Gamifying Electronic Trading Through a Minecraft Commodities Exchange
DOI:
https://doi.org/10.5281/zenodo.19478002Palavras-chave:
Minecraft, Electronic Exchange, Trading, Market Making, Financial Markets, Limit Order Book, Player-driven Economy, GamificationResumo
This paper explores the integration of a virtual commodities exchange within Minecraft, transforming in-game items into tradable digital assets. By implementing a dynamic electronic trading system, including a limit order book and market-making algorithms, the platform replicates real-world financial market operations in a familiar and interactive virtual environment. Players engage with the exchange by buying and selling assets, fostering a player-driven economy governed by supply and demand. The integration leverages Minecraft’s modding capabilities through a custom plugin, facilitating seamless interaction between the game and the trading system. Beyond enhancing gameplay, this approach demonstrates significant educational potential, offering players and learners insights into market dynamics, trading strategies, and economic principles in an engaging and risk-free context. Observations of player interactions reveal authentic economic behaviors, further emphasizing the platform’s value as a tool for both financial education and entertainment.
Editorial Note: This article was previously presented at the Computer on the Beach Conference (2025) and published with the
DOI: 10.14210/cotb.v16.p344-351
The manuscript did not undergo peer review, and was submitted exclusively for editorial review.
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Copyright (c) 2025 Artho Pacini, Luiz Fernando M. Arruda (Author)

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