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Read the Chronicle of Sindia: Is Happy to Era the New Gold Bubble?
The hit "play to earn" wealth myth has lost people's favor as the bubbles of various projects burst, but there are still some new projects and new teams that have attracted market attention.
For example, a multiplayer online metaverse game called Sindia Chronicles has accumulated nearly 200,000 registered users in the past two months.
Sindia has a unique mechanism. In addition to attracting native cryptocurrency users, users outside the circle will also find their eyes bright after trying it. The happy to earn concept used by the team has made certain progress in the bear market.
1. More than 200,000 users during internal testing period
Sindia Chronicles is a blockchain massively multiplayer online game where people can tame pets, choose their favorite careers, life skills, team up for adventures, compete on the same stage, and even open a store to sell their own products.
Sindia also has a guild system, which has attracted the favor of KOLs in the circle. This function integrates income + social networking + paid knowledge sharing. Guild members can earn a certain amount of income through ladder matches, watching advertisements and other functions in the guild.
The president can build a guild-based social circle, earn part of the members' income, and even provide paid services. This provides a good income-generating platform for cryptocurrency KOLs, attracting dozens of people including Forbes' top 40 women under 40. Tal Naro, crypto analyst Sir Kunt with 2.2 million fans, axie infinity Asian market promoter MaskMan and many other well-known cryptocurrency KOLs participated in the promotion.
2 The concept of zero-threshold experience
Unlike traditional crypto industry investment projects that require high thresholds, Sindia Chronicles does not require any initial investment to participate, and there is an opportunity to earn income. The zero-threshold concept makes cautious investors in bear markets willing to participate.
Because of this, Sindia Chronicle has accumulated 200,000 registered users during the closed beta period alone, proving that Sindia is favored by audiences other than crypto-native users. People enjoy games in it, so Sindia has formed an inner circle. External synergy effects create a positive cycle of customer acquisition.
3. Is happy to era a new packaging for a Ponzi scheme?
The happy to era mode of Sindia Chronicles divides players into two parts, which can meet the needs of different users - those who want to make money and those who enjoy the game.
The project team guarantees that the top 50% of people in the ladder rankings can earn 2-8 US dollars in income every day, which meets the needs of some players to make money. The other 50% of people can obtain rich game enhancement props to help them have more fun. Have a good gaming experience and win next time.
In addition, you can also earn a certain amount of income through guild advertisements that will be updated later. Users who pursue income and fast gaming can get what they want. This is a benign ecosystem.
4. Sole proprietorship project
According to the announcement by SPACE GUILD, the project owner of SINDIA, the company is a sole proprietorship.
KOA Rodriguez, executive officer of Space Guild, described that the Sindia ecosystem can hand over most of the profits to participating players with complete autonomy. Space Guild provides players with a gaming platform and earns a small service fee, which is enough.
The real profits belong to the community. When people enjoy taking risks together, sharing their own pets and feeling the thrill of battle, players will pay for their happiness, which will drive up the token price.
5. Can crypto assets still gain the trust of investors when they are combined with entertainment?
In the past two years, the cryptocurrency community has experienced many grand narratives, but as time goes by, people have become more cautious. Whether the narrative of cryptocurrency can bring real production capacity is a growing question. Whether the combination of cryptocurrency and entertainment will generate real value, there is no doubt that it is possible. Digital entertainment and technology industries are still the focus of consumption in the new era. People are willing to pay for audio, video, entertainment, and games, but in the process, users Whether they have received value-for-money services or whether they have wasted a lot of money and become disappointed beyond their tolerance is a question that most users have.
In the final analysis, people are willing to pay for entertainment, but they will also consider whether the money invested is proportional to the experience gained.
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