| Token | #4702 of SciMatic Articles (ERC-1155), fixed supply 1,000,000 |
|---|---|
| Contract | 0x0E596B4bb924937aA35D9b342A90347ed6F05eF8 |
| Mint transaction | 0x6553a0200aea3736295e22b80b5b782ed6376c0696b5bc862d734d7b7559598f · block 12104018 |
| Minted | 2026-10-02 03:10 UTC |
| Hash on chain | 0x45a6d26ed9fa3c68e8357e800354ef296fe5097be05c7677e96532673c06135b |
| SHA-256 of the record | 0x45a6d26ed9fa3c68e8357e800354ef296fe5097be05c7677e96532673c06135b |
| Article today | Matches the anchored record. |
| Holder | Wallet | Minted | Holds now |
|---|---|---|---|
| SciMatic (10%) | 0xc35709AB…277732 | 100,000 | 100,000 |
| Detchie Van Compania | 0x9532ed85…77831D | 450,000 | 450,000 |
| Judith Rabacal | 0x5Ec98EFf…9Ae3Db | 450,000 | 450,000 |
Canonical JSON (keys sorted, no spaces, UTF-8). Its SHA-256 is the hash on chain. The abstract here is gemini shortened, not the author's own text.
{"abstract":"This study explored the challenges, strategies, and contributing factors to mobile gaming addiction among junior high school students. An exploratory sequential mixed-methods design was used, involving ten students in the qualitative phase and 161 students in the quantitative phase from thirteen secondary schools in Escalante City, Negros Occidental. These students excessively played mobile games such as Mobile Legends, Call of Duty, Roblox, and Minecraft. Qualitative data analysis revealed three themes: challenges in balancing mobile gaming and academic responsibilities, including time management difficulties, academic tasks, and health problems; strategies for balancing, such as self-discipline, time management, goal-setting, and prioritization; and contributing factors to addiction, including player-game attachment, social dynamics, game mechanics, and leisure/boredom. These qualitative findings informed the development of survey questionnaires for the quantitative phase, which verified the results. Most participants who played avidly were male students. Mobile gaming was prevalent among adolescents aged 12-14, with Mobile Legends: Bang Bang being the most preferred game, followed by Call of Duty. The findings provide a basis for educational leaders, teachers, and policymakers to understand mobile gaming's impact and develop strategies to mitigate addiction and promote a balanced lifestyle for students.","abstract_source":"gemini_shortened","authors":["Detchie Van Compania","Judith Rabacal"],"date":"2025-03-18","doi":"10.70838/pemj.330807","id":4702,"issue":8,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"35ea1bdfb88ffa1894d1fd96a41fa2477572b90ecb81374dec8d64cb00c51c0b","schema":"scimatic-article/1","title":"Torn Between Two Lovers: The Plight of Students Hooked on Mobile Games","volume":33}
1. The record, from the token's own metadata:
printf '%s' "$(curl -s https://scimatic.org/nft/articles/4702.json | jq -r .canonical_record)" | sha256sum
2. The hash stored on chain (contentHash(4702)):
curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
-d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c290000000000000000000000000000000000000000000000000000000000000125e"},"latest"]}'
The two must be equal (the second with a 0x in front).