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

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Dokumenter

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.”

OriginalsprogEngelsk
TidsskriftJournal of Consumer Culture
Vol/bind21
Udgave nummer1
Sider (fra-til)52-67
Antal sider16
ISSN1469-5405
DOI
StatusUdgivet - feb. 2021

Bibliografisk note

Funding Information:
We would like to thank Jacob Larsen for his critical comments to our API analysis. The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: Rune K. L. Nielsen has received funding from the European Research Council (ERC) under the European Union?s H2020 ERC-ADG program (grant agreement No. 695528).

Publisher Copyright:
© The Author(s) 2021.

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