Epic, Steam, and the role of skin-betting in game (platform) economies

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

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 journalJournal articleResearchpeer-review

Harvard

Thorhauge, AM & Nielsen, RKL 2021, 'Epic, Steam, and the role of skin-betting in game (platform) economies', Journal of Consumer Culture, vol. 21, no. 1, pp. 52-67. https://doi.org/10.1177/1469540521993929

APA

Thorhauge, A. M., & Nielsen, R. K. L. (2021). Epic, Steam, and the role of skin-betting in game (platform) economies. Journal of Consumer Culture, 21(1), 52-67. https://doi.org/10.1177/1469540521993929

Vancouver

Thorhauge AM, Nielsen RKL. Epic, Steam, and the role of skin-betting in game (platform) economies. Journal of Consumer Culture. 2021 Feb;21(1):52-67. https://doi.org/10.1177/1469540521993929

Author

Thorhauge, Anne Mette ; Nielsen, Rune K.L. / Epic, Steam, and the role of skin-betting in game (platform) economies. In: Journal of Consumer Culture. 2021 ; Vol. 21, No. 1. pp. 52-67.

Bibtex

@article{9f8356c8dbb84845a0df41ea490c0223,
title = "Epic, Steam, and the role of skin-betting in game (platform) economies",
abstract = "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.”",
keywords = "application programing interfaces, gambling, market structure, platform economy, skin-betting, skins, Steam, video games",
author = "Thorhauge, {Anne Mette} and Nielsen, {Rune K.L.}",
note = "Publisher Copyright: {\textcopyright} The Author(s) 2021.",
year = "2021",
month = feb,
doi = "10.1177/1469540521993929",
language = "English",
volume = "21",
pages = "52--67",
journal = "Journal of Consumer Culture",
issn = "1469-5405",
publisher = "SAGE Publications",
number = "1",

}

RIS

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