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Clara Bacciu

Publications and source records attributed to Clara Bacciu.

3 recordsLinked to original sources

Dressed to Gamble: How Poker Drives the Dynamics of Wearables and Visits on Decentraland's Social Virtual World

Decentraland is a blockchain-based social virtual world where users can publish and sell wearables to customize avatars. In it, the third-party Decentral Games (DG) allows players of its flagship game ICE Poker to earn cryptocurrency only if they possess certain wearables. Herein, we present a comprehensive study on how DG and its game influence the dynamics of wearables and in-world visits in Decentraland. To this end, we analyzed 5.9 million wearable transfers made on the Polygon blockchain (and related sales) over a two-year period, and 677 million log events of in-world user positions in an overlapping 10-month period. We found that these activities are disproportionately related to DG, with its ICE Poker casinos (less than 0.1% of the world map) representing a remarkable average share of daily unique visitors (33%) and time spent in the virtual world (20%). Despite several alternative initiatives within Decentraland, ICE Poker appears to drive user activity on the platform. Our work thus contributes to the understanding of how play-to-earn games influence user behavior in social virtual worlds, and it is among the first to study the emerging phenomenon of virtual blockchain-based gambling.

cs.CY

Toward Blockchain-based Fashion Wearables in the Metaverse: the Case of Decentraland

Among the earliest projects to combine the Metaverse and non-fungible tokens (NFTs) we find Decentraland, a blockchain-based virtual world that touts itself as the first to be owned by its users. In particular, the platform's virtual wearables (which allow avatar appearance customization) have attracted much attention from users, content creators, and the fashion industry. In this work, we present the first study to quantitatively characterize Decentraland's wearables, their publication, minting, and sales on the platform's marketplace. Our results indicate that wearables are mostly given away to promote and increase engagement on other cryptoasset or Metaverse projects, and only a small fraction is sold on the platform's marketplace, where the price is mainly driven by the preset wearable's rarity. Hence, platforms that offer virtual wearable NFTs should pay particular attention to the economics around this kind of assets beyond their mere sale.

cs.SI

Spotting the diffusion of New Psychoactive Substances over the Internet

Online availability and diffusion of New Psychoactive Substances (NPS) represent an emerging threat to healthcare systems. In this work, we analyse drugs forums, online shops, and Twitter. By mining the data from these sources, it is possible to understand the dynamics of drugs diffusion and their endorsement, as well as timely detecting new substances. We propose a set of visual analytics tools to support analysts in tackling NPS spreading and provide a better insight about drugs market and analysis.

cs.CY