Dressed to Gamble: How Poker Drives the Dynamics of Wearables and Visits on Decentraland's Social Virtual World
Amaury Trujillo, Clara Bacciu, Matteo Abrate

TL;DR
This study analyzes how the ICE Poker game within Decentraland influences user engagement, showing that a small area of the virtual world attracts a large share of activity due to blockchain-based gambling mechanics.
Contribution
It provides a comprehensive analysis of blockchain transactions and user behavior, revealing the significant impact of play-to-earn gambling on virtual world dynamics.
Findings
ICE Poker drives 33% of daily unique visitors
ICE Poker accounts for 20% of time spent in Decentraland
Wearable transfers are heavily influenced by DG activities
Abstract
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…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsDigital Games and Media · Gambling Behavior and Treatments
