As a seasoned gaming industry veteran with a decade-long career at Electronic Arts, Garena, and Tencent under my belt, I’ve witnessed countless trends come and go. However, the recent phenomenon happening within Telegram’s crypto ecosystem is unlike anything I’ve ever seen before.
Instead of simply being a messaging application, Telegram has evolved into a bustling cryptocurrency environment featuring its own connected blockchain, games, and user base. With nearly a billion active users, Telegram’s endorsement of The Open Network as its “primary web3 infrastructure” leads to an explosion of blockchain-integrated mini-apps on the platform, offering unique experiences and incentives for players in innovative ways.
Incredible achievements abound: Notcoin swept through social platforms, amassing a user base of 35 million, Hamster Kombat prepares to launch its token on the market, and BANANA garnered five million users in just three weeks – all within the confines of Telegram.
The swift growth of TON clicker games underscores the effectiveness of large user communities and games that motivate players through incentives. This serves as proof of the impact of game engagement, user compensation, and adaptability within the web3 ecosystem. And the best news? This is merely the start.
Tapping into profit: How TON motivates players
In the past few months, you might have noticed a lot of buzz surrounding TON and Telegram. At the core of this excitement lies the platform’s ability to attract hundreds of millions of new gamers using the allure of play. A game like Hamster Kombat serves as an illustration, motivating over 150 million players to accomplish tasks and collect in-game money.
The clicker game concept is deceptively simple yet incredibly engaging. Players tap the screen to earn in-game coins, which—in Hamster Kombat—they can then invest in a fictional hamster-operated crypto exchange. The game incentivizes continued play through daily combos and rewards for inviting friends, creating a powerful feedback loop of engagement, social interaction, and potential real-world earnings.
In reference to this final aspect, the game is mimicking the path taken by Notcoin. Approximately half a year post its launch, another TON clicker game named this followed suit by making its in-game currency tradeable on real marketplaces. As a consequence, some diligent players managed to accrue hundreds of dollars from their play. This action not only confirmed the legitimacy of the play-to-earn concept but also erased the boundary between virtual accomplishments and tangible monetary compensation.
TON’s answer to gaming’s challenges
2021 has seen a surge in popularity for TON games, and the coin’s market worth is experiencing an unprecedented upward trajectory, resembling a parabola. As reported by DefiLlama, the ecosystem activity started accelerating rapidly in late February. The total value locked (TVL) doubled between April and May, and then it doubled yet again from May to July.
At a pivotal moment in the field, an unexpected surge in growth is taking place. For the past two years, mobile gaming has struggled with dwindling profits, yet it still makes up almost half of the total gaming industry earnings. Concurrently, the expenses related to attracting new players have been steadily climbing higher.
As a game analyst, I can attest to the advantages that TON presents for both game developers and publishers. By harnessing Telegram’s extensive user network, TON essentially offers a pre-built player pool, thereby significantly reducing the costs associated with user acquisition. Furthermore, the infrastructure provided by TON not only appeals to players but also makes available valuable on-chain data that can be utilized for targeted marketing and fostering community engagement.
Adopting a strategy centered around data provides fresh opportunities for player interaction and revenue generation. Systems such as CARV push these boundaries even more by constructing flexible data structures that enable players to manage, profit from, and retain ownership of their gaming information. The harmonious blend of user-friendly gaming environments and data management systems suggests a future in which gamers not only enjoy playing and accumulating rewards but also maintain control over their digital trace.
Moving ahead, simpler ways to reach vast communities and resources for nurturing lasting interactions, along with evolving data possession strategies, make a strong argument for further expansion.
Telegram is encountering certain hurdles, such as expanding its ad platform’s reach and enhancing technical support for developers. However, on the whole, it offers many appealing aspects when it comes to the advancement of gaming.
Redefining platforms: Telegram’s gaming revolution
As an analyst, I am witnessing a remarkable shift in the gaming landscape as blockchain technology is reshaping the concept of gaming platforms altogether. Telegram and TON are spearheading this transformation, with their mini-apps serving as a testament to this change. These apps are keeping users captivated on the platform by offering an immersive gaming experience, complete with smooth authorization mechanisms, integrated crypto and fiat transactions, and personalized notifications that enhance engagement.
As a crypto investor, I find myself drawn to the parallels being made by industry insiders. They’re comparing Telegram today to Facebook in 2008 and WeChat in 2018 – online platforms on the brink of exponential expansion. It appears that many investors share this perspective, seeing potential for significant growth.
In August, HashKey Group teamed up with Catizen, a mini app from Telegram, for joint development of gamefi products and global digital entertainment infrastructure. Meanwhile, TON Ventures was established with an initial investment of $40 million, aiming to support early-stage consumer applications within the TON ecosystem.
The best bit? It is just the beginning
Inquire from game creators and enthusiasts what they are looking forward to in this field, and you’ll likely hear a common response—this is merely the start. While we have witnessed successful launches, lucrative games, and captivating engagement statistics, there remains much potential for expansion.
Telegram boasts around 900 million monthly active users, while TON has approximately 6 million monthly active wallets. This significant difference could potentially be utilized for gain. However, it’s important to note that the platform is making all the appropriate moves to remove obstacles and stimulate usage. For instance, they launched Telegram Stars in June, allowing in-app transactions of digital items. Furthermore, by incorporating wallet capabilities for buying, swapping, and transferring cryptocurrencies within Telegram, web3 is stealthily finding its way into hundreds of millions of pockets globally.
To some, the popularity of clickers might seem unimpressive due to their seemingly basic structure. However, these games hide a depth that surpasses initial perception. For me, they represent a glimpse into the future of digital interaction, where social media, gaming, and finance intertwine to generate unprecedented ways of user involvement and wealth generation. The boundaries between cryptocurrency, gaming platforms, and financial systems aren’t simply becoming indistinct—they’re vanishing entirely, and users are no longer just passengers—they’re the ones steering the ship.
Leo Li serves as the head of growth at CARV, managing operations, strategy, and outreach across various departments. In this role at CARV, a data layer designed for gaming and AI applications, Leo is responsible for 800 official gaming partners and a user base of over 11 million, with approximately 8 million CARV ID holders. His leadership ensures that the company’s suite of tools for user acquisition, onboarding, and management are used effectively and smoothly. Prior to joining CARV, Leo held important positions as a publishing producer and operations manager at Electronic Arts, Garena, and Tencent. He has an impressive background in global publishing, having overseen the release of popular titles like FIFA Online, Apex Legends Mobile, Arena of Valor, and more.
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2024-08-26 14:53