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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>April</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Analyzing content of CryptoKitties traders' talk on Discord</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alesha Serada</string-name>
          <email>aserada@uwasa.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Vaasa</institution>
          ,
          <addr-line>PL 700, Vaasa, FI-65200</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>1</volume>
      <fpage>8</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>Blockchain technologies have further gamified finances and created new classes of tradeable digital assets. Their early adopters anticipate mutually beneficial 'sharing economy' on integrated blockchain platforms, but the practice of non-fungible token (NFT) trading seems to be undermined by the dubious 'ludic ethics' of virtual worlds. To find out who benefits from decentralized ecologies on blockchain, this study explores the marketplace of the first popular and the longest-running blockchain-based game CryptoKitties. It uses mixed methods content analysis to analyze textual communication on the gaming platform Discord that serves as the primary tool to advertise tokens on sale. Quantitative measurements and qualitative assessment are applied to approximately 100,000 lines of marketing messages posted in the dedicated channel within the first two years of the game's existence, which encompasses development, maturation and decline of the CryptoKitties market. Three main ways of value construction in NFTs emerge from the linguistic data based on three main types of actors: developers, players, and traders. Furthermore, four distinct clusters of sellers are revealed, whose marketing strategies are characterized by both qualitative and quantitative differences in the language. According to the data, the gaming ecology of CryptoKitties relies on informational asymmetry and monopolization of buyers' attention. This suggests that a typical NFT marketplace could be better described as a 'bazaar economy', rather than a 'sharing economy'. Non-fungible tokens, multiplayer games, virtual economies, Discord, mixed method content</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>analysis</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>Cryptocurrencies
and
other
blockchain
technologies have streamlined gamification of
finances in the 2010s and early 2020s. New
projects of decentralized digital economies have
been</p>
      <p>
        proposed on the basis of non-fungible
tokens, or NFTs [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]–[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. These tokens are created
(‘minted’)
cryptocurrencies
blockchain
      </p>
      <p>and
or,
sometimes,
traded</p>
      <p>
        for
real-world
money, on a variety of online platforms, such as
OpenSea [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Creators and traders of NFTs take
inspiration from the preceding virtual worlds and
multiplayer games [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and base their valuation on
the principle of ‘artificial scarcity’ [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]–[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>2023 Copyright for this paper by its authors. Use permitted under Creative</p>
      <p>
        It remains the subject of discussion
who
eventually benefits from these new forms of value
creation on blockchain. In theory, decentralized
architecture of blockchain platforms may create a
more equal, self-regulating
environment that
enables mutual exchange and collective creation
of value [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. By ‘minting’ and trading NFTs for
gaming purposes, players may enjoy a higher
degree of ownership and control [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] than in a
virtual world completely owned by its publisher,
at least, according to blockchain developers [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
In practice, however, subjective self-reported
stories of success [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and projections of
future growth [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] are overshadowed by the studies
that
show
stagnation
and
speculation
on
blockchain-based marketplaces at large [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]–[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
Finally, legal rights of NFT holders remain
problematic [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] as well as highly inequal
distribution of wealth among them [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        In the field of marketing studies, we can find
similar discussions in research on multisided
platforms (such as Uber and AirBnB) [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. On
such platforms, value is created by voluntary and
mutually beneficial exchange. Eckhardt et al.
describe the resulting ecosystem as a ‘sharing
economy’ [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. On the one hand, technological
platforms are crucial in collective value
cocreation. On the other hand, friction between
different actors on the platform may lead to
exploitation and financial harm, as Zhou et al.
demonstrate [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. The same seems to be true for
blockchain platforms, which are also
conceptualized as a ‘sharing economy’ by Teck
Ming Tan and Jari Salo [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
      </p>
      <p>
        Theoretically, blockchain is expected to
streamline collaborative creation of value for all
participants (stakeholders) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. This
is in line with the intent of blockchain adopters,
explicitly expressed in such crucial manifestos as
the Ethereum white paper [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. In practice,
however, blockchain games tend to reproduce the
dubious ‘ludic ethics’ of preceding virtual worlds
[
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], sometimes described as ‘second morality’
[
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Cheating and speculation are always a part
of the ‘crypto game’, as it has been demonstrated
in the studies of the most typical case,
CryptoKitties [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>
        CryptoKitties is the first successful and the
longest running blockchain-based game. The
essence of the game is in creating NFTs (‘kitties’)
in a complex game of chance [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] and then trading
them in hope to make profit [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. There were
136,732 unique crypto wallets registered in the
game as of March 1, 2023, although factual
participation is much lower [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. The number of
active players exceeded 17,000 soon after their
launch on November 30, 2017, but immediately
dropped to several thousands and, as of recently,
hundreds of daily active players [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ].
      </p>
      <p>
        The initial motivation for this research was to
find out how value is constructed on
blockchainbased platforms in the case of CryptoKitties. It is
almost impossible to calculate a ‘fair price’ of an
NFT: each instance is unique, and its value can
change over time due to various game events,
general changes on the market and the ‘digital
destiny’ of the token itself [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ], [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. Eventually,
it became clear that the most important question is
not ‘how’, but ‘for whom’: who benefits from this
particular decentralized economy, and how these
stakeholders make this value-generating
mechanism work for them? This evolution of the
research problem is reflected in the following
research questions:
      </p>
      <p>Q1: What constitutes the value of a
CryptoKitty NFT based on its description?
Q2: What linguistic strategies do sellers use to
establish the value of tokens?
Q3: Who benefits from these strategies of
value creation and appraisal in a
blockchainbased game?</p>
    </sec>
    <sec id="sec-3">
      <title>2. Data and methods</title>
      <p>
        Communication in and around NFT projects
typically happens in social media: Twitter,
Reddit, Telegram and, most frequently, Discord.
Discord is an online text and voice chat platform
initially developed for gamers. Founded in 2015,
it gained over 250 million users in the following
four years [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. A significant share of the
platform’s users are interested in
blockchainbased games and NFTs: for example, one of the
leading Discord servers in January 2023 belonged
to the community of the play-to-earn ‘crypto
game’ Axie Infinity [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ].
      </p>
      <p>
        NFT servers typically have dedicated trading
channels, or chat rooms, where sellers advertise
their tokens on sale. A qualitative content study of
such server dedicated to NBA themed NFTs was
published by Trevor Zaucha and Agur Colin [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ].
Similar to their research, the initial choice of
content analysis for this paper was motivated by
the assumption that the value of NFTs is
discursively constructed in dedicated social media
channels, before it is economically tested on
peerto-peer marketplaces. Being a relatively old and
well developed NFT ecology, CryptoKitties has
offered additional insights that could be obtained
by qualitative means. The scale of obtained data
required statistical evaluation, as well as
comparison with the basic market data openly
available on blockchain.
      </p>
      <p>
        As this study proceeded, it oscillated between
quantitative and qualitative content analysis and
eventually integrated both approaches into mixed
methods analysis. This particular mode of
research was facilitated by the software WordStat
by Provalis Research [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]; its canonical use case
aims to identify temporal changes in value
systems of different groups [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]. WordStat
allowed to visualize dynamic trends in language
use, and to build the vocabulary of ‘kitty’ traders,
from which three main dimensions of value
constructions were extrapolated.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Data</title>
      <p>
        The data was obtained from the #selling
channel of the CryptoKitties Discord server on
November 21, 2019, by scraping it with Discord
Chat Exporter [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ], and saved as a .csv file. The
data covered the first 720 days, or 105 weeks of
the game: from December 4, 2017, when the
#selling channel was created, to October 21, 2019,
when the data sample was obtained. This was the
formative period of the community, which
activity has gradually declined by 2020.
      </p>
      <p>This particular channel on Discord was created
with the purpose to promote sales to other
members of the official CryptoKitties Discord
server. This server is free and open to anyone
interested in the game. Informal consent to scrap
the data for research purposes was obtained from
the moderators and participants before data
collection. Pseudonyms of sellers were present at
the initial quantitative stage to evaluate their
participation, but deleted from the dataset at the
stage of qualitative analysis.</p>
      <p>The original sample included 108,421 lines of
messages before cleaning and 97,029 lines of
messages after removal of emojis, other
nontextual responses, pseudo-textual embellishments
and accidental empty lines. Discord messages that
consisted of several lines were transposed into
separate rows in Excel in order to reduce
complexity of the data structure.
2.2.</p>
    </sec>
    <sec id="sec-5">
      <title>Analysis</title>
      <p>
        WordStat 9.0.10 was used to perform
quantitative measures on recurring keywords and
phrases. In order to see the differences in
communication style of different actors, the
vocabulary of sellers was created in WordStat.
This procedure followed the commonly adopted
guidelines suggested by Bengston and Xu [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ].
The iterative process of building a vocabulary
involved applying extraction of phrases and
keyword-in-context checkup for the purposes of
disambiguation. Keyword-in-context “allows one
to assess whether the meaning of a particular word
is dependent upon its use in certain phrases or
idioms” [36, p. 299] in order to preserve context
sensitivity. In addition, WordStat gives preference
to long phrases over short phrases and single
words: it calculates frequency of single words and
phrases separately, and excludes single words that
are also parts of phrases from the final frequency
count.
      </p>
      <p>
        Finally, words and phrases related to NFT
trading and the value of CryptoKitties were
assigned to a four-level categorization according
to their contextual meaning. Irrelevant words and
meaningless noise were put on the Exclusion list.
Altogether, 56.3% of all words were coded as
relevant to trading and meaningful in terms of
value construction, and the total coverage that
counted functional and irrelevant words reached
98.8% of all messages. The resulting vocabulary
of 'kitty traders' is available for free download
[
        <xref ref-type="bibr" rid="ref39">39</xref>
        ].
      </p>
      <p>
        In the meantime, qualitative content analysis
helped to clarify the contextual meaning of
dubious terms. In the words of Yan Zhang and
Barbara Wildemuth, “qualitative content analysis
emphasizes an integrated view of speech/texts and
their specific contexts” [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. In our case,
qualitative analysis helped to understand the
context in which particular keywords are used.
The interpretation was supported by the
knowledge of common gaming practices, as
discovered in previous ‘nethnographic’ research
[
        <xref ref-type="bibr" rid="ref40">40</xref>
        ].
      </p>
    </sec>
    <sec id="sec-6">
      <title>3. Results</title>
    </sec>
    <sec id="sec-7">
      <title>3.1. Typology of sellers</title>
      <p>
        To start from, the number of active sellers and
messages was calculated for each calendar day.
For validation purposes, the volume of messages
per day was compared with the available statistics
of player activity in CryptoKitties openly
available as recorded on blockchain, in this case,
sourced from KittyExplorer [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ]. Evaluations of
correlation were all made by using the
corresponding Excel Data functionality. Message
volume is calculated as the number of total lines
of messages per day in the #selling channel.
      </p>
      <p>Correlation between message volume and total
players interacting with the game: 0,9249.</p>
      <p>Correlation between message volume and the
number of sales per day: 0,8976</p>
      <p>Correlation between message volume and the
volume of sales per day in ETH: 0,8246.</p>
      <p>This demonstrates that activity in the #selling
channel on Discord is a fairly adequate indicator
of player activity in CryptoKitties in general, even
if it is slightly less representative in terms of
actual sales. Two possible factors that are relevant
to this particular study are many repeating
messages about selling the same inventory, and
inability to find buyers, which leads to palpable
desperation in many selling messages.</p>
      <p>
        Still, the trades went on, according to the
statistics on blockchain [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ]: but who would
benefit from such unsustainable ecology? In order
to identify particular strategies of most active
participants, CryptoKitties sellers were
categorized into four clusters according to their
relative activity (see Table 1).
      </p>
      <p>
        In our case, the top 20% of sellers generated
89% of messages in the #selling channel, and
there were significant differences in activity
within these top 20% users, as well. This data
aligns with the study on NFT trades (including
CryptoKitties) by Matthieu Nadini et al.: in their
data, the top 10% of traders performed 85% of all
transactions [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Generally, activity of sellers on
Discord can be represented as a variety of an
extreme Pareto distribution (Figure 1). These four
clusters are used as a heuristic for player typology
and are not absolute: the differences between the
second and the third clusters are not as radical,
although still significant.
      </p>
      <p>Further application of mixed methods in
WordStat identified significant quantitative and
qualitative differences in communication
strategies of different clusters. Four ‘fursonas’
were created on the basis of this data, as described
below.</p>
      <p>• Sand cats
‘Sand cats’ represent the 80% of participants
in the #selling channel, excluding the top 20%
most active ones. This is the ‘silent majority’ that
also includes the wealthiest buyers (so-called
‘crypto whales’), as they rarely talk and mostly
read offers. What unites the casual and the rich in
this category is their lack of intent, perseverance
or desperation to sell. They negotiate about the
value of tokens elsewhere, most likely, in personal
communication.</p>
      <p>• Jungle cats
‘Jungle cats’ represent relatively active players
(as opposed to the 80% of casual players above),
who are somewhat engaged in trading but not
invested in it to the degree when it may become
profitable. Unlike the top 5% of sellers, ‘jungle
cats’ share their negative experience in the game
more willingly and generally communicate in a
more diverse and less bot-like style. They also
tend to overuse the word ‘rare’ in their selling
messages, which shows that they believe in the
idea of ‘artificial scarcity’ in a more literal way.</p>
      <p>• Bobcats
‘Bobcats’ represent hardcore crypto gamers
who are wealthy enough to enjoy the game, and
sometimes make profit in it. In their efforts to sell,
this category demonstrates more attention to the
in-game attributes of ‘kitties’, and the value that
emerges from playing the game and studying its
rules. ‘Bobcats’ make more emphasis on ‘cheap’
and generally demonstrate more desperation in
their advertising messages. For example,
‘bobcats’ more often express (not necessarily
genuine) intention to sell out and leave the game.
This also distinguishes them from ‘pumas’, who
act as if they are here to stay.</p>
      <p>• (Robo-)Pumas
‘Pumas’ dominate the conversation on
Discord. They put a lot of effort (and probably
other investments, e.g. market research, bots and
hired workforce) into pumping up the interest of
potential buyers. ‘Pumas’ do not make as many
‘cheap’ offers as other categories, because selling
cheap is not profitable. Instead, they offer what
sells best, which, in the analyzed period, was
‘fancy’ ‘kitties’. ‘Pumas’ represent 1% of the
participants of the channel, but they have
generated 40% of the total message lines in it,
reaching 85% at the end of the first year (see
Figure 2), with the highest share of repeating
advertising messages (which suggests that they
used Discord bots for posting).</p>
      <p>
        Participation of these four categories of sellers
changed with time as the game market matured
and declined. Casual ‘sand cats’ participated more
willingly during the initial peak of activity on
Discord. The top 1% ‘(robo-)pumas’ started
dominating the conversation after this initial peak
flattened, and their relative share of messages
exceeded 80% in autumn 2018 when the core
player base has been established. Participation of
all categories, and especially of top sellers,
gradually declined in 2019 (see also [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ])
presumably because there was much less money
to be made in the game.
      </p>
    </sec>
    <sec id="sec-8">
      <title>Dimensions of value</title>
      <p>
        Although CryptoKitties is mainly a game of
chance [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], the skill of playing it requires expert
knowledge of the vocabulary of traits, or
'cattributes', as players call them, - and their
classification in the game. To integrate this
implicit knowledge of the game’s rules into the
analysis, a complete vocabulary of ‘traits’ was
sourced from the fan-made resource Kotobaza
[
        <xref ref-type="bibr" rid="ref42">42</xref>
        ] and fed to WordStat’a Categorization tool.
This vocabulary was complemented with
relatively frequent words and terms that were used
to describe ‘kitties’ on Discord, in addition to the
official terminology that came from the
developers of the game. Such attributes, divided
into several sub-categories, formed the category
labeled Appearance in the categorization
vocabulary.
      </p>
      <p>After several rounds of coding, the
categorization model produced three main
categories that described the value of ‘kitty’
NFTs. These categories were discovered
inductively, by coding contextually meaningful
terms in the data and sorting them under
categories and subcategories. The extended
Appearance section now encompassed words and
phrases that described visual qualities of tokens.
The Positive value section contained qualities that
made tokens valuable in the game system, and the
Marketing communication contained functional
words and phrases used to ascribe value to the
tokens. The fourth auxiliary category Negative
value and experience was added for the purposes
of comparison and quick qualitative analysis,
although negative value and experience were
usually discussed in other channels on Discord.</p>
      <p>The resulting systemic vocabulary in WordStat
revealed three main dimensions of value that were
constructed in the discussion on Discord.
1. Value assigned by the developers (such as
appearance traits);
2. Value discovered by the players in the
process of play (such as value for breeding
and value for collecting);
3. Value assigned by the sellers to make
tokens more desirable to buyers (such as
superlative expressions of scarcity (e.g.
‘rare, super rare and ultra rare’) and
general ‘awesomeness’).</p>
      <p>
        These three dimensions do not exclude each
other, and certain terms can be hard to categorize
unambiguously. However, there are certain trends
concerning linguistic structures and origins of
different descriptors, albeit also not absolute.
Such as, the basic value assigned by the
developers is typically described by single
unambiguous keywords that characterize
particular attributes of tokens (e.g. ‘gold’). Value
assigned by players emerges as metaphoric
descriptors and short phrases suggested by the
community (e.g. ‘vintage kitties’). Value assigned
by the sellers emerges in complete utterances with
the unambiguous intent to sell (e.g. ‘cheapest on
the market’). Simple and literal descriptors
acquire game specific nuances, as well, - such as,
for instance, in discussions of scarcity. As we
discussed above, artificial scarcity is presented as
the basis for the game economy by its developers
and fans. On the one hand, this leads to radically
stretching it into abundance [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ]; on the other
hand, scarcity becomes a value of its own, more
as an ideological concept rather than the actual
state of things.
      </p>
      <p>Moreover, usage of different categories and
subcategories of words noticeably differs between
different clusters of players. In our sample, the top
5% of sellers mention scarcity-related words
relatively less frequently than ‘silent’ and ‘casual’
players. Besides, the top 1% does not mention
‘cheap prices’ that much: the rationale behind it is
most likely that selling cheap is not profitable.
While all types of sellers pay attention to utility
value of kitties such as value for breeding,
actually rare collectibles are mostly offered by the
top 1% sellers.</p>
      <p>To sum it up, different clusters of sellers use
different language means, which correspond to
their broader selling strategies. The winning
strategy appears to be multiplication of rather
homogenous messages in order to receive more
attention in the chat, and the sellers who benefit
from it are the ones who have considerable
resources and big inventories. In the end, the main
difference between different types of sellers
appears to be quantitative. As it can be seen from
Table 1, 80% of sellers (‘sand cats’) posted less
than 6 messages on the average during their
lifetime on the server. At the same time, 25 top
posters - ‘pumas’ – generated around 1,500 lines
of messages on the average. It may be that all
sellers start with natural and diverse interpersonal
communication, but the composition of their
messages at large changes as they move from
interpersonal communication and peer to peer
trade to spam-like, bot-like automated mass scale
advertising.</p>
      <p>The phrase extraction functionality of
WordStat has appeared particularly useful in
identifying repeating messages. Phrases of no less
than three words that appeared no less than five
times were extracted and categorized under
Advertising. The main criteria were occurrence of
5 or more times in the exact same form (one
particularly desperate 12-word phrase occurred in
181 instances), making sense in the human
language, and a clear intent to sell. Some of these
phrases point at particular dimensions of value,
mostly low price, value for breeding, value for
collecting, and scarcity, but the largest share of
them simply amplifies the intention to sell,
sometimes relying on ‘the fear of missing out’.
Such phrases were filed under the subcategory
‘Seller really wants to sell’. In general, the more
active the poster is on the #selling channel, the
more frequently he or she will use such phrases.
Besides, the relative rate of such phrases has
increased dramatically as the market stagnated:
the less players remain in the game, the more
intensive the intent to sell becomes.</p>
      <p>
        One last observation from the Marketing
communication section indicates potential
exploitation of the blockchain platform: many
recurrent phrases invite the buyer to contact the
seller directly. This would seem redundant in the
idealistic model of a blockchain-based
marketplace [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], where sellers list items
and adjust the price until they achieve the
consensus with the buyer, collaboratively
constructing a fair market price in the process. In
practice, according to observations, the seller
often lists items at inflated prices, or does not even
list them at all. He or she may also advertise some
prices as ‘floor prices’, even though this ‘market
floor’ has been artificially inflated. In fact, the
seller is ready to sell at a much lower price, and
sometimes at any price, if he or she wants to exit
(which is the typical ‘bobcat’ pattern). This is why
we see so many invitations to negotiate the prices
directly in private messages: the seller may not
want to disclose the acceptable price, to prevent
‘the floor’ from falling. Such practices
demonstrate that transparency of
blockchainbased trade and marketing is easily bypassed in
order to preserve information asymmetry.
      </p>
    </sec>
    <sec id="sec-9">
      <title>4. Conclusion</title>
      <p>
        The presented mixed methods content analysis
has provided a meta-description of the process of
value construction on the CryptoKitties market,
represented by the #selling channel on the official
Discord server of the game. The resulting
vocabulary of CryptoKitties traders [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ] serves as
an answer to Q1: What constitutes the value of a
‘kitty’ NFT based on its selling description? Three
important dimensions emerge from the data:
intentional construction of value by game
designers; novel utility value discovered by users
in the process of playing, and appreciation of
value by traders, with the primary intention to
make profit in the game.
      </p>
      <p>
        Altogether, the discourse on Discord appeared
much more valuable to characterize the sellers,
rather than the tokens that they trade. Two distinct
strategies for success are maximization of
presence in the communication channel (e,g,
overflooding it with many repeating messages)
and amplification of emotions in these messages
(sometimes to the level of sheer despair). This
answers Q2. What linguistic strategies do sellers
use to establish the value of tokens? Most likely,
the content of marketing messages becomes less
and less important, as their main function switches
from justifying the value of tokens to pumping up
‘investor interest’ in novice players [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ]. At the
same time, individual sellers and even smaller
entrepreneurs are being flushed away by the
constant flow of presumably automated
monotonous posting on Discord.
      </p>
      <p>
        This brings us to Q3. Who benefits from these
strategies of value creation and manifestation in
a blockchain-based game? Do these strategies
benefit collaborative creation of value for
different groups of participants? As the data
demonstrates, ‘robo-pumas’, who represent the
top 1% of sellers, have been dominating the
conversation for the most time. If we assume that
all sellers are competing for the limited attention
of buyers, then the communication platform is
being exploited by their most active and invested
minority. The observed process can be
characterized as re-centralization of a peer-to-peer
market in the hands of most wealthy and dedicated
sellers, which corresponds to processes of
centralization that have been already observed in
cryptocurrencies in general and on the market of
NFTs in particular [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ].
      </p>
      <p>Limitations of this study stem from a very
particular method applied to a single, even if
typical, case. The next step is to find out whether
other NFT projects produce similar typologies
and vocabularies, not just on Discord, but also in
other social media. This may reveal the most
influential actors in these projects, as well as the
state of things for the ‘silent majority’.
Decentralization does not automatically mean
equal access to resources, neither does it distribute
the resulting value in a fair and transparent way,
as we already know from earlier digital platforms
and virtual worlds.</p>
      <p>
        As we know, the current state of virtual
economies, including decentralized finances and
gaming, is best described by the concept of
multisided platforms [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. From the technological
perspective, blockchain platforms, such as
Ethereum on which CryptoKitties run, are the
ultimate cases of such decentralized
nonhierarchical platforms. They were initially
specifically designed to afford horizontal
networks of stakeholders in the collective process
of value co-creation [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Blockchain
technologies were meant to ensure further
transparency in relations between buyers and
sellers, but it may be that they have worked in the
opposite direction. Although digital technologies
are meant to reduce information asymmetries on
the market [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ], unregulated blockchain-based
marketplaces seem to provide more or less the
same opportunities for exploitation as proprietary
platforms [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>
        It appears that the market does not regulate
itself in a way that is beneficial for all
stakeholders, as long as there are financial
incentives and technical possibilities to exploit
and manipulate it. Based on linguistic data, it may
look as if public discussions of the value of NFTs
do more to conceal the ‘true value’ of tokens than
to establish any reliable criteria for its creation.
What we see instead is most reminiscent of a
‘bazaar economy’ described by Clifford Geertz
[
        <xref ref-type="bibr" rid="ref46">46</xref>
        ]. In his words, "in the bazaar information is
poor, scarce, maldistributed, inefficiently
communicated, and intensely valued" [46, p. 29],
which is also the common state of an NFT
marketplace. Future research on blockchain
platforms will be more productive if they are
treated as ‘bazaar economies’, rather than ‘sharing
economies’, as they are currently presented in
marketing literature [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
      </p>
    </sec>
    <sec id="sec-10">
      <title>5. Acknowledgements</title>
      <p>This work was supported by the Evald and
Hilda Nissi Foundation (Grants 68/2.52/2020,
132/2.52/2021) and the Graduate School of the
University of Vaasa.</p>
    </sec>
    <sec id="sec-11">
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