世界經濟論壇(WEF)創辦人施瓦布(Klaus Schwab)曾說,區塊鏈是繼蒸氣、電力和電腦發明以來的第四次工業革命。遊戲產業在區塊鏈已蓬勃發展,而根據荷蘭市場調查機構 Newzoo預計遊戲產業到 2020 年營收將成長到 1280 億美元,可以看出遊戲市場的市值不斷的成長並有驚人的交易量,藉由區塊鏈無法竄改性、匿名性、公開透明與去中心化等特性去解決過去遊戲產業過於中心化、數位資產難以去管理等痛點。
故本文將以謎戀貓、FOMO 3D、Gods Unchained區塊鏈應用遊戲案例為研究標的,針對這三個知名區塊鏈遊戲個案進行探討,利用個案研究法去了解創新要件是否符合區塊鏈核心特點以及歸納出區塊鏈遊戲的市場創新因素,而這項破壞式創新技術運用於遊戲產業,是否能為遊戲產業的利害關係人們帶來新的價值,值得做為日後相關業者發展參考要點。
Klaus Schwab, founder of the World Economic Forum (WEF), once said that the blockchain is the fourth industrial revolution since the invention of steam, electricity and computers. The game industry has boomed in the blockchain, and according to Dutch market research firm Newzoo, the gaming industry is expected to grow to $128 billion by 2020. It can be seen that the market value of the game market continues to grow and there are amazing trading volumes. Through the blockchain, its impossible to modify, anonymity, openness and decentralization characteristics can solve the pain points of the game industry which is too centralized and digital assets are difficult to manage.
This thesis will use the game cases - CryptoKitties, FOMO 3D, and Gods Unchained as the research target. Besides, we will explore these three famous blockchain game by using Case Analysis Method to find whether the elements of innovation are in line with the blockchain core or not and summarize the innovation factors of blockchain games. And whether this disruptive innovation using in the game industry can bring new value to the stakeholders. It is worthy of being a reference for the development of relevant industry in the future.