Description

Games like Axie Infinity are revolutionizing the gaming world by using Blockchain and NFT technology in their structures. If you want to become an expert in this area, do not hesitate to take this program, it is the most complete on the market" 

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In 2003, that first virtual community called  Second Life was just a prelude to what 20 years later would be the virtual gaming revolution: Blockchain and NFT technology. For this reason, and taking into account that these technologies are expected to continue to grow in the coming decades, the search for new programmers capable of integrating Blockchain and NFT technology in titles is already a fact by large companies such as SEGA, Square Enix and Zynga, among others.

Thereby, and taking into account that this is a sector in continuous expansion that requires for its management a specialized and specific knowledge, not only in terms of the technology involved in the Blockchain, but to its business application and DeFi services, TECH has prepared this complete degree.

It will explore 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 to in a single and very complete intensive course, theoretical and practical, the specifications of Blockchain programming and its economy based on Crypto Gaming.

In this way, and in just 24 months of intensive online learning, the computer scientist will update their knowledge on issues such as the technologies involved in the security of Blockchain cyberspace, the most commonly used platforms in each case or the design of Blockchain architectures, among others. A unique opportunity to learn all about a growing industry with the academic backing of the world's largest online university.

Update your knowledge and learn how to design and structure Blockchain architectures thanks to this TECH Advanced master’s degree"

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. The most important features include: 

  • 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 practice
  • Practical exercises where the self-assessment process can be carried out to improve learning
  • Special focus on innovative methodologies in the IT 
    and programming industry
  • Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection work
  • Content that is accessible from any fixed or portable device with an Internet connection

Specializing has never been so easy and convenient. At TECH you find a new way of studying that is revolutionizing the foundations of traditional universities"

Its teaching staff includes professionals from the field of engineering, who contribute 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 learning experience designed to prepare 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 leading experts

Using the latest educational technology, this program will provide you with the most innovative and easy-to-learn content about the world of cryptogames"

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Metaverses are revolutionizing the digital world. If you too want to be able to program these complex structures, then this Advanced master’s degree is for you"

Syllabus

The content of this Advanced master’s degree has been structured to be delivered in 24 months of fully online teaching with the perfect blend of theory and practice. Thereby, and thanks to the most complete pedagogical resources in the current academic market, the student will have an unprecedented educational immersion that will allow them to fully understand the functioning of the Blockchain economy in videogames. In this way, you will be able to program and generate much more effective and functional structures. 

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A unique content, structured in high quality didactic modules where you will be able to study in depth the development of public Blockchain such as Ethereum, Stellar and Polkadot"

Module 1. Public Blockchain Development: Ethereum, Stellar and Polkadot

1.1. Ethereum. Public Blockchain 

1.1.1. Ethereum 
1.1.2. EVM and GAS 
1.1.3. Etherescan 

1.2. Ethereum Development. Solidity 

1.2.1. Solidity 
1.2.2. Remix 
1.2.3. Compilation and Execution 

1.3. Ethereum Framework: Brownie 

1.3.1. Brownie 
1.3.2. Ganache 
1.3.3. Brownie Deployment 

1.4. Testing smart contracts 

1.4.1. Test Driven Development (TDD) 
1.4.2. Pytest 
1.4.3. Smart Contracts 

1.5. Web Connection 

1.5.1. Metamask 
1.5.2. web3.js 
1.5.3. Ether.js 

1.6. Real Project: Fungible Token 

1.6.1. ERC20 
1.6.2. Creating Our Token 
1.6.3. Deployment and Validation 

1.7. Stellar Blockchain 

1.7.1. Stellar Blockchain 
1.7.2. Ecosystem 
1.7.3. Compared to Ethereum 

1.8. Programming Stellar 

1.8.1. Horizon 
1.8.2. Stellar SDK 
1.8.3. Fungible Token Project 

1.9. Polkadot Project 

1.9.1. Polkadot Project 
1.9.2. Ecosystem 
1.9.3. Interaction with Ethereum and other Blockchain 

1.10. Programming Polkadot 

1.10.1. Substrate 
1.10.2. Creating Parachain on Substrate 
1.10.3. Polkadot Integration 

Module 2. Blockchain Technology. Cryptography and Security 

2.1. Cryptography in Blockchain 
2.2. A Hash in Blockchain 
2.3. Private Sharing Multi-Hasing (PSM Hash) 
2.4. Digital Signatures in Blockchain 
2.5. Key management. Wallets 
2.6. Encryption 
2.7. On-Chain and Off-Chain Data 
2.8. Security and Smart Contracts 

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. Secure the RPC with TLS 
3.3.2. RPC Securitization with NGINX 
3.3.3. Securitization 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 Tokens-Based Applications 
3.6.2. ERC 721 Tokens-Based Applications 
3.6.3. ERC 1155 Tokens-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 OpenEthereum 
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 media 
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 and its New Applications: DeFi and NFT

6.1. Financial Culture 

6.1.1. Evolution of Money 
6.1.2. Fiat money vs. Decentralized Money 
6.1.3. Digital Bank vs. Open Finance 

6.2. Ethereum 

6.2.1. Technology 
6.2.2. Decentralized Money 
6.2.3. Stable Coins 

6.3. Other Technology 

6.3.1. Binance Smart Chain 
6.3.2. Polygon 
6.3.3. Solana 

6.4. DeFi (Decentralized Finance) 

6.4.1. DeFi 
6.4.2. Challenges 
6.4.3. Open Finance vs. DeFi 

6.5. Information Tools 

6.5.1. Metamask and Decentralized Wallets 
6.5.2. CoinMarketCap 
6.5.3. Defi Pulse 

6.6. Stable Coins 

6.6.1. Protocol Maker 
6.6.2. USDC, USDT, BUSD 
6.6.3. Forms of Collateralization and Risks 

6.7. Exchanges and Decentralized Exchanges and Platforms (DEX) 

6.7.1. Uniswap 
6.7.2. SushiSwap 
6.7.3. AAVe 
6.7.4. dYdX / Synthetix 

6.8. NFT Ecosystem (Non-Fungible Tokens) 

6.8.1. NFTs 
6.8.2. Typology 
6.8.3. Features 

6.9. Capitulation of Industries 

6.9.1. Design Industry 
6.9.2. Fan Token Industry 
6.9.3. Project Financing 

6.10. NFT Markets 

6.10.1. Opensea 
6.10.2. Rarible 
6.10.3. Customized Platforms

Module 7. Blockchain. Legal implications

7.1. Bitcoin 

7.1.1. Bitcoin 
7.1.2. Whitepaper Analysis 
7.1.3. Operation of the Proof of Work 

7.2. Ethereum 

7.2.1. Ethereum. Origins 
7.2.2. Proof of Stake Operation 
7.2.3. DAO Case 

7.3. Current Status of the Blockchain 

7.3.1. Growth of Cases 
7.3.2. Blockchain Adoption by Large Companies 

7.4. MiCA (Market in Cryptoassets) 

7.4.1. Birth of the Standard 
7.4.2. Legal Implications (Obligations, Obligated Parties, etc.) 
7.4.3. Summary of the Standard 

7.5. Prevention of Money Laundering 

7.5.1. Fifth Directive and its Transposition 
7.5.2. Obligated Parties 
7.5.3. Intrinsic Obligations 

7.6. Tokens 

7.6.1. Tokens 
7.6.2. Types 
7.6.3. Applicable Regulations in Each Case 

7.7. ICO/STO/IEO: Corporate Financing Systems 

7.7.1. Types of Financing 
7.7.2. Applicable Regulations 
7.7.3. Success Stories 

7.8. NFT (Non-Fungible Tokens) 

7.8.1. NFT 
7.8.2. Applicable Regulations 
7.8.3. Use Cases and Success (Play to Earn) 

7.9. Taxation and Cryptoassets 

7.9.1. Taxation 
7.9.2. Income from Work 
7.9.3. Income from Economic Activities 

7.10. Other Applicable Regulations 

7.10.1. General Data Protection Regulation 
7.10.2. DORA (Cybersecurity) 
7.10.3. EIDAS Regulations 

Module 8. Blockchain Arquitecture Design 

8.1. Blockchain Architecture Design 

8.1.1. Architecture 
8.1.2. Infrastructure Architecture 
8.1.3. Software Architecture 
8.1.4. Integration Deployment 

8.2. Types of Networks 

8.2.1. Public Networks 
8.2.2. Private Networks 
8.2.3. Permitted Networks 
8.2.4. Differences 

8.3. Participant Analysis 

8.3.1. Company Identification 
8.3.2. Customer Identification 
8.3.3. Consumer Identification 
8.3.4. Interaction Between Parties 

8.4. Proof-of-Concept Design 

8.4.1. Functional Analysis 
8.4.2. Implementation Phases 

8.5. Infrastructure Requirements 

8.5.1. Cloud 
8.5.2. Physical 
8.5.3. Hybrid 

8.6. Security Requirements 

8.6.1. Certificate 
8.6.2. HSM
8.6.3. Encryption 

8.7. Communications Requirements 

8.7.1. Network Speed Requirements 
8.7.2. I/O Requirements 
8.7.3. Transaction Requirements Per Second 
8.7.4. Affecting Requirements with the Network Infrastructure 

8.8. Software Testing, Performance and Stress Testing 

8.8.1. Unit Testing in Development and Pre-Production Environments 
8.8.2. Infrastructure Performance Testing 
8.8.3. Pre-Production Testing 
8.8.4. Production Testing 
8.8.5. Version Control 

8.9. Operation and Maintenance 

8.9.1. Support: Alerts 
8.9.2. New Versions of Infrastructure Components 
8.9.3. Risk Analysis 
8.9.4. Incidents and Changes 

8.10. Continuity and Resilience 

8.10.1. Disaster Recovery 
8.10.2. Backup 
8.10.3. New Participants 

Module 9. Blockchain Applied to Logistics 

9.1. Operational AS IS Mapping and Possible Gaps 

9.1.1. Identification of Manually Executed Processes 
9.1.2. Identification of Participants and their Particularities 
9.1.3. Case Studies and Operational Gaps 
9.1.4. Presentation and Mapping Executive Staff 

9.2. Map of Current Systems 

9.2.1. Current Systems 
9.2.2. Master Data and Information Flow 
9.2.4. Governance Model 

9.3. Application of Blockchainto Logistics 

9.3.1. Blockchain Applied to La Logistics 
9.3.2. Traceability-Based Architectures for Business Processes 
9.3.3. Critical Success Factors in Implementation 
9.3.4. Practical Advice 

9.4. TO BE Model 

9.4.1. Operational Definition for Supply Chain Control 
9.4.2. Structure and Responsibilities of the Systems Plan 
9.4.3. Critical Success Factors in Implementation 

9.5. Construction of the Business Case 

9.5.1. Cost structure 
9.5.2. Projected Benefits 
9.5.3. Approval and Acceptance of the Plan by the Owners 

9.6. Creation of Proof of Concept (POC) 

9.6.1. Importance of a POC for New Technologies 
9.6.2. Key Aspects 
9.6.3. Examples of POCs with Low Cost and Effort 

9.7. Project Management 

9.7.1. Agile Methodology 
9.7.2. Decision of Methodologies Among all Participants 
9.7.3. Strategic Development and Deployment Plan 

9.8. Systems Integration: Opportunities and Needs 

9.8.1. Structure and Development of the Systems Planning 
9.8.2. Data Master Model 
9.8.3. Roles and Responsibilities 
9.8.4. Integrated Management and Monitoring Model 

9.9. Development and Implementation with Supply Chain Team 

9.9.1. Active Participation of the Customer (Business) 
9.9.2. Systemic and Operational Risk Analysis 
9.9.3. Key to Success: Testing Models and Post-Production Support 

9.10. Change Management: Follow-up and Update 

9.10.1. Management Implications 
9.10.2. Rollout and Education Plan 
9.10.3. KPI Tracking and Management Models

Module 10. Blockchain and Business 

10.1. Applying Technology throughout the Company 

10.1.1. Applying Blockchain 
10.1.2. Blockchain Benefits 
10.1.3. Common Implementation Mistakes 

10.2. Blockchain Implementation Cycle 

10.2.1. From P2P to Distributed Systems 
10.2.2. Key Aspects for Proper Implementation 
10.2.3. Improving Current Implementations 

10.3. Blockchain Vs. Traditional Technologies: Basics 

10.3.1. APIs Data and Flows 
10.3.2. Tokenization as a Cornerstone for Projects 
10.3.3. Incentives 

10.4. Selecting Blockchain Type 

10.4.1. Public Blockchain 
10.4.2. Private Blockchain 
10.4.3. Consortiums 

10.5. Blockchain and the Public Sector 

10.5.1. Blockchain in the Public Sector 
10.5.2. Central Bank Digital Currency (CBDC) 
10.5.3. Conclusions 

10.6. Blockchain and the Financial Sector Start 

10.6.1. CBDC and Finance 
10.6.2. Native Digital Assets 
10.6.3. Where It Does Not Fit 

10.7. Blockchain and the Pharmaceutical Sector 

10.7.1. Searching for Meaning in the Field 
10.7.2. Logistics and Pharma 
10.7.3. Application 

10.8. Pseudo Private Blockchains: Consortiums: Meaning of Consortiums 

10.8.1. Reliable Environments 
10.8.2. Analysis and Delving Deeper 
10.8.3. Valid Implementations 

10.9. Blockchain. Usage Case in Europe EBSI 

10.9.1. EBSI (European Blockchain Services Infrastructure) 
10.9.2. The Business Model
10.9.3. Future 

10.10. The Future of Blockchain 

10.10.1. Trilemma 
10.10.2. Automation 
10.10.3. Conclusions

Module 11. Blockchain 

11.1. Blockchain

11.1.1. Blockchain
11.1.2. The New Blockchain Economy
11.1.3. Decentralization as the Foundation of the Blockchain Economy. 

11.2. Blockchain Technologies 

11.2.1. Bitcoin Blockchain 
11.2.2. Validation Process, Computational Power 
11.2.3. Hash 

11.3. Types of Blockchain 

11.3.1. Public Chain 
11.3.2. Private Chain
11.3.3. Hybrid or Federated Cadena 

11.4. Types of Networks 

11.4.1. Centralized Network 
11.4.2. Distributed Network 
11.4.3. Decentralized Network 

11.5. Smart Contracts 

11.5.1. Smart Contracts 
11.5.2. Process of Generating a Smart Contract 
11.5.3. Examples and Applications of Smart Contract 

11.6. Wallets

11.6.1. Wallets 
11.6.2. Usefulness and Importance of a Wallet 
11.6.3. Hot & Cold Wallet 

11.7. The Blockchain Economy 

11.7.1. Advantages of the Blockchain Economy 
11.7.2. Risk Level 
11.7.3. Gas Fee 

11.8. Security/Safety 

11.8.1. Revolution in Security Systems 
11.8.2. Absolute Transparency 
11.8.3. Attacks to the Blockchain 

11.9. Tokenization 

11.9.1. Tokens 
11.9.2. Tokenization 
11.9.3. Tokenized Models 

11.10. Legal Aspects  

11.10.1. How Architecture Affects Regulatory Capacity 
11.10.2. Jurisprudence 
11.10.3. Current Legislation on Blockchain 

Module 12. DeFi 

12.1. DeFi 

12.1.1. DeFi 
12.1.2. Origin 
12.1.3. Criticism 

12.2. Market Decentralization 

12.2.1. Economic Advantages  
12.2.2. Creation of Financial Products 
12.2.3. Loans of DeFi 

12.3. Components DeFi 

12.3.1. Layer 0 
12.3.2. Software Protocol Layer 
12.3.3. Application Layer and Aggregation Layer 

12.4. Decentralized Exchanges 

12.4.1. Exchange of Tokens 
12.4.2. Adding Liquidity 
12.4.3. Eliminating Liquidity 

12.5. DeFi Markets 

12.5.1. MarketDAO 
12.5.2. Argus Prediction Market 
12.5.3. Ampleforth 

12.6. Keys 

12.6.1. Yield Farming 
12.6.2. Liquidity Mining 
12.6.3. Componibility 

12.7. Differences with Other Systems 

12.7.1. Traditional 
12.7.2. Fintech 
12.7.3. Comparison 

12.8. Risk to Consider 

12.8.1. Incomplete Decentralization 
12.8.2. Security/Safety 
12.8.3. Usage Errors 

12.9. DeFi Applications 

12.9.1. Loans 
12.9.2. Trading 
12.9.3. Derivatives 

12.10. Projects Under Development 

12.10.1. AAVE 
12.10.2. DydX 
12.10.3. Money on Chain 

Module 13. NFT 

13.1. NFT 

13.1.1. NFTs 
13.1.2. NFT Linkage and Blockchain 
13.1.3. Creation of NFT 

13.2. Creating an NFT 

13.2.1. Design and Content 
13.2.2. Generation 
13.2.3. Metadata and Freeze Metada 

13.3. NFT Sales Options in Gamified Economies 

13.3.1. Direct Sales 
13.3.2. Auction 
13.3.3. Whitelist 

13.4. NFT Market Research 

13.4.1. Opensea 
13.4.2. Immutable Marketplace 
13.4.3. Gemini 

13.5. NFT Monetization Strategies in Gamified Economies  

13.5.1. Value in Use 
13.5.2. Aesthetic Value 
13.5.3. Actual Value 

13.6. NFT Monetization Strategies in Gamified Economies: Mining 

13.6.1. NFT Mined 
13.6.2. Merge 
13.6.3. Burn 

13.7. NFT Monetization Strategies in Gamified Economies: Consumables 

13.7.1. NFT Consumable 
13.7.2. NFT Envelopes 
13.7.3. Quality of NFT 

13.8. Analysis of Gamified Systems Based on NFT  

13.8.1. Alien Worlds 
13.8.2. Gods Unchained 
13.8.3. R-Planet 

13.9. NFT as an Investment and Labor Incentive 

13.9.1. Investment Participation Privileges 
13.9.2. Collections Linked to Specific Dissemination Work 
13.9.3. Sum of Forces 

13.10. Areas of Innovation in Development 

13.10.1. Music at NFT 
13.10.2. NFT Video 
13.10.3. NFT Books 

Module 14. Cryptocurrency Analysis 

14.1. Bitcoin 

14.1.1. Bitcoins 
14.1.2. Bitcoin as a Market Indicator 
14.1.3. Advantages and Disadvantages for Gamified Economies 

14.2. Altcoins 

14.2.1. Main Characteristics and Differences with Respect to Bitcoin 
14.2.2. Market Impact 
14.2.3. Analysis of Binding Projects 

14.3. Ethereum 

14.3.1. Main Features and Operation 
14.3.2. Hosted Projects and Market Impact 
14.3.3. Advantages and Disadvantages for Gamified Economies 

14.4. Binance Coin 

14.4.1. Main Features and Operation 
14.4.2. Hosted Projects and Market Impact 
14.4.3. Advantages and Disadvantages for Gamified Economies 

14.5. Stablecoins 

14.5.1. Features 
14.5.2. Projects in Operation as of Stablecoins  
14.5.3. Uses of Stablecoins in Gamified Economies 

14.6. Main Stablecoins 

14.6.1. USDT 
14.6.2. USDC 
14.6.3. BUSD 

14.7. Trading  

14.7.1. Trading in Gamified Economies 
14.7.2. Balanced Portfolio 
14.7.3. Unbalanced Portfolio 

14.8. Trading: DCA 

14.8.1. DCA 
14.8.2. Positional Trading 
14.8.3. Daytrading 

14.9. Risk 

14.9.1. Price Formation  
14.9.2. Liquidity 
14.9.3. Global Economy 

14.10. Legal Aspects 

14.10.1. Mining Regulation 
14.10.2. Consumer Rights 
14.10.3. Warranty and Security 

Module 15. Networks 

15.1. The Revolution of the Smart Contract 

15.1.1. The Birth of the Smart Contract 
15.1.2. Application Hosting 
15.1.3. Security in IT Processes 

15.2. Metamask  

15.2.1. Aspects  
15.2.2. Impact on Accessibility 
15.2.3. Asset Management at Metamask 

15.3. Tron 

15.3.1. Aspects  
15.3.2. Hosted Applications 
15.3.3. Disadvantages and Benefits 

15.4. Ripple 

15.4.1. Aspects  
15.4.2. Hosted Applications 
15.4.3. Disadvantages and Benefits 

15.5. Ethereum 

15.5.1. Aspects  
15.5.2. Hosted Applications 
15.5.3. Disadvantages and Benefits 

15.6. Polygon MATIC 

15.6.1. Aspects  
15.6.2. Hosted Applications 
15.6.3. Disadvantages and Benefits 

15.7. Wax 

15.7.1. Aspects  
15.7.2. Hosted Applications 
15.7.3. Disadvantages and Benefits 

15.8. ADA Cardano 

15.8.1. Aspects  
15.8.2. Hosted Applications 
15.8.3. Disadvantages and Benefits 

15.9. Solana 

15.9.1. Aspects  
15.9.2. Hosted Applications 
15.9.3. Disadvantages and Benefits 

15.10. Projects and Migrations  

15.10.1. Networks Suitable for the Project 
15.10.2. Migration  
15.10.3. Crosschain 

Module 16. Metaverse 

16.1. Metaverse 

16.1.1. Metaverse 
16.1.2. Impact on the World Economy 
16.1.3. Impact on the Development of Gamified Economies 

16.2. Forms of Accessibility 

16.2.1. VR 
16.2.2. Computers 
16.2.3. Mobile Devices 

16.3. Metaverse Types 

16.3.1. Traditional Metaverse 
16.3.2. Centralized Blockchain Metaverse 
16.3.3. Decentralization Blockchain Metaverse 

16.4. Metaverso as a Workspace 

16.4.1. Idea of the Work within the Metaverse 
16.4.2. Creation of Services within the Metaverse 
16.4.3. Critical Points to Consider in Job Generation 

16.5. Metaverso as a Space for Socialization 

16.5.1. User Interaction Systems 
16.5.2. Mechanics of Socialization 
16.5.3. Forms of Monetization 

16.6. Metaverso as an Entertainment Space 

16.6.1. Training Spaces in the Metaverse 
16.6.2. Forms of Training Space Management 
16.6.3. Categories of Training Spaces in the Metaverse 

16.7. System for Purchase and Lease of Spaces in the Metaverse 

16.7.1. Lands 
16.7.2. Auctions 
16.7.3. Direct Sales 

16.8. Second Life 

16.8.1. Second Life as a Pioneer in the Metaverse Industry 
16.8.2. Game Mechanics 
16.8.3. Profitability Strategies Employed 

16.9. Decentraland 

16.9.1. Decentraland as the Most Profitable Metaverse on Record 
16.9.2. Game Mechanics 
16.9.3. Profitability Strategies Employed 

16.10. Goals 

16.10.1. Meta: The Company with the Greatest Impact on Developing a Metaverse 
16.10.2. Market Impact 
16.10.3. Project Details 

Module 17. External Platforms 

17.1. DEX 

17.1.1. Features  
17.1.2. Utilities 
17.1.3. Implementation in Gamified Economies 

17.2. Swaps 

17.2.1. Features  
17.2.2. Main Swaps 
17.2.3. Implementation in Gamified Economies 

17.3. Oracles 

17.3.1. Features  
17.3.2. Main Swaps 
17.3.3. Implementation in Gamified Economies 

17.4. Staking 

17.4.1. Liquidity Pool 
17.4.2. Staking 
17.4.3. Farming 

17.5. Blockchain Development Tools  

17.5.1. Geth 
17.5.2. Mist 
17.5.3. Truffe 

17.6. Blockchain Development Tools: Embark 

17.6.1. Embark 
17.6.2. Ganache 
17.6.3. Blockchain Testnet 

17.7. Marketing Studies 

17.7.1. Defi Pulse 
17.7.2. Skew 
17.7.3. Trading View  

17.8. Tracking

17.8.1. CoinTracking 
17.8.2. CryptoCompare 
17.8.3. Blackfolio 

17.9. Trading Bots 

17.9.1. Aspects 
17.9.2. SFOX Trading Algorithms 
17.9.3. AlgoTrader 

17.10. Mining Tools 

17.10.1. Aspects  
17.10.2. NiceHash 
17.10.3. What to Mine 

Module 18. Analysis of Variables in Gamified Economies 

18.1. Gamified Economic Variables 

18.1.1. Advantages of Fragmentation  
18.1.2. Similarities with the Real Economy 
18.1.3. Division Criteria 

18.2. Search 

18.2.1. Individual 
18.2.2. By Group 
18.2.3. Global 

18.3. Resources 

18.3.1. By Game - Design 
18.3.2. Tangibles 
18.3.3. Intangibles 

18.4. Entities 

18.4.1. Players 
18.4.2. Single Resource Entities 
18.4.3. Multiple Resource Entities 

18.5. Sources 

18.5.1. Generation Conditions 
18.5.2. Localization 
18.5.3. Production Ratio 

18.6. Exits 

18.6.1. Consumables 
18.6.2. Maintenance Costs 
18.6.3. Time Out 

18.7. Converters 

18.7.1. NPC 
18.7.2. Manifactura 
18.7.3. Special Circumstances 

18.8. Exchange 

18.8.1. Public Markets 
18.8.2. Private Stores 
18.8.3. External Markets 

18.9. Experience 

18.9.1. Acquisition Mechanics 
18.9.2. Apply Experience Mechanics to Economic Variables 
18.9.3. Penalties and Experience Limits 

18.10. Deadlocks 

18.10.1. Resource Cycle 
18.10.2. Linking Economy Variables with Deadlocks 
18.10.3. Applying Deadlocks  to Game Mechanics 

Module 19. Gamified Economic Systems 

19.1. Systems Free to Play 

19.1.1. Characterization of Free to Play economies and main monetization points 
19.1.2. Architectures in Free to Play Economies 
19.1.3. Economical Design  

19.2.  Freemium Systems 

19.2.1. Characterization of Freemium Economies and Main Monetization Points 
19.2.2. Play to Earn Economy Architectures 
19.2.3. Economical Design  

19.3. Pay to Play Systems 

19.3.1. Characterization of Pay to Play Economies and Main Monetization Points 
19.3.2. Architectures in Play to Play Economies 
19.3.3. Economical Design 

19.4. PvP-Based Systems 

19.4.1. Characterization of Economies Based on Pay to Play  and Main Monetization Points 
19.4.2. Architecture in PvP Economies 
19.4.3. Economic Design Workshop 

19.5. Seasons System 

19.5.1. Characterization of Seasons-Based Economies and Main Points of Profitability 
19.5.2. Architecture in Season Economies 
19.5.3. Economical Design  

19.6. Economic Systems in Sandbox or Mmorpg 

19.6.1. Characterization of Sandbox-Based Economies and Main Cost-Effectiveness Points 
19.6.2. Architecture in Sandbox Economies
19.6.3. Economical Design 

19.7. Trading Card Game System 

19.7.1. Characterization of Trading Card Game-Based Economies and Main Cost-Effectiveness Points 
19.7.2. Architecture in  Trading Card Game Economies 
19.7.3. Economic Design Workshop 

19.8. PvE Systems 

19.8.1. Characterization of PvE-Based Economies and Main Cost-Effectiveness Points 
19.8.2. Architecture in PvE Economies 
19.8.3. Economic Design Workshop 

19.9. Betting Systems 

19.9.1. Characterization of Betting-Based Economies and Main Points 
 of Profitability 
19.9.2. Architecture in Betting Economies 
19.9.3. Economical Design  

19.10. Systems Dependent on External Economies 

19.10.1. Characterization of Dependent Economies and Main Monetization Points 
19.10.2. Architecture in Dependent Economies 
19.10.3. Economical Design 

Module 20.   Blockchain Video Game Analysis 

20.1. Star Atlas 

20.1.1. Game Mechanics 
20.1.2. Economic System 
20.1.3. Usability 

20.2. Anillo Exterior 

20.2.1. Game Mechanics 
20.2.2. Economic System 
20.2.3. Usability 

20.3. Axie Infinity 

20.3.1. Game Mechanics 
20.3.2. Economic System 
20.3.3. Usability 

20.4. Splinterlands 

20.4.1. Game Mechanics 
20.4.2. Economic System 
20.4.3. Usability 

20.5. R-Planet 

20.5.1. Game Mechanics 
20.5.2. Economic System 
20.5.3. Usability 

20.6. Ember Sword 

20.6.1. Game Mechanics 
20.6.2. Economic System 
20.6.3. Usability 

20.7. Big Time 

20.7.1. Game Mechanics 
20.7.2. Economic System 
20.7.3. Usability 

20.8. Gods Unchained 

20.8.1. Game Mechanics 
20.8.2. Economic System 
20.8.3. Usability 

20.9. Illuvium 

20.9.1. Game Mechanics 
20.9.2. Economic System 
20.9.3. Usability 

20.10. Upland 

20.10.1. Game Mechanics 
20.10.2. Economic System 
20.10.3. Usability 

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