Gamifying the Internet: How IPv4.games is Turning IP Address Warfare into an Online Phenomenon
According to Timothy Hildred at APNIC, a fascinating online game called IPv4.games is turning the allocation of IPv4 addresses into a competitive battleground. Spearheaded by open-source developers Clay Loam and Justine Tunney, the game challenges users to claim as many IP addresses as possible, adding an innovative twist to one of the internet’s core infrastructures.
How IPv4.games Works and Its Unique Appeal

Launched as a passion project, IPv4.games utilizes clever architecture: a single virtual machine running the lightweight redbean web server, developed by Justine Tunney. The game processes claims by requiring players to establish TCP three-way handshakes, ensuring that each claimed IP address is legitimate. This technical design not only reinforces the game’s authenticity but also doubles as a real-world stress test for open-source tools like Cosmopolitan Libc and SQLite.
Players climb the leaderboard by employing creative strategies, such as spinning up cloud virtual machines (VMs) or toggling mobile devices to switch IP addresses. The current all-time leader has claimed over 28 million IPs, showcasing the game’s intense competition around a limited yet critical resource: IPv4 address space.
Why the IPv4 Games Are More Than Just a Novelty

With IPv4 address exhaustion looming globally, the gamification of IP address claiming has deeper implications. Market analysts frequently highlight the tightly constrained IPv4 pool, which led to secondary market auctions where single IP addresses now sell for up to $50. By gamifying this situation, IPv4.games brings attention to resource allocation challenges that IT admins and ISPs wrestle with daily.
Interestingly, the game has inadvertently become a live demonstration of the IP address landscape. For instance, German players dominate the leaderboards, while rare claims from regions like the Vatican (212.77.0.0/19) have sparked curiosity across the community. This distribution replicates real-world patterns of IPv4 usage and reveals the global dynamics of internet traffic routing.
The telecom industry could learn from IPv4.games in terms of visualizing overburdened infrastructures. As virtualized and cloud-based networking systems expand, tools like this might influence how stakeholders think about IP allocation in the context of IPv6 migration.
What’s Next for Gamifying Internet Technology?

The developers, primarily supported by their online community, have hinted at ambitious plans for the future. An IPv6 counterpart might be on the horizon, though challenges remain due to differences in address hierarchies and ownership patterns. Such an expansion could act as a larger conversation starter around the slow adoption rates of IPv6, which, despite being the eventual replacement for IPv4, still lags in global deployment. For example, Google reports that as of October 2023, only 40% of its users access the internet over IPv6 globally.
Clay Loam, who previously developed the popular multiplayer game familiars.io, hinted at other “toys and experiments,” including gamifying concepts like traceroutes and internet protocols. Tunney, meanwhile, emphasizes the broader importance of open-source tools like redbean, which could simplify how games, experimental applications, or even business software deal with cross-platform functionality.
What This Means for the Telecom Industry

From an industry perspective, IPv4.games doubles as a real-world case study on infrastructure challenges and potential solutions. Large-scale Distributed Denial of Service (DDoS) attacks often target IP spaces similarly to how the game operates. Understanding user behaviors in IPv4.games could help cybersecurity companies develop more effective mitigation strategies.
Additionally, as companies struggle with IP scarcity, the game highlights why a shift to IPv6 is inevitable. Many organizations remain hesitant to adopt IPv6 due to legacy systems and cost concerns, but tools like these spotlight how critical migration is for the future of connectivity.
In Summary

IPv4.games is more than entertainment—it’s an educational tool and a stress-test for open-source technology that explores how we perceive and utilize finite online resources. By combining competition with creativity, it sparks discussions about the future of IPv4, IPv6, and the internet itself. Could games like this become the catalyst industries need to address fundamental shortcomings in internet technology?
What are your thoughts on gamifying internet technologies? Let us know in the comments!