token once it has been fully developed.
We are issuing tokens to raise the capital to develop the blockchain architecture, the videogame and associated digital wallets.
The total circulating supply of our ERC20 token will be capped at 1,000,000,000 (one billion), which will be made available to contributors and early backers who meet KYC/AML requirements, at a rate of €0.05 per token.
Here’s what token buyers will receive in tokens, depending on the stage of the token sale:
€ 0.05 = 1 ÐIO € 1 = 20 ÐIO
Our smart contract will exchange ETH directly into ÐIO. The DIO tokens will be sent to token buyers ERC20 wallet, but non-transferable, until the end of the ICO.
The token sale will be split over the course of time:
Pre-Sale Q3 2018 Aug 1st – Oct 31st 2018 150,000,000 40% bonus
Private sale Q4 2018 Nov 1st – Jan 31st 2019 150,000,000 20% bonus
Public Sale Q1 2019 Feb 1st 2019 onwards 300,000,000 €0.05Total = 1 billion tokens
* based on the exchange rate on the day of writing, which may change at time of purchase
Token buyers will need to have a valid ERC20 compatible wallet that is not on an exchange to receive their tokens in exchange for their donation. Valid digital wallets include https://www.myetherwallet.com/ and https://metamask.io/
The token is not available to citizens of the USA until further notice.
LOCK UP PERIOD
Tokens will be locked up for 6 months from the date of purchase. When they are unlocked, they will have a trading limit agreement with each early backer of €5000 per day or €150,000 per month when the token is listed on public exchanges. This is to prevent market manipulation.
UTILITY TOKEN PURPOSE
There will be one type of token in our game, which will be called DIO (the Italian word for God) represented by the symbol Ð, and based on a dedicated blockchain which has been specifically developed for online videogames. Our virtual token will be purchasable using the following currencies: BTC, ETH, LTC, BCH, EUR
Our token is to act as the main means of exchange in virtual item trading, and what will give value to all other items in the game. ERC20 token holders will be able to exchange them for the official token when it is available. These will be available from early access stage of game development.
Each player will have a digital wallet linked to their account, which can store player data, team factions, digital currency, ownership contracts and more. Players have the freedom to send their tokens to exchanges to trade into fiat currency if their wish. We will be developing a digital wallet for smartphone, so players can store their tokens, items and player data in their pocket, and receive notifications on in-game activity such as if their base is under attack, messages from other players, etc.
We are investigating creating a specific exchange and an escrow account service, where players can buy, sell and trade virtual items in both DIO and fiat currency.
The capital raised through the sale of DIO tokens will be allocated to game development, smartphone wallet development, programming, art, animation, marketing material, PR, server technology, office equipment, recruitment, and legal.
Fracture Labs will sell 600 million tokens in the ICO and withhold the remainder of the tokens to sell at future market value, and use for airdrops, bounty programs and payment for development services.
DELIVERY OF TOKENS
DIO tokens will be delivered to purchasers immediately to their ERC20 wallet, but will be non-transferable until after February 2019. This is to prevent token holders from exchanging them on Etherdelta or other decentralized exchanges during the ICO.
PUBLIC EXCHANGE LISTING
We will negotiate with cryptocurrency exchanges after reaching our target raise to be listed on a small selection in 2019. We have connections with several exchanges and will decide on the best partners in Q3-Q4 2018.
TOKENOMICS IN AN MULTIPLAYER ECONOMY
The DIO token economy is centered around a continuous circulation of tokens between Fracture Labs and the ecosystem’s participants, aiming at a highly liquid token.
The economy is designed to manage the inflow and outflow of virtual tokens and items, taking all types of gameplay into consideration.
The maximum supply of DIO Tokens (“DIO Total Supply”) will be issued in a single genesis block. Unlike other online games which generate virtual money or loot every time an NPC or monster is killed, in DECIMATED, the DIO token is recirculated into the economy when it it spent, and there is a finite amount.
The player can earn cryptocurrency without spending any real money, simply by playing the game, salvaging cryptocurrency and doing paid missions posted by other players or the development team.
Players can do missions alone or in co-op groups. Groups can be formed through the user interface, and mission reward tokens will be divided equally between the players in the group, provided they survived to the end of the mission. We plan to integrate a system whereby players can join a group and agree on a share of the rewards for completing missions.
Players will be rewarded DIO tokens in the following circumstances:
– referring other players to the game
– buying tokens with fiat currency or cryptocurrency
– successfully completing missions
– looting the environment
– killing other player and some NPC’s
Players will be debited DIO in the following circumstances:
– repairing weapons, vehicles or bases
– being killed by other players and NPCs
– paying for fast travel to other locations
– transactions fees with vendors and other players
– fines from in-game authorities
AUCTIONING OF VIRTUAL ASSETS AND TOKENS
Players will be able to auction off their virtual assets in our integrated trading platform. DIO tokens and virtual items can be sold to other players in exchange for fiat currency. We anticipate that some players will sell their virtual assets and characters on external platforms such as Ebay or Amazon. The development team will not issue payment for virtual items, but provide a platform for players to trade with each other.
We will auction off digitally scarce assets during our ICO, throughout the game development process and after the game is launched. We will set a deadline for gamers to bid on each item, and the highest bidder will win the item, ownership will be assigned, and he/she will be able to use it in game, customize it, or trade it with other collectors.
During cryptocurrency token sales, It is required to verify the identity of each person that wishes to participate, to comply with Anti-Money Laundering and Know Your Customer regulation (AML / KYC)
We are using a browser and smartphone based KYC/AML tool for identity verification, which can be completed in just a few minutes. Users take a photo of themselves with their phone, verifying their phone number, and finally, a photo of official ID documentation such as drivers licence or passport.
Neither our KYC partner, Fracture Labs or any other 3rd party have access to this personal data. We only use the system to verify the user identity, so we can be sure that no criminal activity is taking place.
FIAT TO CRYPTOCURRENCY
We will integrate a VISA/Mastercard payment system so players can easily buy tokens and virtual items will fiat currency. DIO will be used to post paid missions to other players, or buy, sell and trade virtual items, such as character customizations, item upgrades or equipment to build an fortify a base. We will also include cryptocurrency as a means of payment.
Every player will have their own dedicated user profile area containing an overview of their scores, play times as well as other relevant player information. In addition, the profile contains the following information:
- Rank level
• Challenge statistics
• Live performance
• Missions completed/failed
• DIO token balance
• InventorySome of this information will be public, and some will be private, such as token balance.
To encourage people to join our community, buy/sell/trade our token and later spend it in-game, we will issue token airdrops and bounty rewards in the run up to development and after the game is released. We will also incentivize gameplay by offering daily rewards for playing. Players will have to meet certain criteria in order to receive these tokens during the token sale stage:
1: Be an active member of our Discord group. An active member means anyone that is a member of our Discord community before the airdrop signup process is complete, which will be 2 weeks prior to the airdrop.
2: Pass KYC/AML (Know Your Customer/Anti-Money Laundering). This is a simple form we will have people fill out, to recover some proof of identity in order to adhere to legal requirements.
3: Have a valid ERC20 non-exchange wallet, such as MyEtherWallet or Metamask.
TOKENS ISSUED TO CORE TEAM AND ADVISORS
5% of the entire token volume are reserved for the core team and advisors in the early stages on the company. The percentage is divided between an ever-growing team to launch the company. Here is a summary of how that 5% will be divided:
1% – Management and Executive team
0.10% – Each development team core member
0.05-0.10% – ICO advisors and VC finders
0.01% – translators, passive advisors, journalists, youtube influencers, etc
RISKS AND CHALLENGES
– conducting transactions on the blockchain network requires the network to be maintained in a functioning state
– transaction speeds decrease or fail to execute if there is considerable traffic
– irreversibility of transactions sent to the wrong address
– hackers trying to find exploits to defraud other users
– botting, macros, farming
– price manipulation
– clients packet sniffing and sending illegal packets, which in theory, could send false info to the blockchain
– as rewards would be tied directly into the valuation of the currency, many players would lose all motivation or even quit playing completely in case of a sudden devaluation
– good server-side protection/validation to prevent packets being edited
– prevent hacking being done before it gets sent to the blockchain
– use safety measures to prevent transactions being sent to the wrong address
– focus on field testing incrementally to mitigate risk in known risk areas
– rapid iterative development to quickly assess challenges
– encourage legitimate gameplay by making cheating undesirable
– maintain the value of in-game cryptocurrency at a fraction of the value of real-world-money
– moderate the value of virtual items to realistic real-world prices
There are a host of cryptocurrency vulnerabilities that you need to be aware of. Hackers trying to hack wallets and exchanges and phishing scams are the most common issues.
Additionally, cryptocurrency market prices are often highly volatile. Such events can be notoriously hard to predict and following the pulse of the digital currency community can be a daunting task to any investor.
Both trademarks are registered in Europe, DECIMATED is also registered in the USA and both will be extended to worldwide in Q3 2018.
The purpose of this White Paper is to present the DECIMATED and DIO token to potential token holders in connection with the proposed token sale. The information set forth below may not be exhaustive and does not imply any elements of a contractual relationship. Its sole purpose is to provide relevant and reasonable information to potential token holders in order for them to determine whether to undertake a thorough analysis of the company with the intent of acquiring DIO Tokens.
Nothing in this White Paper shall be deemed to constitute a prospectus of any sort or a solicitation for investment, nor does it in any way pertain to an offering or a solicitation of an offer to buy any securities in any jurisdiction. This document is not composed in accordance with, and is not subject to, laws or regulations of any jurisdiction, which are designed to protect investors.
The product token is not a digital currency, security, commodity, or any other kind of financial instrument and has not been registered under the Securities Act, the securities laws of any state of the United States or the securities laws of any other country, including the securities laws of any jurisdiction in which a potential token holder is a resident.
DIO tokens cannot be used for any purposes other than as provided in this White Paper, including but not limited to, any investment, speculative or other financial purposes.
DIO Tokens confers no other rights in any form, including but not limited to any ownership, distribution (including, but not limited to, profit), redemption, liquidation, property (including all forms of intellectual property), or other financial or legal rights, other than those specifically set forth below.
Certain statements, estimates and financial information contained herein constitute forward-looking statements or information. Such forward-looking statements or information involve known and unknown risks and uncertainties, which may cause actual events or results to differ materially from the estimates or the results implied or expressed in such forward-looking statements.
This English language White Paper is the primary official source of information about the DIO token. The information contained herein may from time to time be translated into other languages or used in the course of written or verbal communications with existing and prospective customers, partners etc. In the course of such translation or communication some of the information contained herein may be lost, corrupted, or misrepresented. The accuracy of such alternative communications cannot be guaranteed. In the event of any conflicts or inconsistencies between such translations and communications and this official English language White Paper, the provisions of this English language original document shall prevail.
This whitepaper was written by FractureLabs OÜ. To the best of our knowledge, the information contained in the whitepaper is in accordance with the facts, and makes no omission likely to affect its import.
Using Blockchain Collectibles to Monetize and Market Your Game. Adel de Meyer, June 26 2018
Presentation on MMORPG economics in general. Chris Brown, Sept 15 2009 https://www.slideshare.net/talin/mmorpg-economics-2001540
Ten reasons microtransactions are better than subscriptions. By Nicholas Lovell on October 8, 2009 http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/
Beyond the microtransaction: how players spend. By Massimiliano Silenzi on September 16, 2014 http://www.gamesbrief.com/2014/09/beyond-the-microtransaction-how-players-spend/
Crypto-savvy gamers are eager to do blockchain transactions. Dean Takahashi, May 24, 2018 https://venturebeat.com/2018/05/24/crypto-savvy-gamers-are-eager-to-do-blockchain-transactions/
‘Fortnite’ Players Spend Average of Nearly $85 on Cosmetics. Stefanie Fogel, June 26, 2018 https://variety.com/2018/gaming/news/fortnite-lendedu-poll-1202858235/
Mod of the Week: Altis Life, for Arma 3, By Christopher Livingston, March 30, 2014 https://www.pcgamer.com/mod-of-the-week-altis-life-for-arma-3/
Conservation of Objects in MMORPG Games, By Ken Griffith. First published: October 10, 2003, updated Oct 24, 2006 http://game-research.com/index.php/articles/conservation-of-objects-in-mmorpg-games/
The Digital Coin Model for Object Management in Multiplayer Online Games, By Ken Griffith, Oct 24, 2006 http://game-research.com/index.php/articles/the-digital-coin-model-for-object-management-in-multiplayer-online-games/
Octalysis – the complete Gamification framework, by Yu-Kai Chou, June 2014 https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/
The Future of Blockchain in Gaming, by Matthew Smith, 16th April 2018. https://www.digitaltrends.com/computing/future-of-blockchain-in-gaming/
Gamers attitude towards the blockchain and cryptocurrencies, by BitCrystals, 2018