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Alexey Irkov and Konstantin Urvancev (from left to right) (Foto : Oleg Yakovlev / RBC) |
If in the first part # ICOрубка Altair VR we touched on the general provisions, then by researching this project I came across an interesting project tokenomics.
The mechanism of tokens demand growth using the case of Altair VR economy
A key challenge of ITO is a decline of token price after the end of tokensale. Most of projects are focused only on product forgetting that product economical model should interact with tokenomics, otherwise even having a good product the company capitalization falls after the tokensale and some functional problems of tokenomics may appear.Studying different tokenommics I am always in search of successful cases, one of which is tonenomics model in Altair VR Virtual Encyclopedia which is able to balance the supply and demand of tokens. The project is educative, this is a VR marketplace built on blockchain with the content producers on the one side and its consumers from another.
Considering the white paper of the project, adding new content will be as follows:
-Adding content that already exists
-Creating content funded by platform
-Any user can publish the VR-experience and monetize it
Using any of this options, content producer gets a payments in ALT tokens. In order to earn money by creating content it is essential that the demand for VR-experiences exceeds supply, then the platform would be developed.
On the other hand, there are content consumers. The more of them, the greater the demand. This is the second side of marketplace.
Well, the problem is obvious - after the tokensale many users will drop the tokens on the open market. To balance demand it’s necessary to attract a lot of users. Tokenomics requires a new approach and the team managed to find it. Altair VR offers users not only to buy VR-experiences but also to hold some quantity of tokens to get content of the different levels for free.
They have divided content into three groups. To get an access to each levels, users must have a definite number of tokens in their account. 1 level - tokens equal 12$, 2 level - 120$, 3 level - 240$. There is both free and pay content. The access to free content will be available only if there is a required number of tokens, but they not spent.
Besides, platform moderators, active members (who earn by doing promotion) hold tokens too.
Which gives such simple model?
The demand for token grow two times faster in comparison with the classic model
The increasing demand for token leads to enhancing content producers engagement
The process of adding new content on the platform becomes faster - this development will attract new users
With an expanding demand users will be able to buy more VR-experiences holding the same number of tokens in the account
I decided to figure out how many users will be needed to balance the demand. For the calculation I suggest that 80% of users are going to hold tokens to get an access to the first level, 12% to the second and 8% to the third level.
To make it simpler, I’ve built a timeline to show how the demand changes depending on the growth of users quantity during a year of platform's work. There is no problem with the growth of a number of users. In general, I believe that there will be a higher indicator in reality if they spend on marketing a lot.
They have divided content into three groups. To get an access to each levels, users must have a definite number of tokens in their account. 1 level - tokens equal 12$, 2 level - 120$, 3 level - 240$. There is both free and pay content. The access to free content will be available only if there is a required number of tokens, but they not spent.
Besides, platform moderators, active members (who earn by doing promotion) hold tokens too.
Which gives such simple model?
The demand for token grow two times faster in comparison with the classic model
The increasing demand for token leads to enhancing content producers engagement
The process of adding new content on the platform becomes faster - this development will attract new users
With an expanding demand users will be able to buy more VR-experiences holding the same number of tokens in the account
I decided to figure out how many users will be needed to balance the demand. For the calculation I suggest that 80% of users are going to hold tokens to get an access to the first level, 12% to the second and 8% to the third level.
To make it simpler, I’ve built a timeline to show how the demand changes depending on the growth of users quantity during a year of platform's work. There is no problem with the growth of a number of users. In general, I believe that there will be a higher indicator in reality if they spend on marketing a lot.
In my view, this model is a combination of classic mobile apps economy and tokenomics.
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https://www.youtube.com/c/AltairVR
telegram
https://t.me/altairvr
twitter
https://twitter.com/altair_vr
bitcointalk
https://bitcointalk.org/index.php?topic=2491706.0
golos
https://golos.io/@altair-vr
https://www.facebook.com/altairvrico/
youtube
https://www.youtube.com/c/AltairVR
telegram
https://t.me/altairvr
https://twitter.com/altair_vr
bitcointalk
https://bitcointalk.org/index.php?topic=2491706.0
golos
https://golos.io/@altair-vr
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