Blockchain Games: A Survey <s> VI. CONCLUSION AND VISION <s> Abstract Two parallel phenomena are gaining attention in human–computer interaction research: gamification and crowdsourcing. Because crowdsourcing's success depends on a mass of motivated crowdsourcees, crowdsourcing platforms have increasingly been imbued with motivational design features borrowed from games; a practice often called gamification. While the body of literature and knowledge of the phenomenon have begun to accumulate, we still lack a comprehensive and systematic understanding of conceptual foundations, knowledge of how gamification is used in crowdsourcing, and whether it is effective. We first provide a conceptual framework for gamified crowdsourcing systems in order to understand and conceptualize the key aspects of the phenomenon. The paper's main contributions are derived through a systematic literature review that investigates how gamification has been examined in different types of crowdsourcing in a variety of domains. This meticulous mapping, which focuses on all aspects in our framework, enables us to infer what kinds of gamification efforts are effective in different crowdsourcing approaches as well as to point to a number of research gaps and lay out future research directions for gamified crowdsourcing systems. Overall, the results indicate that gamification has been an effective approach for increasing crowdsourcing participation and the quality of the crowdsourced work; however, differences exist between different types of crowdsourcing: the research conducted in the context of crowdsourcing of homogenous tasks has most commonly used simple gamification implementations, such as points and leaderboards, whereas crowdsourcing implementations that seek diverse and creative contributions employ gamification with a richer set of mechanics. <s> BIB001 </s> Blockchain Games: A Survey <s> VI. CONCLUSION AND VISION <s> Blockchain game is the most important category of decentralized applications. However, to leverage the feature of blockchain in state-of-the-art game mechanism design is still a challenge for developers and designers. In this work, we propose an interoperable blockchain gaming framework across multiple games and chains, to facilitate next-generation blockchain games. Two demo games are implemented to validate our framework. <s> BIB002 </s> Blockchain Games: A Survey <s> VI. CONCLUSION AND VISION <s> Crowdsourcing systems which utilize the human intelligence to solve complex tasks have gained considerable interest and adoption in recent years. However, the majority of existing crowdsourcing systems rely on central servers, which are subject to the weaknesses of traditional trust-based model, such as single point of failure. They are also vulnerable to distributed denial of service (DDoS) and Sybil attacks due to malicious users involvement. In addition, high service fees from the crowdsourcing platform may hinder the development of crowdsourcing. How to address these potential issues has both research and substantial value. In this paper, we conceptualize a blockchain-based decentralized framework for crowdsourcing named CrowdBC, in which a requester's task can be solved by a crowd of workers without relying on any third trusted institution, users' privacy can be guaranteed and only low transaction fees are required. In particular, we introduce the architecture of our proposed framework, based on which we give a concrete scheme. We further implement a software prototype on Ethereum public test network with real-world dataset. Experiment results show the feasibility, usability, and scalability of our proposed crowdsourcing system. <s> BIB003
Blockchain games benefit from the features of DApps: non-fungible tokens and system transparency. Though these games are still in their preliminary stage, the relationship between players and game companies have been completely changed through such a new concept. Blockchain games may introduce new research directions in the following fields: 1) Game Technologies: new consensus models or alternative technologies for blockchain games should be investigated, on the purpose of improving players' gaming experience with blockchains; 2) Game Mechanics: new mechanics from the idea of blockchain should be developed to enrich the gaming contents. For example, recent work BIB002 has investigated the possibility of asynchronous multi-player gaming experiences across different games; 3) Narrative: the blockchain has introduced a future of immutable data for the virtual world, which may contribute the imagination of game narratives, especially from the perspective of the immortality of life and spirit. 4) Gamified Crowdsourcing: crowdsourcing is an emerging technology that helps to harvest workforce from crowd users. Traditional crowdsourcing platforms are facing challenges like the malicious user, privacy leaks, high costs and insufficient participants. Blockchain games provide a perfect solution to these issues. First, blockchain BIB003 enables anonymous, transparent and auditable incentive calculation and distribution, while gamified crowdsourcing BIB001 may better recruit those users who are insensitive to monetary incentives. Overall, we believe that blockchain will become a disruptive technology for the game industry. The blockchain-empowered virtual worlds in games will eventually lead to real Utopias.