Track: Undergraduate Research Competition
Abstract
Virtual Economies continue to be a global phenomenon, and cryptocurrency is prominent in this process, and it can be attained by playing blockchains. The rise of non-fungible tokens (NFTs) is also increasing the demand for Ethereum. Thus, these features encourage many people to earn money while playing it that even young people (most likely undergraduate students) invest. There is no doubt that it is a good business for financial risk and problems, it also provides much more significant opportunities and applications. Somehow the notions of blockchain technology provides some negative outcomes, specifically in the behavioral aspects of them. In this paper, the researchers focused on socioeconomic status and behavioral aspects of the players and considered these two as the factors in their perspective about the blockchain games. The results on socioeconomic shows that most of them are playing because of financial problems and sees this as an opportunity to have an income. The results on Behavioral impacts through pareto analysis shows that most respondents suffer from the negative impact of playing blockchain games, 66% of the respondents has lack of sleep, 53.5% less focus in studies, 39.5% less interactive and more. Tukey method is also use to analysis whether which questions is significantly important in terms of obtaining and analysis the results from the survey conducted. In conclusion the socioeconomic stand is likely to affect their perspective in the blockchain games and shows that these games can lead to addiction because of the time spend in playing, the anxiety with the game and other negative outcomes.