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Get in the Game : A study on social media marketing activities to achieve market access and enhance mainstream adoption of blockchain gaming / Kom in i spelet : En studie av marknadsföring på sociala medier för att öka marknadsandelen och användandet av blockchainspelJohansson Sundqvist, Emma January 2023 (has links)
Gaming is booming, and over the past few years, blockchain games have found their way into this market. These games operate in a highly competitive environment, where marketing is vitally important for their success. This study, commissioned by Crypto Rogue Games, aimed to explore social media marketing activities to promote their blockchain game, Crystals of Naramunz. Given this purpose, an analysis of competing developers' activities on Twitter, Facebook, and Instagram was conducted. Additionally, interviews were performed with a sample of the gaming community. The interviews also explored attitudes toward an experience with blockchain gaming. Essentially, the study indicated that Twitter is the most effective platform to target the audience. On this platform, sharing a variety of content, such as artwork, news, and game graphics, was shown to be most engaging. In addition, it was important to communicate in a creative, personalized, and interactive manner. The interviews also indicated that attitudes toward and experience with blockchain must be considered in the marketing efforts. However, as the study was limited, additional research is required to draw more detailed conclusions and to generalize these findings. / Intresset för videospel ökar, och under de senaste åren har spel baserade på blockchain hittat sin väg till denna marknad. I denna hårt konkurrensutsatta bransch är marknadsföring viktigt för att lyckas. Denna studie genomfördes i samarbete med Crypto Rogue Games. Syftet med studien var att undersöka möjligheten för marknadsföring av deras blockchain-baserade spel, Crystals of Naramunz, på sociala medier. Utifrån detta syfte genomfördes en analys av konkurrerande aktörers aktivitet på Twitter, Facebook och Instagram. Dessutom utfördes intervjuer med ett urval spelare. Dessa intervjuer undersökte även attityder till och erfarenhet av blockchainspel. Studien indikerade att Twitter är den mest effektiva plattformen för att fånga publikens intresse. På denna plattform skapade en variation av visuellt material, nyheter och spelgrafik högst engagemang. Att dela kreativt, personligt och interaktivt innehåll visade sig även vara viktigt. Vidare indikerar intervjuerna att marknadsföringen behöver ha spelarnas attityder till och erfarenhet av blockchain i åtanke. Eftersom studien var begränsad krävs det dock ytterligare forskning för att dra mer detaljerade slutsatser och generalisera resultatet.
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Impact of Metaverse on Marketing Communication : A case study of the fashion industryNabukalu, Resty, Wanjohi, Ambrosena January 2023 (has links)
No description available.
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Anti-Money Laundering Compliance When Dealing with (Art) NFTsUhink, Konrad, Gruel, Hendrik, Neuhaus, Yannick 28 November 2023 (has links)
The article discusses the intersection of anti-money laundering (AML) compliance and the handling of Non-Fungible Tokens (NFTs) under German law or EU law applicable in Germany. It begins by acknowledging the negative perception of cryptocurrencies in the context of money laundering, emphasizing the need to explore AML regulations for NFTs, which have gained attention for tokenizing art. The text delves into the legal nature of NFTs, examining whether they can be classified as securities, asset investments, or crypto assets. It also explores the implications of these classifications on AML compliance, detailing the specific obligations for entities dealing with NFTs. The article concludes by highlighting the legal ambiguity surrounding NFTs and emphasizing the importance of conducting a case-by-case risk assessment for AML compliance.
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