A First Glance at the NFT Quebec Gaming Scene
DOI:
https://doi.org/10.33621/jdsr.v5i2.134Keywords:
NFT, blockchain, gaming, Quebec, scene, play to earn, P2E, metaverse, online ethnography, statistical software analysis, market intelligenceAbstract
This article examines the discourses surrounding non-fungible tokens (NFTs) in gaming and identifies companies involved in NFTs in the Quebec gaming scene. NFTs boomed in the gaming industry in 2021 and continued to grow in 2022, even as the value of gaming coins plummeted. If successful, some believe they could bring new opportunities to the gaming landscape. We conducted an online ethnography in early 2022 through an innovative web-scanning approach and curation process powered by a professional market intelligence platform. Data was collected from various sources and analyzed via statistical analysis software to understand the discourses of companies, gamers, researchers, and insiders. Findings show that the technical and economic discourse is at least ambivalent if not negative, while the gamer discourse is mostly negative. The burgeoning Quebec scene is currently very limited and divided into two groups: large gaming companies and startups. Despite the crypto-enthusiast craze, our analysis shows that early projects were often criticized by traditional gamers and that professionals in the sector remain skeptical.
References
Abt, C. C. (1987). Serious Games. University Press of America.
Allen, J. P., & Kim, J. (2005). It and the Video Game Industry: Tensions and Mutual Shaping. Journal of Information Technology, 20(4), 234–244. https://doi.org/10.1057/palgrave.jit.2000048
Barondeau, R. (2018). La Veille Académique: Définition, Fonctions et Implantation. Revue internationale d’intelligence économique, 10(2), 11–26.
Bart, D. (2011). L’analyse de données textuelles avec le logiciel ALCESTE: Recherches en didactiques, N° 12(2), 173–184. https://doi.org/10.3917/rdid.012.0173
Blum, L. M., & Foster, B. P. (2021). The Taxation of Nonfungible Token Transactions. 5.
Boyle, K., Ghose, R., Surendran, N., Bantanidis, S., Master, K., Shah, R., S., & Singhvi, P. (2022). Metaverse and Money: Decrypting the Future (p. 186). Citi GPS: Global Perspectives & Solutions.
Cahill, A., & Deshpande, S. (2021). Blockchain-Based Gaming: A Primer (p. 45). The Block Research.
Catalini, C., & Gans, J. S. (2019a). Initial Coin Offerings ? and the Value of Crypto Tokens. MIT Sloan Research Paper No. 5347-18, Rotman School of Management Working Paper No. 3137213, 37. http://dx.doi.org/10.2139/ssrn.3137213
Catalini, C., & Gans, J. S. (2019b). Some Simple Economics of the Blockchain. Rotman School of Management Working Paper No. 2874598, MIT Sloan Research Paper No. 5191-16, 39. http://dx.doi.org/10.2139/ssrn.2874598
Chalmers, D., Fisch, C., Matthews, R., Quinn, W., & Recker, J. (2022). Beyond the bubble: Will NFTs and digital proof of ownership empower creative industry entrepreneurs? Journal of Business Venturing Insights, 17, e00309. https://doi.org/10.1016/j.jbvi.2022.e00309
Choy, D., & Wu, W. (2021). The Rise of Blockchain Gaming—Merging Gaming and Finance (p. 38). Crypto.com.
Cohendet, P. & Simon, L. (2008). Knowledge intensive firms, communities and creative cities. Community, Economic Creativity, and Organization, 1, 227--254.
Collective. (2022). Yearly NFT Market Report 2021—How NFTs Affect the World. NonFungible, L’Atelier BNP Paribas.
Dalud-Vincent, M. (2011). Alceste comme outil de traitement d’entretiens semi-directifs: Essai et critiques pour un usage en sociologie: Langage et société, n° 135(1), 9–28. https://doi.org/10.3917/ls.135.0009
Delavigne, V. (2003). Alceste, un logiciel d’analyse textuelle. Texto?! Textes et Cultures, Institut Ferdinand de Saussure, 7. https://hal.archives-ouvertes.fr/hal-00924168.
Fowler, A., & Pirker, J. (2021). Tokenfication—The potential of non-fungible tokens (NFT) for game development. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (pp. 152–157). Association for Computing Machinery. https://doi.org/10.1145/3450337.3483501
Garcia, A. C., Standlee, A. I., Bechkoff, J., & Cui, Y. (2009). Ethnographic Approaches to the Internet and Computer-Mediated Communication. Journal of Contemporary Ethnography, 38(1), 52–84. https://doi.org/10.1177/0891241607310839
Goh, T. (2021, December 28). 2022’s Trillion-Dollar Question: What Is The Metaverse And How Should You Invest In It? Bread. https://breadnews.com/2021/12/28/2022s-trillion-dollar-question-what-is-the-metaverse-and-how-should-you-invest-in-it/
Grandadam, D., Simon, L., Marchadier, J., & Tremblay, P.-O. (2010). Gérer des communautés de création: Ubisoft Montréal et les jeux vidéo. Gestion, 35(4), 56–63.
He, Z.-L., & Wong, P.-K. (2004). Exploration vs. Exploitation: An Empirical Test of the Ambidexterity Hypothesis. Organization Science, 15(4), 481–494. https://doi.org/10.1287/orsc.1040.0078
Javier Arcenegui, Rosario Arjona, Roberto Roman, & Illuminada Baturone. (2021). Secure Combination of IoT and Blockchain by Physically Binding IoT Devices to Smart Non-Fungible Tokens Using PUFs. Sensors, 21(9). https://doi.org/10.3390/s21093119
Laneve, C. (2018). Blockchain gaming: An analysis of the use of blockchain technology in the video gaming industry. https://amslaurea.unibo.it/20533/1/ershov_igor_tesi.pdf
Litan, A., Leow, A., & Kandaswamy, R. (2022). Hype Cycle for Blockchain and Web3 2022. Gartner, Inc.
Manzoor, A., Samarin, M., Mason, D., & Ylianttila, M. (2020). Scavenger Hunt: Utilization of Blockchain and IoT for a Location-Based Game. IEEE Access, 8, 204863–204879. https://doi.org/10.1109/ACCESS.2020.3037182
March, J. G. (1991). Exploration and Exploitation in Organizational Learning. Organization Science, 2(1,), 71–87.
Markham, A. (2006). Ethic as Method, Method as Ethic: A Case for Reflexivity in Qualitative ICT Research. Journal of Information Ethics, 15(2), 37–54. https://doi.org/10.3172/JIE.15.2.37
Michael, D. R., & Chen, S. (2006). Serious Games: Games that Educate, Train and Inform. Thomson Course Technology.
Millette, M., Millerand, F., Myles, D., & Latzko-Toth, G. (2020). Méthodes de recherche en contexte numérique: Une orientation qualitative. Les Presses de l’Université de Montréal.
Muthe, K. B., Sharma, K., & Sri, K. E. N. (2020). A Blockchain Based Decentralized Computing And NFT Infrastructure For Game Networks. 2020 Second International Conference on Blockchain Computing and Applications (BCCA), 73–77. https://doi.org/10.1109/BCCA50787.2020.9274085
Nadini, M., Alessandretti, L., Di Giacinto, F., Martino, M., Aiello, L. M., & Baronchelli, A. (2021). Mapping the NFT revolution: Market trends, trade networks and visual features. Scientific Reports, 11(1), 20902. https://doi.org/10.1038/s41598-021-00053-8
Paris, T., Patrick, L., & David, M. (2013). Technological Change at the Heart of the Creative Process: Insights From the Videogame Industry . International Journal of Arts Management, 15(2), 45.
Parmentier, G., & Mangematin, V. (2009). Innovation et création dans le jeu vidéo. Comment concilier exploration et exploitation ? Revue française de gestion, 191(1), 71–87. Cairn.info.
Parmentier, G., & Picq, T. (2016). Managing Creative Teams in Small Ambidextrous Organizations: 19(1), 15.
Rocca, J. D. (2013). The Montreal Indie Game Development Scene...Before Ubisoft. Loading..., 7(11). https://journals.sfu.ca/loading/index.php/loading/article/view/126
Serada, A. (2021). Vintage CryptoKitties and the Quest for Authenticity. 2021 IEEE Conference on Games (CoG), 1–10. https://doi.org/10.1109/CoG52621.2021.9619106
Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games: Addiction, engagement, and scholastic achievement. Cyberpsychology & Behavior, 12(5), 567–572.
Speranza, R. (2015). Manettes & pixels (La Vallee Heureuse). http://www.renaud-bray.com/Livre_Numerique_Produit.aspx?id=2452515&def=Manettes+%26+pixels%2cSPERANZA%2c+REN%c3%89%2c9782366960778&utm_campaign=partage-réseaux-sociaux&utm_medium=réseaux-sociaux&utm_source=facebook-like
Squire, K. (2011). Video games and learning. Teaching and Participatory Culture in the Digital Age.
Tschang, F. T. (2007). Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry. Organization Science, 18(6), 989–1005. https://doi.org/10.1287/orsc.1070.0299
Wang, Q., Li, R., Wang, Q., & Chen, S. (2021). Non-Fungible Token (NFT): Overview, Evaluation, Opportunities and Challenges. ArXiv:2105.07447 [Cs]. http://arxiv.org/abs/2105.07447
Wesley, D., & Barczak, G. (2016). Innovation and marketing in the video game industry: Avoiding the performance trap. Routledge.
Downloads
Published
Issue
Section
License
Copyright (c) 2023 The Authors
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.