University certificate
The world's largest faculty of video games”
Why study at TECH?
We present to you the degree that will mark a before and after in your professional career in the video game industry, thanks to the exhaustive knowledge of NFT and Blockchain technology"
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Blockchain technology has been a part of the video game industry for some years now, with Sky Mavis being a pioneer in its use with the launch of Axie Infinity. However, the development of NFTs and the possibilities that have arisen from their application in the world of cryptocurrencies and digital assets has led Gaming industry giants such as SEGA, Square Enix and Zynga, among others, to incorporate these techniques into their design and marketing strategies.
This is a sector in continuous expansion that requires specialized and specific knowledge for its management, not only in terms of the technology involved in the Blockchain, but also its business application and DeFi services. For that reason, and in order for the graduate to find in a single Postgraduate Diploma all the information that will allow them to meet the industry's demand for highly qualified professionals in the area, TECH and its team of Postgraduate Diplomas has decided to launch this Advanced master’s degree in Blockchain Economics and NFT in Video Games.
Through a multidisciplinary program, you will delve into the development of public blockchains and their application in the Gaming industry, with special emphasis on the best tools to achieve secure and successful projects. In short, it is a program that combines, in a single and very complete intensive, theoretical and practical program, the specifications of Blockchain programming and its economy based on Crypto-Gaming.
In addition, among the characteristics that make this degree the best in the market, it is worth highlighting its 100% online format, adapted to each graduate. Thanks to this, you will be able to access the virtual classroom 24 hours a day and from any device with an internet connection, thus allowing you to customize this academic experience based on your own availability, without schedules or face-to-face classes. your own availability, without schedules or face-to-face classes.
Thanks to the skills you will develop with this program, you will be able to seamlessly handle Hyperledger Besu and Fabric to adapt Blockchain specifications to the business world"
This Advanced master’s degree in Blockchain Economics and NFT in Video Games contains the most complete and up-to-date program on the market. Its most notable features are:
- The development of case studies presented by experts in Blockchain economics and video game development
- The graphic, schematic, and practical contents with which they are created, provide scientific and practical information on the disciplines that are essential for professional development
- Practical exercises where the self-assessment process can be carried out to improve learning
- Its special emphasis on innovative methodologies in the computer and programming industry
- Theoretical lessons, questions to the expert, forums for discussion of controversial issues and individual reflection papers
- Content that is accessible from any fixed or portable device with an Internet connection
The use of the most cutting-edge pedagogical methodology in the design of this degree will help you learn in detail the legal implications of the Blockchain and generate specialized knowledge about the Whitepaper"
Its teaching staff includes professionals from the field of computer science and video game development, who bring their work experience to this program, as well as renowned specialists from leading companies and prestigious universities.
The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment that will provide an immersive training experience designed to train for real-life situations.
This program is designed around Problem-Based Learning, whereby the student must try to solve the different professional practice situations that arise throughout the program. For this purpose, the professional will be assisted by an innovative interactive video system created by renowned and experienced experts.
A 100% online program with no schedules or on-site classes with which you will be able to manage the design of the Blockchain architecture from wherever you want and whenever you want"
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You will have a multitude of additional material in different formats to study, for example, the characteristics of Ethereum, Stellar and Polkadot management"
Syllabus
The use of the Relearning methodology in the design of this Advanced master’s degree program has allowed TECH to considerably reduce the teaching load of its content. In its place, the graduate will find dozens of hours of additional supplementary material in high quality audiovisual format, readings on the immediate current affairs of the Blockchain sector and research articles to learn about the advances of this technology. This, together with the versatility of the 100% online format, allows this university to offer a complete degree with a degree of personalization adapted to the demands of each student.
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Through the practical analysis of video games such as Star Atlas, Outer Ring or Upland you will be able to learn in detail the usability of Blockchain in this sector and develop similar mechanics, but your own, based on successful prototypes"
Module 1. Blockchain Technology: Technologies Involved and Cyberspace Security
1.1. Cyber Research Techniques
1.1.1. Intelligence Analysis
1.1.2. Potential Deception on the Internet
1.1.3. Advanced Use of Search Tools
1.2. ELK Stacks
1.2.1. Logstash
1.2.2. lasticSearch
1.2.3. Kibana
1.3. Internet Attribution Techniques
1.3.1. Social Media Research Tools
1.3.2. Domain and Address Research Tools
1.3.3. VirusTotal
1.4. OPSEC and Privacy in Web Research
1.4.1. Identity Management
1.4.2. Masking the Analyst
1.4.3. Operating Systems
1.5. Structural Analysis Techniques
1.5.1. Hypothesis Generation and Testing
1.5.2. Hypotheses Generation Techniques
1.5.3. Structured Hypothesis Refutation Techniques
1.6. Threat Modeling
1.6.1. STIX Format
1.6.2. MITRE ATT&CK Framework
1.6.3. TLP Information Classification
1.6.4. Intelligence Competition Strategies
1.6.5. Documenting Threats with OpenCTI
1.7. Researching Wallets and Purses
1.7.1. Wallet Operation
1.7.2. Cracking Wallets
1.7.3. Transaction Monitoring
1.8. Connected Services Vulnerabilities
1.8.1. Difference between Bugs, Vulnerabilities and Exploits
1.8.2. Vulnerability Assessment Metrics
1.8.3. Obligations upon Detecting Personal Data Affectation
1.9. Metasploit
1.9.1. Object Identification
1.9.2. Information Gathering
1.9.3. Exploiting Vulnerabilities
1.9.4. Malicious App Example
Module 2. Public Blockchain Development: Ethereum, Stellar and Polkadot
2.1. Ethereum: Public Blockchain
2.1.1. Ethereum
2.1.2. EVM and GAS
2.1.3. Etherescan
2.2. Running Ethereum: Solidity
2.2.1. Solidity
2.2.2. Remix
2.2.3. Compilation and Execution
2.3. Ethereum Framework: Brownie
2.3.1. Brownie
2.3.2. Ganache
2.3.3. Brownie Deployment
2.4. Testing Smart Contracts
2.4.1. Test Driven Development (TDD)
2.4.2. Pytest
2.4.3. Smart Contracts
2.5. Real Project: Fungible Token
2.5.1. ERC20
2.5.2. Creating Our Token
2.5.3. Deployment and Validation
2.6. Stellar Blockchain
2.6.1. Stellar Blockchain
2.6.2. Ecosystem
2.6.3. Compared to Ethereum
2.7. Programming Stellar
2.7.1. Horizon
2.7.2. Stellar SDK
2.7.3. Fungible Token Project
2.8. Polkadot Project
2.8.1. Polkadot Project
2.8.2. Ecosystem
2.8.3. Interacting with Ethereum and Other Blockchains
2.9. Programming Polkadot
2.9.1. Substrate
2.9.2. Creating Parachain on Substrate
2.9.3. Polkadot Integration
Module 3. Corporate Blockchain Development: Hyperledger Besu
3.1. Besu Configuration
3.1.1. Key Configuration Parameters in Production Environments
3.1.2. Finetuning for Connected Services
3.1.3. Good Configuration Practices
3.2. Blockchain Configuration
3.2.1. Key Configuration Parameters for PoA
3.2.2. Key Configuration Parameters for PoW
3.2.3. Genesis Block Configurations
3.3. Securing Besu
3.3.1. Securing the RPC with TLS
3.3.2. Securing the RPC with NGINX
3.3.3. Security by Means of a Node Scheme
3.4. Besu in High Availability
3.4.1. Node Redundancy
3.4.2. Balancers for Transactions
3.4.3. Transaction Pool over Messaging Queue
3.5. Offchain Tools
3.5.1. Privacy - Tessera
3.5.2. Identidad - Alastria ID
3.5.3. Data Indexing - Subgraph
3.6. Applications Developed on Besu
3.6.1. ERC 20 Token-Based Applications
3.6.2. ERC 721 Token-Based Applications
3.6.3. ERC 1155 Token-Based Applications
3.7. Besu Deployment and Automation
3.7.1. Besu about Docker
3.7.2. Besu about Kubernetes
3.7.3. Besu in Blockchain as a Service
3.8. Besu Interoperability with Other Clients
3.8.1. Interoperability with Geth
3.8.2. Interoperability with Open Ethereum
3.8.3. Interoperability with Other DLTs
3.9. Plugins for Besu
3.9.1. Most Common Plugins
3.9.2. Plugin Development
3.9.3. Installation of plugins
3.10. Configuration of Development Environments
3.10.1. Creation of a Developing Environment
3.10.2. Creation of a Customer Integration Environment
3.10.3. Creating a Pre-Production Environment for Load Testing
Module 4. Corporate Blockchain Development: Hyperledger Fabric
4.1. Hyperledger
4.1.1. Hyperledger Ecosystem
4.1.2. Hyperledger Tools
4.1.3. Hyperledger Frameworks
4.2. Hyperledger Fabric – Components of its Architecture. State-of-the-Art
4.2.1. State of the Art of Hyperledger Fabric
4.2.2. Nodes
4.2.3. Orderers
4.2.4. CouchDB and LevelDB
4.2.5. CA
4.3. Hyperledger Fabric- Components of its Architecture. Process of a Transaction
4.3.1. Process of a Transaction
4.3.2. Chain Codes
4.3.3. MSP
4.4. Enabling Technologies
4.4.1. Go
4.4.2. Docker
4.4.3. Docker Compose
4.4.4. Other Technology
4.5. Pre-Requisite Installation and Environment Preparation
4.5.1. Server Preparation
4.5.2. Download Prerequisites
4.5.3. Download from Official Hyperledger Repository
4.6. First Deployment
4.6.1. Automatic Test-Network Deployment
4.6.2. Guided Test-Network Deployment
4.6.3. Review of Deployed Components
4.7. Second Deployment
4.7.1. Deployment of Private Data Collection
4.7.2. Integration against a Fabric Network
4.7.3. Other Projects
4.8. Chain Codes
4.8.1. Structure of a Chain Code
4.8.2. Deployment and Upgrade of Chaincodes
4.8.3. Other Important Chaincode Functions
4.9. Connection to other Hyperledger Tools (Caliper and Explorer)
4.9.1. Hyperledger Explorer Installation
4.9.2. Hyperledger Caliper Installation
4.9.3. Other Important Tools
4.10. Certification
4.10.1. Types of Official Certifications
4.10.2. Preparation for CHFA
4.10.3. PeProfile Developer vs. Administrator Profiles
Module 5. Sovereign Identity Based on Blockchain
5.1. Digital Identity
5.1.1. Personal Data
5.1.2. Social Networks
5.1.3. Control Over Data
5.1.4. Authentication
5.1.5. Identification
5.2. Blockchain Identity
5.2.1. Digital Signature
5.2.2. Public Networks
5.2.3. Permitted Networks
5.3. Sovereign Digital Identity
5.3.1. Requirements
5.3.2. Components.
5.3.3. Applications
5.4. Decentralized Identifiers (DIDs)
5.4.1. Layout
5.4.2. DID Methods
5.4.3. DID Documents
5.5. Verifiable Credentials
5.5.1. Components.
5.5.2. Flows
5.5.3. Security and Privacy
5.5.4. Blockchain to Register Verifiable Credentials
5.6. Blockchain Technologies for Digital Identity
5.6.1. Hyperledger Indy
5.6.2. Sovrin
5.6.3. IDAlastria
5.7. European Blockchain and Identity Initiatives
5.7.1. eIDAS
5.7.2. EBSI
5.7.3. ESSIF
5.8. Digital Identity of Things (IoT)
5.8.1. IoT Interactions
5.8.2. Semantic Interoperability
5.8.3. Data Security
5.9. Digital Identity of the Processes
5.9.1. Date
5.9.2. Codes
5.9.3. Interfaces
5.10. Blockchain Digital Identity Use Cases
5.10.1. Health
5.10.2. Educational
5.10.3. Logistics
5.10.4. Public Administration
Module 6. Blockchain. Legal implications
6.1. Bitcoin
6.1.1. Bitcoin
6.1.2. Whitepaper Analysis
6.1.3. Operation of the Proof of Work
6.2. Ethereum
6.2.1. Ethereum: Origins
6.2.2. Proof of Stake Operation
6.2.3. DAO Case
6.3. Current Status of the Blockchain
6.3.1.Growth of Cases
6.3.2. Blockchain Adoption by Large Companies
6.4. MiCA (Market in Cryptoassets)
6.4.1. Birth of the Standard
6.4.2. Legal Implications (Obligations, Obligated Parties, etc.)
6.4.3. Summary of the Standard
6.5. Prevention of Money Laundering
6.5.1. Fifth Directive and its Transposition
6.5.2. Obligated Parties
6.5.3. Intrinsic Obligations
6.6. Tokens
6.6.1. Tokens
6.6.2. Types
6.6.3. Applicable Regulations in Each Case
6.7. ICO/STO/IEO: Corporate Financing Systems
6.7.1. Types of Financing
6.7.2. Applicable Regulations
6.7.3. Success Stories
6.8. Taxation and Cryptoassets
6.8.1. Taxation
6.8.2. Income from Work
6.8.3. Income from Economic Activities
6.9. Other Applicable Regulations
6.9.1. General Data Protection Regulation
6.9.2. DORA (Cybersecurity)
6.9.3. EIDAS Regulations
Module 7. Blockchain Architecture Design
7.1. Blockchain Architecture Design
7.1.1. Architecture
7.1.2. Infrastructure Architecture
7.1.3. Software Architecture
7.1.4. Integration Deployment
7.2. Types of Networks
7.2.1. Public Networks
7.2.2. Private Networks
7.2.3. Permitted Networks
7.2.4. Differences
7.3. Participant Analysis
7.3.1. Company Identification
7.3.2. Customer Identification
7.3.3. Consumer Identification
7.3.4. Interaction Between Parties
7.4. Proof-of-Concept Design
7.4.1. Functional Analysis
7.4.2. Implementation Phases
7.5. Infrastructure Requirements
7.5.1. Cloud
7.5.2. Physical
7.5.3. Hybrid
7.6. Security Requirements
7.6.1. Certificate
7.6.2. HSM
7.6.3. Encryption
7.7. Communications Requirements
7.7.1. Network Speed Requirements
7.7.2. I/O Requirements
7.7.3. Transaction Requirements Per Second
7.7.4. Affecting Requirements with the Network Infrastructure
7.8. Software Testing, Performance and Stress Testing
7.8.1. Unit Testing in Development and Pre-Production Environments
7.8.2. Infrastructure Performance Testing
7.8.3. Pre-Production Testing
7.8.4. Production Testing
7.8.5. Version Control
7.9. Operation and Maintenance
7.9.1. Support: Alerts
7.9.2. New Versions of Infrastructure Components
7.9.3. Risk Analysis
7.9.4. Incidents and Changes
7.10. Continuity and Resilience
7.10.1. Disaster Recovery
7.10.2. Backup
7.10.3. New Participants
Module 8. Blockchain Applied to Logistics
8.1. Operational AS IS Mapping and Possible Gaps
8.1.1. Identification of Manually Executed Processes
8.1.2. Identification of Participants and their Particularities
8.1.3. Case Studies and Operational Gaps
8.1.4. Presentation and Mapping Executive Staff
8.2. Map of Current Systems
8.2.1. Current Systems
8.2.2. Master Data and Information Flow
8.2.4. Governance Model
8.3. Application of Blockchainto Logistics
8.3.1. Blockchain Applied to La Logistics
8.3.2. Traceability-Based Architectures for Business Processes
8.3.3. Critical Success Factors in Implementation
8.3.4. Practical Advice
8.4. To Be Model
8.4.1. Operational Definition for Supply Chain Control
8.4.2. Structure and Responsibilities of the Systems Plan
8.4.3. Critical Success Factors in Implementation
8.5. Construction of the Business Case
8.5.1. Cost structure
8.5.2. Projected Benefits
8.5.3. Approval and Acceptance of the Plan by the Owners
8.6 .Creation of Proof of Concept (POC)
8.6.1. Importance of a POC for New Technologies
8.6.2. Key Aspects
8.6.3. Examples of POCs with Low Cost and Effort
8.7. Project Management
8.7.1. Agile Methodology
8.7.2. Decision of Methodologies Among all Participants
8.7.3. Strategic Development and Deployment Plan
8.8. Systems Integration: Opportunities and Needs
8.8.1. Structure and Development of the Systems Planning
8.8.2. Data Master Model
8.8.3. Roles and Responsibilities
8.8.4. Integrated Management and Monitoring Model
8.9. Development and Implementation with Supply Chain Team
8.9.1. Active Participation of the Customer (Business)
8.9.2. Systemic and Operational Risk Analysis
8.9.3. Key to Success: Testing Models and Post-Production Support
8.10. Change Management: Follow-up and Update
8.10.1. Management Implications
8.10.2. Rollout Plan and Training Program
8.10.3. KPI Tracking and Management Models
Module 9. Blockchain and Business
9.1. Applying Technology throughout the Company
9.1.1. Applying Blockchain
9.1.2. Blockchain Benefits
9.1.3. Common Implementation Mistakes
9.2. Blockchain Implementation Cycle
9.2.1. From P2P to Distributed Systems
9.2.2. Key Aspects for Proper Implementation
9.2.3. Improving Current Implementations
9.3. Blockchain vs. Traditional Technologies: Basics
9.3.1. APIs Data and Flows
9.3.2. Tokenization as a Cornerstone for Projects
9.3.3. Incentives
9.4. Selecting Blockchain Type
9.4.1. Public Blockchain
9.4.2. Private Blockchain
9.4.3. Consortiums
9.5. Blockchain and the Public Sector
9.5.1. Blockchain in the Public Sector
9.5.2. Central Bank Digital Currency (CBDC)
9.5.3. Conclusions
9.6. Blockchain and the Financial Sector Start
9.6.1. CBDC and Finance
9.6.2. Native Digital Assets
9.6.3. Where It Does Not Fit
9.7. Blockchain and the Pharmaceutical Sector
9.7.1. Searching for Meaning in the Field
9.7.2. Logistics and Pharma
9.7.3. Application
9.8. Pseudo Private Blockchains: The Point of Consortiums
9.8.1. Reliable Environments
9.8.2. Analysis and Delving Deeper
9.8.3. Valid Implementations
9.9. Blockchain. Usage Case in Europe EBSI
9.9.1. EBSI (European Blockchain Services Infraestructure)
9.9.2. The Business Model
9.9.3. Future
9.10. The Future of Blockchain
9.10.1. Trilemma
9.10.2. Automization
9.10.3. Conclusions
Module 10. DeFi
10.1. DeFi
10.1.1. DeFi
10.1.2. Origin
10.1.3. Criticism
10.2. Market Decentralization
10.2.1. Economic Advantages
10.2.2. Creation of Financial Products
10.2.3. Loans of DeFi
10.3. Components DeFi
10.3.1. Layer 0
10.3.2. Software Protocol Layer
10.3.3. Application Layer and Aggregation Layer
10.4. Decentralized Exchanges
10.4.1. Exchange of Tokens
10.4.2. Adding Liquidity
10.4.3. Eliminating Liquidity
10.5. DeFi Markets
10.5.1. MarketDAO
10.5.2. Argus Prediction Market
10.5.3. Ampleforth
10.6. Keys
10.6.1. Yield Farming
10.6.2. Liquidity Mining
10.6.3. Componibility
10.7. Differences with Other Systems
10.7.1. Traditional
10.7.2. Fintech
10.7.3. Comparison
10.8. Risk to Consider
10.8.1. Incomplete Decentralization
10.8.2. Security/Safety
10.8.3. Usage Errors
10.9. DeFi Applications
10.9.1. Loans
10.9.2. Trading
10.9.3. Derivatives
10.10. Projects Under Development
10.10.1. AAVE
10.10.2. DydX
10.10.3. Money on Chain
Module 11. NFT
11.1. NFT
11.1.1. NFTs
11.1.2. NFT Linkage and Blockchain
11.1.3. Creation of NFT
11.2. Creating an NFT
11.2.1. Design and Content
11.2.2. Generation
11.2.3. Metadata and Freeze Metada
11.3. NFT Sales Options in Gamified Economies
11.3.1. Direct Sales
11.3.2. Auction
11.3.3. Whitelist
11.4. NFT Market Research
11.4.1. Opensea
11.4.2. Immutable Marketplace
11.4.3. Gemini
11.5. NFT Monetization Strategies in Gamified Economies
11.5.1. Value in Use
11.5.2. Aesthetic Value
11.5.3. Actual Value
11.6. NFT Monetization Strategies in Gamified Economies: Mining
11.6.1. NFT Mined
11.6.2. Merge
11.6.3. Burn
11.7. NFT Monetization Strategies in Gamified Economies: Consumables
11.7.1. NFT Consumable
11.7.2. NFT Envelopes
11.7.3. Quality of NFT
11.8. Analysis of Gamified Systems Based on NFT
11.8.1. Alien Worlds
11.8.2. Gods Unchained
11.8.3. R-Planet
11.9. NFT as an Investment and Labor Incentive
11.9.1. Investment Participation Privileges
11.9.2. Collections Linked to Specific Dissemination Work
11.9.3. Sum of Forces
11.10. Areas of Innovation in Development
11.10.1. Music at NFT
11.10.2. NFT Video
11.10.3. NFT Books
Module 12. Cryptocurrency Analysis
12.1. Bitcoin
12.1.1. Bitcoins
12.1.2. Bitcoin as a Market Indicator
12.1.3. Advantages and Disadvantages for Gamified Economies
12.2. Altcoins
12.2.1. Main Characteristics and Differences with Respect to Bitcoin
12.2.2. Market Impact
12.2.3. Analysis of Binding Projects
12.3. Ethereum
12.3.1. Main Features and Operation
12.3.2. Hosted Projects and Market Impact
12.3.3. Advantages and Disadvantages for Gamified Economies
12.4. Binance Coin
12.4.1. Main Features and Operation
12.4.2. Hosted Projects and Market Impact
12.4.3. Advantages and Disadvantages for Gamified Economies
12.5. Stablecoins
12.5.1. Features
12.5.2. Projects in Operation as of Stablecoins
12.5.3. Uses of Stablecoins in Gamified Economies
12.6. Main Stablecoins
12.6.1. USDT
12.6.2. USDC
12.6.3. BUSD
12.7. Trading
12.7.1. Trading in Gamified Economies
12.7.2. Balanced Portfolio
12.7.3. Unbalanced Portfolio
12.8. Trading: DCA
12.8.1. DCA
12.8.2. Positional Trading
12.8.3. Daytrading
2.9. Risk
12.9.1. Price Formation
12.9.2. Liquidity
12.9.3. Global Economy
12.10. Legal Aspects
12.10.1. Mining Regulation
12.10.2. Consumer Rights
12.10.3. Warranty and Security
Module 13. Networks
13.1. The Revolution of the Smart Contract
13.1.1. The Birth of the Smart Contract
13.1.2. Application Hosting
13.1.3. Security in IT Processes
13.2. Metamask
13.2.1. Aspects
13.2.2. Impact on Accessibility
13.2.3. Asset Management at Metamask
13.3. Tron
13.3.1. Aspects
13.3.2. Hosted Applications
13.3.3. Disadvantages and Benefits
13.4. Ripple
13.4.1. Aspects
13.4.2. Hosted Applications
13.4.3. Disadvantages and Benefits
13.5. Ethereum
13.5.1. Aspects
13.5.2. Hosted Applications
13.5.3. Disadvantages and Benefits
13.6. Polygon MATIC
13.6.1. Aspects
13.6.2. Hosted Applications
13.6.3. Disadvantages and Benefits
13.7. Wax
13.7.1. Aspects
13.7.2. Hosted Applications
13.7.3. Disadvantages and Benefits
13.8. ADA Cardano
13.8.1. Aspects
13.8.2. Hosted Applications
13.8.3. Disadvantages and Benefits
13.9. Solana
13.9.1. Aspects
13.9.2. Hosted Applications
13.9.3. Disadvantages and Benefits
13.10. Projects and Migrations
13.10.1. Networks Suitable for the Project
13.10.2. Migration
13.10.3. Crosschain
Module 14. Metaverse
14.1. Metaverse
14.1.1. Metaverse
14.1.2. Impact on the World Economy
14.1.3. Impact on the Development of Gamified Economies
14.2.Forms of Accessibility
14.2.1. VR
14.2.2. Computers
14.2.3. Mobile Devices
14.2.4. Metaverse Types
14.3.5. Traditional Metaverse
14.3.6. Centralized Blockchain Metaverse
14.3.7. Decentralization Blockchain Metaverse
14.4.Metaverso as a Workspace
14.4.1. Idea of the Work within the Metaverse
14.4.2. Creation of Services within the Metaverse
14.4.3. Critical Points to Consider in Job Generation
14.5. Metaverso as a Space for Socialization
14.5.1. User Interaction Systems
14.5.2. Mechanics of Socialization
14.5.3. Forms of Monetization
14.6. Metaverso as an Entertainment Space
14.6.1. Training Spaces in the Metaverse
14.6.2. Forms of Training Space Management
14.6.3. Categories of Training Spaces in the Metaverse
14.7. System for Purchase and Lease of Spaces in the Metaverse
14.7.1. Lands
14.7.2. Auctions
14.7.3. Direct Sales
14.8. Second Life
14.8.1. Second Life as a Pioneer in the Metaverse Industry
14.8.2. Game Mechanics
14.8.3. Profitability Strategies Employed
14.9. Decentraland
14.9.1. Decentraland as the Most Profitable Metaverse on Record
14.9.2. Game Mechanics
14.9.3. Profitability Strategies Employed
14.10. Goals
14.10.1. Meta: The Company with the Greatest Impact on Developing a Metaverse
14.10.2. Market Impact
14.10.3. Project Details
Module 15. External Platforms
15.1. DEX
15.1.1. Features
15.1.2. Utilities
15.1.3. Implementation in Gamified Economies
15.2.Swaps
15.2.1. Features
15.2.2. Main Swaps
15.2.3. mplementation in Gamified Economies
15.3. Oracles
15.3.1. Features
15.3.2. Main Swaps
15.3.3. Implementation in Gamified Economies
15.4. Staking
15.4.1. Liquidity Pool
15.4.2. Staking
15.4.3. Farming
15.5. Blockchain Development Tools
15.5.1. Geth
15.5.2. Mist
15.5.3. Truffe
15.6. Blockchain Development Tools: Embark
15.6.1. Embark
15.6.2. Ganache
15.6.3. Blockchain Testnet
15.7. Marketing Studies
15.7.1. DefiPulse
15.7.2. Skew
15.7.3. Trading View
15.8. Tracking
15.8.1. CoinTracking
15.8.2. CryptoCompare
15.8.3. Blackfolio
15.9. Trading Bots
15.9.1. Aspects
15.9.2. SFOX Trading Algorithms
15.9.3. AlgoTrader
15.10. Mining Tools
15.10.1. Aspects
15.10.2. NiceHash
15.10.3. What to Mine
Module 16. Analysis of Variables in Gamified Economies
16.1. Gamified Economic Variables
16.1.1. Advantages of Fragmentation
16.1.2. Similarities with the Real Economy
16.1.3. Division Criteria
16.2. Search
16.2.1. Individual
16.2.2. By Group
16.2.3. Global
16.3.Resources
16.3.1. By Game - Design
16.3.2. Tangibles
16.3.3. Intangibles
16.4. Entities
16.4.1. Players
16.4.2. Single Resource Entities
16.4.3. Multiple Resource Entities
16.5. Sources
16.5.1. Generation Conditions
16.5.2. Localisation
16.5.3. Production Ratio
16.6. Exits
16.6.1. Consumables
16.6.2. Maintenance Costs
16.6.3. Time Out
16.7. Converters
16.7.1. NPC
16.7.2. Manifactura
16.7.3. Special Circumstances
16.8. Exchange
16.8.1. Public Markets
16.8.2. Private Stores
16.8.3. External Markets
16.9. Experience
16.9.1. Acquisition Mechanics
16.9.2. Apply Experience Mechanics to Economic Variables
16.9.3. Penalties and Experience Limits
16.10. Deadlocks
16.10.1. Resource Cycle
16.10.2. Linking Economy Variables with Deadlocks
16.10.3. Applying Deadlocks to Game Mechanics
Module 17. Gamified Economic Systems
17.1. Systems Free to Play
17.1.1. Characterization of Free to Play economies and main monetization points
17.1.2. Architectures in Free to Play Economies
17.1.3. Economical Design
17.2. Freemium Systems
17.2.1. Characterization of Freemium Economies and Main Monetization Points
17.2.2. Play to Earn Economy Architectures
17.2.3. Economical Design
17.3. Pay to Play Systems
17.3.1. Characterization of Pay to Play Economies and Main Monetization Points
17.3.2. Architectures in Free to Play Economies
17.3.3. Economical Design
17.4. PvP-Based Systems
17.4.1. Characterization of Economies Based on Pay to Play and Main Monetization Points
17.4.2. Architecture in PvP Economies
17.4.3. Economic Design Workshop
17.5. Seasons System
17.5.1. Characterization of Seasons-Based Economies and Main Points of Profitability
17.5.2. Architecture in Season Economies
17.5.3. Economical Design
17.6. Economic Systems in Sandbox or Mmorpg
17.6.1. Characterization of Sandbox-Based Economies and Main Points of Profitability
17.6.2. Architecture in Sandbox Economies
17.6.3. Economical Design
17.7. Trading Card Game System
17.7.1.Characterization of Trading Card Game-Based Economies and Main Cost-Effectiveness Points
17.7.2. Architecture in Trading Card Game Economies
17.7.3. Economic Design Workshop
17.8. PvE Systems
17.8.1. Characterization of PvE-Based Economies and Main Cost-Effectiveness Points
17.8.2. Architecture in PvE Economies
17.8.3. Economic Design Workshop
17.9. Betting Systems
17.9.1. Characterization of Betting-Based Economies and Main Points of Profitability
17.9.2. Architecture in Betting Economies
17.9.3. Economical Design
17.10. Systems Dependent on External Economies
17.10.1. Characterization of Dependent Economies and Main Monetization Points
17.10.2. Architecture in Dependent Economies
17.10.3. Economical Design
Module 18. Blockchain Video Game Analysis
18.1. Star Atlas
18.1.1. Game Mechanics
18.1.2. Economic System
18.1.3. Usability
18.2. Anillo Exterior
18.2.1. Game Mechanics
18.2.2. Economic System
18.2.3. Usability
18.3. Axie Infinity
18.3.1. Game Mechanics
18.3.2. Economic System
18.3.3. Usability
18.4. Splinterlands
18.4.1. Game Mechanics
18.4.2. Economic System
18.4.3. Usability
18.5. R-Planet
18.5.1. Game Mechanics
18.5.2. Economic System
18.5.3. Usability
18.6. Ember Sword
18.6.1. Game Mechanics
18.6.2. Economic System
18.6.3. Usability
18.7. Big Time
18.7.1. Game Mechanics
18.7.2. Economic System
18.7.3. Usability
18.8. Gods Unchained
18.8.1. Game Mechanics
18.8.2. Economic System
18.8.3. Usability
18.9. Illuvium
18.9.1. Game Mechanics
18.9.2. Economic System
18.9.3. Usability
18.10. Upland
18.10.1. Game Mechanics
18.10.2. Economic System
18.10.3. Usability
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