Epic, Steam, and the role of skin-betting in game (platform) economies
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Epic, Steam, and the role of skin-betting in game (platform) economies. / Thorhauge, Anne Mette; Nielsen, Rune K.L.
In: Journal of Consumer Culture, Vol. 21, No. 1, 02.2021, p. 52-67.Research output: Contribution to journal › Journal article › Research › peer-review
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TY - JOUR
T1 - Epic, Steam, and the role of skin-betting in game (platform) economies
AU - Thorhauge, Anne Mette
AU - Nielsen, Rune K.L.
N1 - Publisher Copyright: © The Author(s) 2021.
PY - 2021/2
Y1 - 2021/2
N2 - 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.”
AB - 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.”
KW - application programing interfaces
KW - gambling
KW - market structure
KW - platform economy
KW - skin-betting
KW - skins
KW - Steam
KW - video games
UR - http://www.scopus.com/inward/record.url?scp=85102432289&partnerID=8YFLogxK
U2 - 10.1177/1469540521993929
DO - 10.1177/1469540521993929
M3 - Journal article
AN - SCOPUS:85102432289
VL - 21
SP - 52
EP - 67
JO - Journal of Consumer Culture
JF - Journal of Consumer Culture
SN - 1469-5405
IS - 1
ER -
ID: 274615772